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Dec 13, 2012 - I started out with the ambition of changing the 4th Edition adventure series H1: Keep on the Shadowfell,

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Idea Transcript


P1: ORCUS CONVERSION

P1: KING OF THE TROLLHAUNT WARRENS I started out with the ambition of changing the 4th Edition adventure series H1: Keep on the Shadowfell, H2: Thunderspire Labyrinths, and H3: Pyramid of Shadows – as there was very little in the plotline that really tied these adventures together into a full story. Having just finished up the conversion of H3 one year have gone past and I have come to realize with the later releases of P2 to E3 that the strong Orcus plotline that I was looking for is actually being deliver by Wizard of the Coast. We are now facing a mega adventure path from level 1 to 30 circling around Orcus the Demon Prince of Undeath – and I am loving it. Thank you very much WoC, this is going to be a great saga to be told by my players. However there are still some small adjustments that can be made in order to tie the adventures together more, at least in P1 to P3. I therefore decided to continue trying to enhance these great adventures to the best of my ability. Please note that you should read through the H1 and H3 Conversion Guides first, as it gives you the full background story to the campaign.

P1: ORCUS CONVERSION

TABLE OF CONTENTS Table of Contents ......................................................................... 2 Credits ............................................................................................. 4 Prologue .......................................................................................... 4 Background.................................................................................... 6 Adventure Synopsis........................................................................ 6 Starting the Adventure .............................................................. 7 Hook: Escorting Vyrellis ............................................................... 7 The Way to Moonstair ................................................................. 7 Hag of the Fens............................................................................. 8 Setup ................................................................................................... 8 Tactics ................................................................................................ 9 Development .................................................................................... 9 Features of the Area.................................................................... 10 Meeting Etheran ....................................................................... 11 Setup ................................................................................................ 11 Tactics ............................................................................................. 11 Features of the Area.................................................................... 11 Features of the Area.................................................................... 13 Negotiations .................................................................................. 14 Truth Revealed ............................................................................. 14 Hook: Delivering the orb ........................................................... 15 Development ................................................................................. 15 E1: The Messengers ................................................................. 16 Setup ................................................................................................ 16 Tactics ............................................................................................. 16 Losing the Orb .............................................................................. 18 Features of the Area.................................................................... 18 Arriving in Celduilon .............................................................. 19

Meeting with the King ................................................................ 19

A Potential Ally............................................................................ 38

Meeting Dresyae Tlathlyn ........................................................ 20

The Troll Raid .............................................................................. 40

Midnight Rendezvous................................................................. 20

Outcome of the Battle................................................................. 43

Quickling Ambush ................................................................... 22

R4: Wall Siege ............................................................................ 44

Setup ................................................................................................ 22

Setup ................................................................................................ 44

Tactics ............................................................................................. 22

Tactics ............................................................................................. 45

The Larger Battle......................................................................... 22

Development ................................................................................. 45

Development ................................................................................. 22

Features of the Area.................................................................... 45

Features of the Area.................................................................... 23

R6: Shipwreck ............................................................................ 47

The Crone of Ravens ............................................................... 24

Setup ................................................................................................ 47

A Moment’s Respite .................................................................... 24

Tactics ............................................................................................. 48

The Valley of Mar-Kilean ......................................................... 25

Features of the Area.................................................................... 48

The Raven Prophecy................................................................... 25

R7: Hold the Wall! ................................................................... 50

Quests.............................................................................................. 27

Setup ................................................................................................ 50

Raven Sworn................................................................................. 27

Tactics ............................................................................................. 51

Changing Gods ............................................................................ 28

Features of the Area.................................................................... 51

Etheran’s Fate ............................................................................ 29

Raven Skull Necklace ................................................................. 52

Setup ................................................................................................ 29

Int2: Back in Moonstair .......................................................... 53

Tactics ............................................................................................. 29

After the Raid ............................................................................... 53

Features of the Area.................................................................... 30

The Gift of the Eladrin ............................................................... 53

Development ................................................................................. 31

The Fate of the Eye ...................................................................... 54

T2: Lights in the Night ............................................................ 33

Skalmad’s True Power ............................................................... 54

Bax’s Story ..................................................................................... 33

Lore of the Stone Cauldron ....................................................... 54

Int 1: Wrath of Skalmad ........................................................ 35

Destroying the Cauldron ........................................................... 55

Setup ................................................................................................ 35

The Council Celebration........................................................ 56

Development ................................................................................. 35

Inside Information ...................................................................... 56

The Feywild Portal ...................................................................... 35

Dresyae Tlathlyn ......................................................................... 56

Raven Skull Necklace ................................................................. 36

Flaeorn Marnon........................................................................... 57

Int 2: Raid on Moonstair........................................................ 37

Laemu Spiremrul ........................................................................ 57

Prepare for War! ........................................................................ 37

Serriay Celshil .............................................................................. 58

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P1: ORCUS CONVERSION Dresyae’s Escape ....................................................................... 59

C5: Entrance Cavern .............................................................. 76

T2: Lights in the Night ............................................................ 123

Setup ................................................................................................ 59

Raven Skull Necklace ................................................................. 76

W1: The Trollmaw .................................................................. 123

Tactics ............................................................................................. 59

C6: Cauldron Chamber ......................................................... 77

W2: Marrowmaw Warrens ................................................. 124

Features of the Area.................................................................... 60

Setup ................................................................................................ 77

W3: Marrowmaw Chief Lair ............................................... 125

Development ................................................................................. 61

Destroying the Cauldron ........................................................... 77

W4: Mound of Skulls .............................................................. 126

The Stone Cauldron ................................................................ 62

Tactics ............................................................................................. 79

W5: Dragon’s Den .................................................................. 127

Arrival in the Feywild................................................................. 62

Features of the Area.................................................................... 79

W6: Thrall Pit .......................................................................... 128

The Fortress of Mross-Kagg ..................................................... 62

Vard Returns ................................................................................ 79

Int 1: The Wrath of Skalmad ............................................... 128

C1: Cliffside Portal................................................................... 63

Development ................................................................................. 81

W8: Grell Nest .......................................................................... 129

Setup ................................................................................................ 63

Ending the Adventure ............................................................ 83

W10: Collecting Cave ............................................................ 130

Tactics ............................................................................................. 64

The Vault ....................................................................................... 83

C2: Outpost ................................................................................ 131

Features of the Area.................................................................... 65

Back to Celduilon......................................................................... 83

C3: Waterfall ............................................................................ 131

Activating the Magic Portal ..................................................... 65

Optional Awards ......................................................................... 84

C4: Guardhouse........................................................................ 132

Development ................................................................................. 66

Heroes of Celduilon..................................................................... 84

C2½: Corkscrew Track............................................................ 67

The Next Adventure .................................................................... 86

Setup ................................................................................................ 67

House Rule Appendix ............................................................ 86

Tactics ............................................................................................. 68

Modified Raise Dead .................................................................. 86

Development ................................................................................. 68

Updated DM Maps .................................................................. 87

Features of the Area.................................................................... 68

Appendix: Celduilon ............................................................... 91

Raven Skull Necklace ................................................................. 69

History ............................................................................................ 91

C4.1: The Foundry ................................................................... 70

The City .......................................................................................... 92

Setup ................................................................................................ 70

Architecture ................................................................................... 94

Tactics ............................................................................................. 71

Defenses ......................................................................................... 94

Development ................................................................................. 71

Laws and Enforcement .............................................................. 95

Features of the Area.................................................................... 71

Citizens and Denizens................................................................ 97

C4.2: Throne Room ................................................................. 73

XP Analysis ...............................................................................106

Setup ................................................................................................ 73

Player’s Handouts ..................................................................107

Tactics ............................................................................................. 74

The Crone’s Story ..................................................................... 107

Features of the Area.................................................................... 75

Battle Maps ...............................................................................111

Development ................................................................................. 75

Monster Updates ....................................................................123

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C5: Entrance Cavern............................................................... 132 .

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P1: ORCUS CONVERSION

CREDITS These are the contributors in the Wizards community that have helped with improvements and new ideas and concepts to this P1 Conversion Guide. Fleetfang Inspiration work for the Battle of Moonstair. Jerismoo Help and ideas to improve the story. Awoken Contributed with alternative prophecy.

PROLOGUE “NOOO! His soul was mine! His secret was mine to use! I curse his soul for eternity!” The immortal fury of Orcus was terrible to behold. Demons and undead servants scurried like frightened cockroaches across the floor of his terrible fortress. “Karavakos – you will not escape me again! We had a contract – a contract written in blood – and you will obey to it, as I am the Blood Lord”. His screams echoed endlessly in the darkness of the Red Hold. Bouncing from the blood drenched walls, resonating with the bones of the Everlost citadel until the whole fortress trembled in anger. When his thunderous voice finally grew silent he stood alone staring into the darkness, letting reality flow back into this undead flesh were putrid maggots crawled in delight. This would not do – him, the Demon Prince of Undeath, being tricked by a simple mortal. If Demogorgon or Grazzt learnt about his failures, they would see him as weak and not worthy of his title and domain. He had to put an end to this scheming tiefling, this Karavakos. Even his name tasted of betrayal.

Karavakos had promised him a secret, a terrible secret, a secret that could become the dagger piercing the heart of the Raven Queen, ending her regime. Karavakos had found the key into Death’s Reach – and Orcus craved for it. He craved for it so badly that he had agreed to send his Rotting Legions and a large part of his demonic hordes to assist the tiefling wizard in this ambition to grow his puny mortal kingdom, in exchange for the souls of all his subjects and the Secret. But the cursed wizard had tricked him. First the fey wizard’s had prevented him to lay his hand on Karavakos soul by imprisoning him in that Pyramid of Shadows – Orcus could feel the ugly smell of the Raven Queen’s meddling in that. Then when he had finally tricked some adventurers to kill Karavakos inside the pyramid, his soul did not travel to its expected destination. No, instead it remained in the world of the living tied to that damned artifact he had helped Karavakos create so many years ago, in an effort to trick him into the Feywild were his plan on world concur would fail and his contract being sealed. Now it had been used against him. The stone cauldron prevented Karavakos soul from falling into the hands of the Raven Queen or himself as well. The irony of the betrayal was bitter. He needed to change his plans once again – this time Karavakos would die once and for all! *** In the Land of No Return, the realm of the Raven Queen, silence ruled. The Raven Queen, the Daughter of Winter, the Lady of Fate sat on her throne in silence. To the dark house, the abode of Shadows, to the house which none leave who have entered it, to the road from which there is no way back, to the house wherein the entrants are bereft of light, where dust is their fare and clay their food, where they see no light, residing in darkness, where they are clothed like birds, with wings for garments, and where over door and bolt is spread dust – dread had come in the form of death escaped. The Raven Queen was troubled. She had felt the collapsing of the extra-dimensional space that had been the Pyramid of Shadow. There could only be one explanation to this – Karavakos was dead. She had felt him die, as every death in the multiverse was her

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domain. But he had not passed through her halls to his final judgment. He had just disappeared…disappeared into nothingness. This troubled the dark lady more than anything. She knew that Karavakos had something that her nemesis Orcus, the Demon Prince of Undeath coveted – a dark Secret. However, she had no clue as to what it was. The Secret had been locked away in the Pyramid of Shadows for more than three hundred years thanks to her influences, but she now feared that it was resurfacing. Whatever it was, it could be nothing good – nothing good ever came out of the Abyss… *** Prince Etheran hurried up through the crystalline silver palace of Celduilon. He had been summoned by his grandfather, the eladrin King Palenthior, Warden of the Silver City of Celduilon. The messenger had said that his presence had been urgently asked for. Rays of light played in the snow covered trees above, split into thousands of color in the crystal roof above. Winter was ever present in the fey kingdom of Celduilon, turning the colors to blue, indigo and purple. Prince Etheran was unaware of this, and the surrounding crystalline chiming, as he stormed into the Silver Hall of Celduilon, were his grandfather sat at the other end on the immense blue crystal throne of his people. “Greetings, young prince Etheran, may the winter’s snow always bring peace to your heart”. The old man smiled. The eladrin king was old, even for his people. Well above five hundred years, the man looked like an old tree, bent, wrinkled and creased. But his eyes were sapphire, like a frost-covered blade, clear and filled with insight and wisdom of a man having seen the world change around him. Etheran went down on one knee and bowed flourishingly to his king and grandfather. “And to you Warden of the Silver City of Celduilon. May I ask as to what reason I have been summoned?” The old king gestured for him to come closer. Etheran stepped up the silver steps of the dais and leaned in to listen closer. The old man spoke in whispers, “The rumors that you have been hearing are true. The fomorians are gathering and have been growing

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P1: ORCUS CONVERSION bolder. There is someone behind them, someone uniting them. Whispers of an ancient power. My rangers have only managed to pick up one name – Skalmad, a troll-king with ambitions. But I have a feeling that it is something fouler behind it. I need you to pick out some men that you trust in the palace guard and find out more about this Skalmad – self proclaimed King of Vardar.” “King of Vardar? There has been no king over Vardar for hundred of years. Not since the War of the Dead when Karavakos breached through the feygate of Mross-Kagg with his undead armies. But that must have been over three hundred years ago. Are you sure you are right grandfather?” The old kings eyes grew tired at the memories. “Yes I am afraid it is true. The rangers tell me that they are forming in the old fortress of Mross-Kagg, a place of old evil and dark magic. The fortress is impenetrable. There is no way you will get by the fomorian dark masters from this side. You must go through the Moon Gate to the world of men. Maybe the defense is weaker on that side. Kill the troll king if you get a chance. Meanwhile I will talk to the council and try to convince them to prepare for war. I sense the dawning of dark times again.”

A lonely old crone dressed in a mantle of black feathers took a step forward, leaning on an oak staff. But the crone, resting lonely on the placid staff, spoke only that one word, as if his soul in that one word she did outpour. Nothing further then she uttered – not a feather then she fluttered – till she scarcely more than muttered, “other friends have flown before – on the morrow he will leave us, as my hopes have flown before.” Then the crone said, “Nevermore.” The old kings eyes lighted and he stood up. “Elysa you old crone, what are you doing in my audience chamber? I have not asked for you presence. I do not need to hear the word of the Raven Queen, as her hands do only lightly touch the eladrin, as a chilling breeze fluttering our hair. Begone, before I have the guards throw you out.” But then he regretted his harsh words and grew silent, as if considering, and said instead. “So Elysa, what word does your mistress brings to the Silver Halls of Ceduilon – what is the word of the Raven Queen?” The old crone met his eyes with a face carved from stone – “Nevermore!”

“Yes King Palenthior, I will do as you ask. Do not worry, I know just the men for this. Consider this threat a threat of the past.” The old king shook his head in sorrow. “Bold words, but your confidence might lead you into trouble, my young prince. I have warned you before. You need to keep your head with your swordarm. I am entrusting you with our ancestral sword of Sunwrath. You will need it.” Etheran received the glistening silver-white blade, inscribed with flowing arabesques. The hilt was adorned with gold, with a ruby set in the middle of the handguard. “I am honored grandfather. You will not regret it. I will return victorious!” Suddenly a voice from the shadowy corner behind the throne croaked “Nevermore”. Etheran swirled around with the blade in his hand shining glistening as the sun. “Who’s there?”

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P1: ORCUS CONVERSION

BACKGROUND While exploring the old barrows of the Trollhaunt, the troll-chieftain Skalmad discovered Moran’s Eye, a potent fomorian relic wielded by the first king of ancient Vardar. Lost for untold years, the Eye of shadow and fire, guided by Karavakos quickly corrupted the avaricious Skalmad, inspiring him to tear out his own eye in order to claim the relic’s full power. As Karavakos now directed Skalmad’s ambition indirectly, the Eye showed him a portal to the Feywild in the heart of an ancient troll ruin known as the Great Warren. Within the Feywild, the Eye led the would-be troll king to a site of great power and even greater evil—the Stone Cauldron. There, Skalmad’s plans for domination were born. With the power of the Eye, Skalmad set about bringing the monsters of the Trollhaunt under his dominion. He saw himself as the founder of a new Vardar, establishing a stronghold in the Great Warren, allying with the fomorian dark master’s of the Feywild. Under Skalmad’s leadership, the trolls of the Trollhaunt began to terrorize neighboring lands with a fury not seen in generations, while the fomorians in the Feywild started sacking eladrin settlements in the Feywild. Little did Skalmad know that he had to die in order for Karavakos plan to unfold. With the return of his former ally Vard, Karavakos hoped that he would be able to guide Vard to use the Stone Cauldron’s power to let him escape his prison. He initiated the events that would lead Paldemar or his opposing adventurers to the Pyramid of Shadows to kill him, thereby releasing him from his eladrin prison, in order to be raised back to life again within the Stone Cauldron. In the eladrin winter kingdom of Eltharion, king Palenthior – Warden of Celduilon is facing the growing

strength of their fomorian enemies. Unable to convince the eladrin council to take action, he sends out Prince Etheran with a band of capable soldiers to assassinate the troll king Skalmad, and try to find a passage into the fomorian Fortress of Mross-Kagg from the natural world. In the shadows other forces are moving. The Crone of the Raven Queen in Silver City of Cleduilon is receiving troubling visions – a dark prophecy that needs some unlikely heroes. While in the Abyss, Orcus yet again finds himself tricked of the soul of Karavakos, sends out his trusted servants of the Ashen Covenant to find the soul of Karavakos. Their search leads them to the small town of Moonstair…

ADVENTURE SYNOPSIS Vyrellies lead the adventurers to the town of Moonstair, were she claims a Moon Door of old will lead them into the Feywild and her father’s kingdom. In Moonstair they meet the eladrin prince Etheran, and learns about the true background of Vyrellis. Etheran ask them to accompany Ruallis to the Silver City of Celduilon. Once in the winter realm of the Feywild the adventurers encounter a gang of trolls attacking them and stealing the Head of Vyrellis. Ruallis brings them to the court of Celduilon, were they bring the bad news to king Palenthior, Warden of Celduilon. They are asked to assist Prince Etheran in his quest. They also meet the Crone, a servant of the Raven Queen that gives them a dark prophecy. Once back in Moonstair they discover that Skalmad, the self-proclaimed “King of the Trolls,” has slain prince Etheran and his companions. To the surprise of Ruallis his magic cannot bring him back from the dead. Further, they learn that Skalmad and his troll armies now threaten the town.

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To deal with Skalmad and his followers, the adventurers must assault the Great Warren. They soon learn that the secret of its entrance can only be found from the dead, which a Orcus cultist help them with. Once within the ancient cavern complex that was sacred to Vardar’s shamans in its day, they find it is infested with trolls and other creatures loyal to Skalmad. While the adventurers work their way through the complex the find their way blocked by a Fey gate. Returning to Moonstair they learn that Skalmad has already launched a raid against Moonstair. Fighting their way back to the town, the adventurers must defeat Skalmad’s elite forces in a climactic battle at the Old Troll Wall, were eladrin troops help saving the day. In this battle, the adventurers kill Skalmad. Ruallis help them with a ritual to open the Fey gate. Back in the Great Warrens but now on the Feywild side, they find an ancient throne room, were the adventurers discover that Skalmad has been reborn with even greater power at his command. The troll king retreats into caverns hidden beneath an ancient fortress infused with dark power. Here, within the chamber of a powerful relic known as the Stone Cauldron, the adventurers must put a final end to Skalmad, the chamber’s guardians, and an ancient evil trying to exert its influence into the natural world. To their horror they find that Vyrellis have betrayed them. She has resurrected Karavakos from the Stone Cauldron. Orcus appears and the player witness Karavakos offer his Secret to the Blood Lord in exchange for command of the Shambling Horde in Deadhold. Something Orcus gladly agrees to. To their horror the party witness how Karavakos and Vyrellis steps through a gate to Deadhold, a place that at least one of the party members recognize all to well...

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P1: ORCUS CONVERSION

STARTING THE ADVENTURE

it is not far to the kingdom of Eltharion were my father King Palenthior rules over the Silver City of Celduilon. I will pay you well, once I reach my home.

As the adventure begins, the player characters are in Fallcrest and is offered to escort Vyrellis to Moonstair. This is a false quest, as the players will not be able to complete it. But it will set them off in the right direction, and once in Moonstair they will get another one.

Quest XP: 500 (minor quest) for escorting the Head of Vyrellis safe and sound to the city of Celduilon. In the later option above, Vyrellis also offers 1,000 gp for their effort, to be paid once the reach her home.

HOOK: ESCORTING VYRELLIS As the adventurers have escaped the Pyramid of Shadows, the Head of Vyrellis ask them to escort her to the town of Moonstair. “I have a bad feeling about all this. I need to return to my kindred in the feywild, to atone for my wrongdoings but also to warn them. If Karavakos is truly not dead, Celduilon may very well be in very big danger. You will serve as my escorts and bodyguards. You need to take me to Moonstair southwest of here, were there is a Moon Door to the Feywild. From there it is not far to the great kingdom of Eltharion were my father the great King Palenthior, Warden of the Silver City of Celduilon. He needs to learn about this new threat immediately.” If the adventurers have learnt about Vyrellis dark history in H3, they might not be too inclined to help her. She will then use the following arguments instead. “Yes it is true that I betrayed my people. But Karavakos cut off my fucking head! He will pay for that. I tell you his soul has not gone to join the Halls of the Raven Queen. No, he escaped it somehow, and I will learn how and once I find him – I will get my revenge. You need to take me to Celduilon in the Feywild. There I know people that can help us find out how Karavakos tricked Death and were he are. You need to take me to Moonstair southwest of here, were there is a Moon Door to the Feywild. From there

THE WAY TO MOONSTAIR Moonstair and its environs is an extension of the Witchlight Fens south of Fallcrest. Following the Nentir River downstream will lead you unerringly to Moonstair, situated roughly 75 miles down river. Vyrellis knows this, as well as any citizen of Fallcrest still remaining in the town. Normally the Swiftwater Clan provides daily cargo transport along the river, but after the appearance of the Pyramid of Shadows their business has dropped to a halt and many employees have fled the town. It is not easy to find anybody that is around to take them south. A successful DC 21 Streetwise check allows the adventurer to find Ulmo an old hardheaded Halfling that offers to take them to Moonstair for 50 gp (they may make one retry every day). An outrageous price, but the adventurers have not that many options. The trip take three days and the adventurers arrive in the evening of the third day to Moonstair. However, during the journey through the Witchlight Fens, the adventurers have a brief encounter with the bog hags that wait in the fens to ambush unwary travelers during the night. See the “Hag of the Fens” encounter.

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P1: ORCUS CONVERSION

HAG OF THE FENS

Feymire Crocodile (C)

Encounter Level 10 (2,500 XP)

HP 216; Bloodied 108 AC 28; Fortitude 29; Reflex 21; Will 24 Speed 6, swim 8 Saving Throws +2; Action Points 1 TRAITS

1 bog hag (H) 1 feymire crocodile (C) 2 will-o’-wisps (W)

Level 10 Elite Soldier

Huge fey beast (reptile)

XP 1,000 Initiative +9 Perception +8 Low-Light Vision

Feymire * Aura 2 Enemies treat the area within the aura as difficult terrain

SETUP This encounter takes place during the party’s travel through the Witchlight Fens, either during the night watch or in the last twilight before night. The Nentir River is at this point both shallow and small as it winds through the endless fens. As the adventurer’s first spots the will-o’-wisps light, read: Suddenly you see two glowing points of light from within the bogs. You are not sure, but it looks like someone is waving two torches from under a dark tree at the side of the winding river. It looks to be a young human woman, with torn clothing, clad in mud. She waves the torches and call to you, “Help me, please! Help me!” As the bog hag retakes her true form, read: With determined steps the beautiful woman walks easily through the fens with a dark smile on her lips. “You are mine now. All mine!” she cackles, as her beauty falls to pieces, her white skin turning blue-green and wet, hanging like a draping around her. You realize to your horror that the bog hag, staring at you, has been hiding under the rotted skin of a human woman she must have flayed alive and used her skin as a dress. The sight makes you sick, but you have no time to throw up. The hag closes with you rapidly, her huge claws raised to slay you.

Regeneration The femire crocodile regains 5 hit points whenever it starts its turn and has t least 1 hit point. When the feymire crocodile takes fire damage, its regeneration doesn’t function on its next turn. STANDARD ACTIONS m Bite * At-Will Attack: Melee 2 ( one creature); +15 vs. AC Hit: 3d8 + 9 damage, plus the target is grabbed (until escape). The feymire crocodile cannot make bite attacks while grabbing a creature, but it can use clamping jaws. M Clamping Jaws * At-Will Attack: If a feymire crocodile begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature; +15 vs. AC Hit: 3d8 + 13 damage. Miss: Half damage. M Swallow * At-Will Attack: The feymire crocodile attempts to swallow a bloodied Medium or smaller creature it is grabbing; +15 vs. Fortitude Hit: On a hit, the target is swallowed and dazed and restrained (no save) and takes 10 damage on subsequent rounds at the start of the crocodile’s turn. The only attacks the swallowed target can make are basic attacks. If the feymire crocodile dies, any creature trapped in the gullet can escape as a move action, ending that action in a square formerly occupied by the crocodile. Skills Stealth +12 Str 22 (+11)

Dex 15 (+7)

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Con 20 (+10)

Int 5 (+2)

Alignment unaligned

Cha 8 (+4) Languages —

Bog Hag (H)

Level 10 Skirmisher

Medium fey humanoid (aquatic) HP 107; Bloodied 54 AC 24; Fortitude 23; Reflex 21; Will 19 Speed 8 (swamp walk), swim 8 TRAITS

XP 500 Initiative +11 Perception +7 Low-Light Vision

Unwholesome Presence * Aura 3 Enemies in the aura gain only half the normal hit points from spending healing surges. Evasive Charge The bog hag shifts 2 squares after charging. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. M Rending Claws * Recharge when first bloodied Effect: The bog hag makes two claw attacks against the same target; if both claws hit, the hag deals an extra 5 damage to the target. MINOR ACTIONS Change Shape (polymorph) * At-Will Effect: The bog hag alters its physical form to appear as a beautiful young female elf, half-elf, eladrin, or human until it uses change shape again or until it drops to 0 hit points. To assume a specific individual's form, the bog hag must have seen that individual. Other creatures can make a DC 31 Insight check to discern that the form is a disguise. Skills Intimidate +12, Nature +12, Stealth +14 Str 22 (+11) Dex 18 (+9) Wis 15 (+7) Con 19 (+9) Int 12 (+6) Cha 14 (+7) Alignment evil

Languages Common, Elven

Wis 17 (+8)

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P1: ORCUS CONVERSION 2 Will-o’-Wisps (W)

Level 10 Lurker

Small fey magical beast

XP 500

HP 57; Bloodied 29 AC 22; Fortitude 19; Reflex 24; Will 22 Speed 0, fly 6 (hover; altitude limit 2) Resist insubstantial STANDARD ACTIONS

Initiative +15 Perception +11 Low-Light Vision

m Glimmer Wisp (radiant) * At-Will Attack: Melee 2 (one creature); +13 vs. Reflex Hit: 2d6 + 11 radiant damage. M Spirit Drain (healing, psychic) * Encounter Requirment: Bloodied targets only. Attack: Melee 3 (one creature); +13 vs. Fortitude Hit: 2d8 + 9 psychic damage, the target is weakened (save ends), and the wisp regains 14 hit points. C Luring Glow * At-Will

TACTICS At the point when the characters see the luring glow from the will-o’-wisps and the change shaped bog hag, the feymire crocodile has already moved in under the bottom of their shallow boat. It starts to push the boat towards the will-o-wisps and the bog hag. Adventurers might spot this movement with a DC 22 passive perception check. Each one of the will-o’-sips uses luring glow to target a different adventurer and pull that adventurer out of the boat and into the water. They sustain this effect each round until they gather the adventurers near them. After that, they try to flank with the bog hag if possible, saving life drain until they and the target have been bloodied. They employ blink out when an attack misses them so that they can gain combat advantage.

Attack: Close burst 20 (one target in the burst); +13 vs. Will Hit: The target is pulled 3 squares and dazed (save ends). Special: Blind targets are immune FREE ACTIONS Effect: A will-o’-wisp can give off light as a torch or extinguish this light. Fey light must be on for the will-o’-wisp to make any attack. When darkened, the will-o’-wisp has concealment and can make a Stealth check to remain unnoticed. TRIGGERED ACTIONS

DEVELOPMENT If the will-o’-wisps and the crocodile is killed and/or the bog hag is bloodied, facing certain death, she pleads for her life.

The horrid hag takes your hand and hold it with her moss covered slimy hands. Her eyes turn all yellow and she speaks with a voice that is not hers. “I see a terrible power returning to the Trollhaunt Warrens. He who was dead will rise again, and Moonstair will tremble. I see a terrible troll, a crown rest on his head. He stares down in the water of a great cauldron. I see his Eye. Oh no, I can see his terrible Eye. He cannot die. Only you can kill the thing that cannot die. Only you…”

Trigger: When missed by an attack. Effect (Immediate Interrupt): The will-o’-wisp teleports 5 squares and extinguishes its fey light.

Alignment evil

The bog hag moves in as soon as some adventurers get closer and attack with her rending claws, trying to catch as many enemies as possible within her unwholesome presence aura, retaking her true horrible form.

If the adventurers spare Kiera her life she gives them the following reading.

Blink Out (teleportation) * At-Will

Dex 22 (+11) Int 8 (+4)

The feymire crocodile is an unsophisticated combatant, bursting from the water to attack the nearest target. It wait until the will-o’-wisps pull opponents close before emerging from under the boat, then use clamping jaws and swallow as often as possible.

“Spare me strangers. I am Kiera, the oracle of the Witchlight Fens. If you spare me your life, and give me safe passage, I will read you your fate”.

Fey Light * At-Will

Skills Stealth +16 Str 4 (+2) Con 13 (+6)

If a wisp is reduced to 16 hit points or fewer but the character it fights is not bloodied, it breaks off to life drain the closest bloodied creature (even the crocodile).

Wis 12 (+6) Cha 18 (+9)

Languages Elven

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P1: ORCUS CONVERSION FEATURES OF THE AREA Illumination: Twilight (dim light). Bogs: These areas of marsh and mud are difficult terrain (requiring 1 extra square of movement to enter). Thickets: These areas of dense undergrowth provide concealment and are difficult terrain. Trees: Squares containing trees are difficult terrain and provide concealment to anyone standing in them. A tree’s trunk provides cover (-2 to attack rolls) to anyone standing adjacent to it. Shallow Water: The shallow water adjacent to the shore is 5 feet deep and is difficult terrain. Characters in the water gain cover except against attacks from submerged enemies. Fighting in the water imposes a -2 penalty to attack rolls except with spears and crossbows. Deep Water: Beyond the shallow shoreline, the water varies from 10 to 15 feet deep. Creatures in deep water must use the Athletics skill to move. Creatures in deep water gain cover except against attacks from submerged enemies. Fighting in the water imposes a -2 penalty to attack rolls except with spears and crossbows, and powers that have the fire keyword take a -2 penalty to attack rolls. A creature that moves from an area of shallow water into a square of deep water hits a drop-off, ending its movement in that square unless it is already swimming. Treasure: The hag has a small pouch tied to her belt. The pouch contains 100 gp, 2 turquoise gems worth 100 gp each and one small black pearl worth 200 gp. The pouch also contains one dead frog, a dead snake, 3 human fingers, a human eye, a mandrake and a dead lizard.

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P1: ORCUS CONVERSION

MEETING ETHERAN Encounter Level 12 (3,500 XP)

SETUP 2 eladrin bladesingers (E) 1 Bax (B) 1 eladrin blizzard speaker (S) 5 eladrin blades of winter (W) 18 inn guests (G) As the adventurers arrive in Moonstair they need to find out the location of the Moon Door to the Feywild. Vyrellis do not remember the exact location, as much has changed after three hundred years. Most likely the adventurers end up in the small town’s only inn – the Cloudwatch Inn, where they get a chance to meet Etheran Movrymm and his henchmen. As the characters enter the Inn, read: You enter the establishment, leaving the cold autumn chill outside to enter the warmth of the Inn. The smell of roasted lamb greets you as well as Oldmill pipe smoke. A large hole in the top of the roof lets out the smoke from the open oven in the middle of the room, as well as allowing you a glimps of the clouds above. The large serving room is rather full and you immediately spot a large group of beautiful and graceful eladrin sitting closely in the back of the room. Rarely seen outside the Feywild, you cannot but look at their otherworldly appearance and clothing with awe. The rest of the room is filled with traveling merchants and some locals enjoying the bar. A small and portly halfing comes towards you and greets you. “Welcome to Cloudwatch Inn, by name is Cham and I am the proprietor of this establishment. How can I help you?” he says with a broad smile.

At some point during their stay at the Inn, the eladrin wizard senses the presence of the Head of the Vyrellis. Whispering his findings to Etheran, the young eladrin bladesinger steps up and approaches the adventurers. Greetings, fellow travelers, my name is Etheran of the House of Movrymm, prince and heir to the barony of Therund and the crystal throne of Celduilon. My friend Salindar, Blizzard Speaker of the winter eladrin of Celduilon claims that you are carrying an artifact of mysterious nature. Can I see it? If the characters do not show the Head of Vyrellis, Etheran gets more threatening. You carry something evil, something that may pose a threat to the Silver City of Celduilon. I demand to see it, or you will have to face the consequences. Once Etheran see the obsidian orb carrying the Head of Vyrellis, read: The young eladrin prince eyes widens as he stares into the inky depths of the obsidian orb in your hands. “Vyrellis..” he gasps and immediately draws his brilliant blade in a glowing arc, and shouts “To arms – defenders of Celduilon. These are agents or darkness. Kill them all!”

TACTICS Bax takes the lead and goes into close combat with the adventurers defenders, taking advantage of the close space by using come and get it and sweeping blow. He is joined in the fight by the eladrin blades of winter. Etheran and his childhood friend Pangeon, both trained bladesingers, uses their crippling strike, dance of brilliance and wyvern strike to dart in and out of battle, targeting controllers or leaders if possible. Salindar, the eladrin blizzard speaker, keeps to the back of the inn using his range powers freezing bolt and winter wind to target controllers or leaders. Hopefully the adventurers realize that they have more to win by negotiating with Etheran and the eladrin party than to fight them, in order to learn more about the mysterious Vyrellis. Run the skill challenge described below under “negotiations” as part of the fight, were the adventurers try to convince the eladrin that they are not what they appear. The eladrin party surrender as soon as Etheran turns bloodied. During the fight there are several innocent bystanders. You may consider letting some of these inn guests take part in the battle, defending the eladrin, just to see how the characters tackle such a moral problem.

FEATURES OF THE AREA Illumination: Bright light. Bar: This countertop has a solid front and can provide cover to a standing character or superior cover to a prone character. The bar is difficult terrain. Chairs: Chairs do not limit or restrict movement through a square. Hearth: A low-burning fire provides warmth to the room. The fireplace is difficult terrain. A character starting his turn in the fireplace takes 10 points of fire damage.

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P1: ORCUS CONVERSION 2 Eladrin Bladesingers (E)

Level 13 Skirmisher

Medium fey humanoid (eladrin) HP 131; Bloodied 66 AC 27; Fortitude 25; Reflex 26; Will 25 Speed 8 Saving Throws +5 against charm effects STANDARD ACTIONS

XP 800 Initiative +14 Perception +8 Low-Light Vision

m Brilliant Blade (radiant, weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 3d8 + 6 radiant damage, and the target takes a -3 penalty to attack rolls against the eladrin bladesinger until the end of the bladesinger’s next turn. m Crippling Strike (weapon) * Encounter Attack: The eladrin bladesinger shifts 3 squares before and after making the attack; +16 vs. Fortitude Hit: The target is weakened and slowed (save ends both). Miss: The target is slowed (save ends). M Dance of Brilliance (radiant, weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d10 + 5 radiant damage, and the eladrin bladesinger shifts 3 squares and uses brilliant blade against a different target. M Wyvern Strike (poison, weapon) * Encounter Attack: The eladrin bladesinger flies 8 squares and does not provoke opportunity attacks. At any point during the move, the bladesinger makes an attack; +16 vs. Fortitude Hit: 2d10 + 5 damage, and ongoing 10 poison damage (save ends). MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: The eladrin bladesinger teleports 5 squares. OTHER POWERS Combat Shift * At-Will Requirements: Requires combat advantage against a target adjacent to the eladrin bladesinger. Effect: The bladesinger shifts 1 square to a space adjacent to the target.

Str 14 (+8) Con 19 (+10)

Dex 22 (+12) Int 16 (+9)

Attack: Close blast 3 (creatures in blast); +15 vs. Reflex; +16 while bloodied Hit: 2d10 + 2 cold damage.

Wis 14 (+8) Cha 19 (+10)

Alignment unaligned Languages Common, Elven Equipment chainmail, longsword

Bax (B)

Level 12 Soldier

Medium natural humanoid HP 115; Bloodied 58 AC 32; Fortitude 26; Reflex 26; Will 23 Speed 5 TRAITS Dragonborn Fury

XP 700 Initiative +9 Perception +7

Effect: A dragonborn gains a +1 racial bonus to attack rolls while bloodied. STANDARD ACTIONS m Flail (weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied Hit: 2d10 + 12 damage (crit 2d12+32). M Tide of Iron (martial, weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied Hit: 2d10 + 12 damage (crit 2d12+32), and the target is pushed 1 square if it is Large or smaller. Bax can shift into the space the creature occupied. C Sweeping Blow (martial, weapon) * Encounter Attack: Close burst 1 (creatures in burst); +20 vs. AC; +21 while bloodied Hit: 1d10 + 12 damage (crit 2d12+22). C Come And Get It (martial, weapon) * Encounter Attack: Close burst 3 (creatures in burst); +18 vs. AC; +19 while bloodied Hit: 1d10 + 12 damage (crit 2d12+22). MINOR ACTIONS C Stalwart Guard (martial) * Daily Effect: Close burst 1; allies in the burst gain a +2 shield bonus to AC and Reflex until the end of the encounter. C Dragon Breath (cold) * Encounter

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Skills Athletics +14, Endurance +11, History +8, Intimidate +15 Str 21 (+11) Dex 17 (+9) Wis 13 (+7) Con 14 (+8) Int 11 (+6) Cha 14 (+8) Alignment good Languages Common, Draconic Equipment scale armor, heavy shield, vicious weapon +2 flail, potion of healing

Eladrin Blizzard Speaker (S)

Level 11 Controller

Medium fey humanoid (eladrin) HP 107; Bloodied 54 AC 27; Fortitude 23; Reflex 27; Will 25 Speed 6 Resist 15 cold TRAITS Body of Ice

XP 600 Initiative +8 Perception +6 Low-Light Vision

Any creature that hits the blizzard speaker with a melee attack is slowed until the end of that creature’s next turn. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d8 + 5 damage, and the target is slowed until the end of the blizzard speaker's next turn. R Freezing Bolt (cold) * At-Will Attack: Ranged 10 (one creature); +14 vs. Reflex Hit: 3d8 + 6 cold damage, and the target is immobilized until the end of the blizzard speaker's next turn. R Winter Wind (cold, teleportation) * At-Will Attack: Ranged 10 (one creature); +14 vs. Reflex Hit: 3d8 + 6 cold damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space. C Dazzling Snow (cold) * Encounter Attack: Close blast 3 (creatures in blast); +14 vs. Will Hit: 4d6 + 10 cold damage, and the target is blinded until the

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P1: ORCUS CONVERSION end of the blizzard speaker's next turn. MOVE ACTIONS

Inn Guests

Icy Step (teleportation) * At-Will

HP 1; a missed attack never damages a minion Initiative +0 AC 14; Fortitude 13; Reflex 11; Will 11 Perception +0 Speed 6 TRAITS

Effect: The blizzard speaker can teleport to any square in sight as long as both the origin and the destination squares are icy terrain. Skills Arcana +17, History +17, Nature +11 Str 13 (+6) Dex 17 (+8) Wis 13 (+6) Con 11 (+5) Int 21 (+10) Cha 17 (+8) Alignment unaligned Equipment spear

Languages Common, Elven

Level 11 Minion Skirmisher

Medium fey humanoid (eladrin)

XP 150

HP 1; a missed attack never damages a minion Initiative +11 AC 25; Fortitude 23; Reflex 23; Will 22 Perception +7 Speed 6 Low-Light Vision Resist 10 cold TRAITS Wintry Wounding A blade of winter’s basic attack deals 1 extra point of cold damage for each blade of winter adjacent to the target. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 11 damage. MOVE ACTIONS Effect: The blade of winter can teleport 5 squares. Dex 18 (+9) Int 12 (+6)

Wis 14 (+7) Cha 17 (+8)

Languages Common, Elven

the end of that movement. The DC of other Acrobatics checks increases by 5. Creatures gain a +1 bonus on melee attack rolls against foes lower than them. Chandelier: Single-Use Terrain effect, see below

Mob Rule

Chandelier

A inn guest gains a +2 power bonus to all defenses while at least two other inn guests are within 5 squares of it. STANDARD ACTIONS

A large iron chandelier hangs over the battlefield. It would be a pity if it fell to the ground.

Str 11 (+0) Con 12 (+1)

Dex 10 (+0) Int 9 (–1)

Alignment unaligned Equipment dagger

Wis 10 (+0) Cha 11 (+0)

Languages Common

FEATURES OF THE AREA Illumination: Bright light. Bar: This countertop has a solid front and can provide cover to a standing character or superior cover to a prone character. The bar is difficult terrain.

Hearth: A low-burning fire provides warmth to the room. The fireplace is difficult terrain. A character starting his turn in the fireplace takes 10 points of fire damage. Stairs: The steep staircase leading from the dining room to the rooms upstairs descends 10 feet, but the ceiling remains level. Going up or down the stairs is considered difficult terrain. Creatures running or charging down steep stairs must succeed on a DC 10 Acrobatics check, ending their movement 1d2x5 feet later if they fail. Those who fail by 5 or more fall prone and take 1d6 points of damage at

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Single-Use Terrain

Standard Action Check: From a distance, to sever or loosen the rope holding the chandelier aloft, make a ranged attack (defenses 15).

Attack: Melee 1 (one creature); +6 vs. AC Hit: 5 damage.

Chairs: Chairs do not limit or restrict movement through a square.

Fey Step (teleportation) • Encounter

Alignment unaligned

XP 25

m Dagger (weapon) * At-Will

5 Eladrin Blades of Winter

Str 18 (+9) Con 16 (+8)

Level 1 Minion Brute

Medium natural humanoid (human)

Alternatively, you can spend a standard action to cut the rope while adjacent to either the chandelier or the rope keeping it aloft. Success: The chandelier falls to the ground and smashes to pieces. Target: Each creature in an area burst 1 beneath the chandelier. Attack: +13 vs. Reflex Hit: 2d8+5 damage Miss: Malf damage. Effect: The area where the chandelier fell becomes difficult terrain.

Tables: A table is tall enough that a Small creature can move under it and gain cover from doing so. It costs 2 squares of movement to hop up on a table. A character can use a standard action to tip over a table, which can then grant cover for a standing creature or superior cover for a prone creature. Woodendeck Rail: The rail towards the wooden deck costs 3 squares of movement to hop over.

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P1: ORCUS CONVERSION NEGOTIATIONS Parleying with Etheran Skill Challenge

Level 12 XP 700

You need to convince Etheran that you are not agents of evil or the henchmen of the eladrin traitor Vyrellis, condemned to an eternity of imprisonment in the Pyramid of Shadows

You go through all the things you have learnt about the history of Vyrellis and Karavakos. Giving proof of your knowledge in its sad history. Diplomacy DC 20 (minor action, 1 success, maximum 2 success) You manage to convince Etheran that you are telling the truth and your good intentions.

The PCs can engage in a skill challenge with Etheran to end the battle and talk instead. They can as a group only make one skill check per round in the battle.

Bluff DC 21 (minor action, no successes, maximum 1 success attempt for bonus results) Bluff grants a +2 bonus on a Diplomacy check.

Complexity

You manage to lie and thereby cover your ignorance in the area. Etheran does not seem to notice.

1 (4 successes before 3 failures) Primary Skills Arcana, Diplomacy, History Secondary Skills Bluff, Intimidate Victory Etheran is convinced that the characters are not in league with Vyrellis and orders his men to stop fighting. He shares his knowledge of Vyrellis with the characters, warning them of her treacherous nature and ask them to take her head to King Palenthior, Warden of the Silver City of Celduilon. See the “Truth Revealed” chapter below. Defeat Etheran and his fellow warriors continue fighting what they believe are the evil agents of Vyrellis. As soon as Etheran turns bloodied they surrender. Retrying If Etheran’s party surrenders, and the PCs treat them with respect, the PCs can try the skill challenge again. Arcana DC 20 (minor action, 1 success, maximum 1 success) You go into the details of your understanding of the magical energies of the Pyramid of Shadows, convincing Etheran that you indeed have been inside it.

Intimidate DC 21 (minor action, no successes, maximum 1 success attempts for bonus results) Intimidate grants a +2 bonus on primary skill checks You convincingly threatens Etheran, showing him that you could have killed him and his bloody eladrin if you wanted. But you want to talk in peace.

TRUTH REVEALED The players get the chance to hear the truth about Vyrellis and her crimes against her eladrin brothers and sisters. Etheran gives the following story. About the Head of Vyrellis: “What you carry is an artifact of great evil. Inside it rest the head of Vyrellis of the ruling House of Movrymm, How that have come to be I do not know, as we all believed that we had got rid of her and her treacherous plots once and for all when she was imprisoned for all eternity in the Pyramid of Shadows together with Karavakos, her obedient pet.”

History DC 20 (minor action, 1 success, maximum 1 success)

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About the Vyrellis background: “Believe it or not, but Vyrellis is actually my aunt. She is the younger sister to my mother, the eladrin princess Saffrenia Movrymm. Her father is my grandfather Palenthior, the eladrin high king and Warden of Celduilon – the Silver City of the Feywild. But I have never met her in person, or her head to be correct. She was imprisoned in the Pyramid of Shadows long before I was born.” About the Vyrellis and the War of the Dead: “Vyrellis the Cursed, yes I know of her all too well. We learnt about her crimes against her people in our history classes. Over three hundred years ago, when my mother was young, the winter eladrin of Celduilon came to learn about the mighty tiefling wizard Karavakos. He had managed to conquer all neighboring lands in the living world and had formed a mighty nation to rival the great human empire of Nerath that held sway over much of the land at this time. However, this did not trouble king Palenthior. The eladrin controlled the Moon Gates, so no armies could get through to us.” “But in their midst the young princess Vyrellis was growing envious of her older sister, who was destined to inherit the throne after her father. With her charm and traitorous nature she managed to convince some influential eladrin nobles and captains of the guard to join her cause. She staged a coup to kill and overthrow her own father, but they failed and Vyrellis and her cohort were exiled from Celduilon, as was the custom. But this was maybe king Palenthior’s biggest mistake. He could not phantom the depth of Vyrellis evil nature. Exiled from Celduilon, Vyrellis left not only the eladrin kingdom, but also the Feywild. Instead she ventured to the Court of Karavakos and used her beauty and charm to seduce him. Karavakos was struck by her otherworldly

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P1: ORCUS CONVERSION beauty and promised to do anything in his power to help her get her throne, just if she would agree to marry him. Against eladrin customs, Vyrellis an eladrin princess – agreed to be the tiefling’s bride and proclaimed that they would rule a new empire, an empire of humans and fey alike. With spring’s dawning Karavakos ordered his armies to march into the Feywild.” “The demon hordes marched through an old, forgotten and unguarded feygate at the Fortress of Mross-Kagg into the Feywild. Vyrellis had betrayed her own people by giving Karavakos knowledge about this old fomorian gate, some even claim that she was working together with the fomorian to weaken the great nation of Celduilon. Karavakos hordes of undead and demons poured down the valley of Mar-Kilean until they met the joint eladrin armies at Kadorhak – Stone’s End, where the invasion was brought to a halt. However, the eladrin forces were heavily outnumbered and Karavakos kept on bringing through hordes of undead through the Feygate at Mross-Kagg. Sharrin the Crone, was seen meeting the hordes of undead with the words of the Raven Queen, but even her magical powers could not overcome the invaders. Desperate to save her home and her people the Crone called upon powers best left undisturbed. Through a grueling ordeal lasting several days, she summoned the power of shadow. When the ritual was over, no creature was left alive in the vale and MrossKagg. Plants and animals alike were all dead, so were demons, elves and the undead hordes. There were no remains to even suggest that a battle had ever occurred, and no sound of any creature could be heard anywhere. Only Sharrin escaped this fate, but she was no longer the person she once was; the ritual had irrevocably changed her.” “Karavakos nation died on that day, but the Celduilon Court feared Vyrellis and Karavakos’ powers and ties to the Abyss and imprisoned them in an extra dimensional prison

conjured by high eladrin wizards, called the Pyramid of Shadows were they would never be able to escape. Still here today you stand before me with the Head of Vyrellis. This is a very bad omen, and my grandfather king Palenthior and the winter eladrin need to know about this. The Head of Vyrellis need to be imprisoned again, before she can cause more harm to the eladrin nation.”

HOOK: DELIVERING THE ORB Once the adventurers have learnt the true background of Vyrellis, Etheran ask them to deliver the orb with Vyrellis head inside to King Palenthior in Celduilon. “If the situation had been different I would have taken the Head of Vyrellis myself to the court at Celduilon, but as the situation is I have pledged myself to another mission, which I cannot speak upon. You would be greatly rewarded by my grandfather the king of Celduilon if you took the Head of Vyrellis to him, and tell him the same story you have told me, and told him I sent you. The eladrin emissary Rualiss here will be able to guide you to the Silver City, sadly I will not be able to detach any of my Blades of Winter to join your quest. However, take great care once you reach Celduilon, not everybody is to be trusted, which I have learnt the hard way. Take the orb directly to the king, and you will be safe”.

DEVELOPMENT After Etheran has left with his company the characters get some chance to talk to Rualiss. He might answer general questions about the Feywild and Celduilon (see Appendix section on Celduilon). However, it was a long time ago he was in Celduilon, so he is not up to date with the latest politics and changes in Celduilon. He warns them that next evening when the full moon rises the Moon Door will come into existence and they will have to go through it or otherwise wait for another month. They are going to enter the winter eladrin world, so they better prepare themselves for winter. The next evening Rualiss takes the characters to the Moon Door on the small island outside Moonstair, were they pass through into the land of the fey.

Quest XP: 2,500 (major quest) for delivering the Head of Vyrellis to king Palenthior in the city of Celduilon. Etheran promises that they will be rewarded with no less than 1,000 gp for their effort, to be paid once they reach the court of the Silver City. Note! This hook replaces the hook “Escorting Vyrellis” if the players chooses to take it.

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P1: ORCUS CONVERSION

E1: THE MESSENGERS

versus DC 24 as a minor action to indicate the square the invisible fey troll is hiding.

Encounter Level 14 (4,700 XP) The adventurers’ discussion with Etheran was overheard by one of the fomorian spies in Winterhaven. Understanding the importance of the orb, he immediately set of to the Moon Door to inform his fomorian masters about what he witnessed. They have short of time, but manage to set up a small ambush party to attack Rualiss and the adventurers as they pass through the feywild on their way to Celduilon.

SETUP

If the characters spot the fomorian, read: You have been passing through the otherworldly winter landscape of the feywild on your mission to Celduilon. Fir trees with boles the size of towers disappears up into the darkness above. Thick snow surrounds your travel, but the track you are following has been cleared of snow. As you reach up to some hot springs in a small opening between boulders and high cliffs, you suddenly spot movement behind some of the big boulders left of the track. “Ambush”, you scream to notify your friends.

4 trolls (T) 1 winter fey troll (W) 1 fomorian dark disciple (F) 1 feypool (P) The trolls and the fomorian dark discipline lay waiting as the party passes through a good ambush spot on their way to Celduilon. The winter fey troll is by the roadside invisible and waiting for the adventurers to pass by. The characters cannot spot the trolls who are hidden behind some rocks, but the fomorian who are acting as outlook for them can be spotted with a DC 22 passive perception check. If successful allow the players to setup in Area A1, otherwise they start in Area A2. The fomorian dark disciple has also used a dark ritual to corrupt one of the hot springs the track passes. The invisible winter fey troll cannot be spotted with a passive perception check. However, if the characters spot the fomorian dark disciple or combat breaks out, they can make a perception check

TACTICS If the adventurers have not spotted the ambush, the winter fey troll lays in hiding and sneaks up invisible to the player carrying the Head of Vyrellis. He tries to use Thievery versus DC 25 (20 + ½ character level) to pick the pockets of the adventurer carrying the Head of Vyrellis. If successful the fey troll leaves together with the rest of the ambush team. If he fails with 5 or more, the character is aware of the attempt and combat breaks out. If the adventurers spot the fomorian dark disciple or the pick pocket attempt, combat breaks out. If a player get within 3 squares of the feypool an attack from it is triggered. The four trolls storm out from their hiding, and glides down the snow ledge to reach the person carrying the Head of Vyrellis. They even risk opportunity attacks in order to reach that character. The fomorian dark disciple moves in from the opposite side and uses mind wrack to daze the target, in order to make it easier for the feytroll to steal the orb. Rule that the fey troll only have a -5 penalty (rather than -10) to his thievery attempt if the target is dazed during combat. The winter fey troll continues his attempts to use Thievery to get hold of the orb. As soon they get the orb the ambush party break off the attacks and disappear with the Head of Vyrellis with them. Most of them have Speed 8, and has benefit of their size in the deep snow, making pursuit by the players unlikely. 4 Trolls (T) Large natural humanoid HP 120; Bloodied 60 AC 21; Fortitude 22; Reflex 18; Will 18 Speed 8 TRAITS Regeneration

Level 9 Brute XP 400 Initiative +8 Perception +6

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its

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P1: ORCUS CONVERSION regeneration does not function on its next turn.

does not return to life in this way. STANDARD ACTIONS

square.

Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS

m Claw * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d6 + 8 damage.

Attack: Area burst 1 within 10 (creatures in burst); +16 vs. Reflex Hit: 3d8 + 8 fire and necrotic damage.

C Frenzied Mayhem * Recharge 5 6

C Mind Wrack (psychic) * At-Will

Attack: Close burst 2 (creatures in burst); +15 vs. AC Hit: 2d6 + 6 damage.

m Claw * At-Will

C Freezing Blast (cold) * Recharge 6

Attack: Close blast 5 (creatures in blast); +16 vs. Will Hit: 3d6 + 11 psychic damage, and the target is dazed (save ends).

Attack: Melee 2 (one creature); +14 vs. AC Hit: 3d6 + 7 damage. If the attack bloodies the target, the troll uses claw against it again.

Attack: Close blast 5 (creatures in blast); +15 vs. Fortitude Hit: 1d8 + 6 cold damage, and the target is slowed (save ends).

Skills Athletics +15, Endurance +14 Str 22 (+10) Dex 18 (+8) Con 20 (+9) Int 5 (+1)

Effect: The winter fey troll turns invisible until it attacks. MINOR ACTIONS

Troll Healing (healing)

Alignment chaotic evil

Winter Fey Troll (W)

Wis 14 (+6) Cha 9 (+3)

Languages Common, Giant

Level 10 Elite Lurker

Large fey humanoid HP 172; Bloodied 86 AC 26; Fortitude 25; Reflex 25; Will 24 Speed 7, fly 8 (clumsy) Saving Throws +2; Action Points 1 TRAITS

XP 1,000 Initiative +13 Perception +7 Darkvision

Combat Advantage The winter fey troll deals an extra 1d6 damage on melee attacks against any target it has combat advantage against. Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it

A Black Flame (fire, necrotic) * At-Will

Invisibility (illusion) * At-Will

Deceptive Veil (illusion) * At-Will Effect: The winter fey troll disguises itself to appear as a Medium or Large humanoid until it uses deceptive veil again or until it drops to 0 hit points. Other creatures can make a DC 20 Insight check to discern that the form is an illusion. Skills Arcana +12, Bluff +14, Endurance +15, Stealth +14, Thievery +14 Str 22 (+11) Dex 19 (+9) Wis 14 (+7) Con 20 (+10) Int 15 (+7) Cha 18 (+9) Alignment chaotic evil

Languages Common, Giant

Fomorian Dark Disciple (F)

Level 13 Elite Controller

Huge fey humanoid (giant) HP 325; Bloodied 162 AC 29; Fortitude 27; Reflex 24; Will 26 Speed 8 Resist 10 necrotic, 10 poison Saving Throws +2; Action Points 1 STANDARD ACTIONS

XP 1,600 Initiative +7 Perception +13 Truesight 10

C Double Spell * Encounter Effect: The dark initiate makes a black flame attack and a mind wrack attack. MINOR ACTIONS R Evil Eye (illusion) * At-Will Attack: Ranged 5 (one creature); +16 vs. Will Hit: The dark initiate is invisible to the target until the start of the dark initiate’s next turn. If the dark initiate uses this power against a new target, the previous target is no longer affected. TRIGGERED ACTIONS Bloodied Invisibility (illusion) * Encounter Trigger: The fomorian is first bloodied. Effect (Immediate Reaction): The dark initiate teleports 10 squares and becomes invisible until the end of its next turn. Shadow Gaze (teleportation, necrotic) * At-Will Trigger: The fomorian is damaged by an attack. Effect (Immediate Reaction): The triggering attacker is teleported 3 squares and takes ongoing 5 necrotic damage (save ends). Skills Insight +13, Stealth +12 Str 20 (+11) Dex 12 (+7) Con 18 (+10) Int 13 (+7) Alignment evil

Wis 14 (+8) Cha 24 (+13)

Languages Common, Elven

m Necrotic Staff (necrotic) * At-Will Attack: Melee 3 (one creature); +16 vs. Reflex Hit: 2d10 + 6 necrotic damage, and the target is pushed 1

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Opportunity Action

Close burst 3

Target: The triggering creature Attack: +11 vs. Will

LOSING THE ORB The story is built upon the fact that the characters should lose the Head of Vyrellis at this stage. It is never good to tamper with the dices, but at this point you should consider it in order for the winter fey troll to succeed with one of its thievery attempts.

Hit: The target is affected by a compulsion to enter the pool’s water (save ends). It moves to the nearest space within the pool as a free action. While under the compulsion, the target remains in the pool and can take no action other than moving to another pool square. Any creature that starts its turn in a pool square loses a healing surge; a creature that has no healing surges remaining instead loses hit points equal to its healing surge value in psychic damage. Countermeasures

Fey Pool (P) Hazard

Level 10 Lurker XP 500

The bubbling, hot waters of this glowing pool are strangely alluring. Hazard: When non-fey creatures come close to the pool, they are struck by a compulsion to enter its waters. The pool weakens the mind of creatures in it. Perception No check is necessary to notice the pool. Additional Skill: Arcana ♦ DC 21: The character recognizes that the pool and the area around it is as hazardous, in addition to being the focus of the concentrated fomorian dark magic suffusing the area. Initiative +12 Trigger The pool triggers when a non-fey creature comes within 3 squares of the origin square (marked on the map). When triggered, the hazard makes an attack against the triggering creature. It is no longer active after triggering but recharges slowly over time so that it can retrigger in a subsequent encounter. Attack

♦ Arcana (DC 21); standard action; the character suppresses the compulsion effect, allowing the affected creature to make a saving throw. If the creature saves, it can move half its speed as a free action.

FEATURES OF THE AREA Illumination: Bright light. Boulders: Scattered large boulders sit along the side of the road and on top of the ledge. They provide total concealment and superior cover for large creatures or smaller (otherwise concealment and cover) hiding behind them. They also serve as obstacles to movement; a creature can’t move directly into a square that contains boulders. The boulders are 10 feet high. Climbing onto the boulders requires a DC 15 Athletics check and costs 4 squares of movement. A character atop the boulders can move onto other boulder squares; treat them as difficult terrain.

Moving up to the higher squares requires a climb check versus DC 15, as it is hard to find grip in the icy snowy surface. The deep blue squares are considered difficult terrain for medium size creatures or smaller. Sliding down the ledge can be done at normal speed, but you end up prone after the movement. Creatures on a ledge gain a +1 bonus to melee and ranged attack rolls against lower enemies. A creature on top of the 10-foot-high ridge is not considered adjacent to a creature at ground level. Pine Trees: Thick foliage from large pine trees grow near the road in several places. These areas are lightly obscured and provide concealment for those attacking from or into the area. Areas covered by foliage also count as difficult terrain. Pool: This shallow body of water (no more than 5 feet at the deepest) also glows with a strange purple hue. The water is a hot spring with mist streaming from it. It is a site of concentrated fomorian dark magic, see fey pool hazard. The pool is difficult terrain for creatures tall enough to wade through it. Snow Drifts: The snow outside the cobblestone areas is deep enough for it to be treated as difficult terrain for any medium sized creature or smaller.

Cobblestone: The cobblestone track is normal terrain, including all squares even partially covered by a cobblestone; the snow here is not deep enough to seriously impede movement. Ledges: The deep blue ledge to the east is 10 foot high. The one in the southwest corner of the map is 20 foot high.

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ARRIVING IN CELDUILON

ice sculptures towering above the eladrin that gather outside their homes to meet.

After Encounter 1: The Messenger, it takes three hours to reach the Silver City of Celduilon. As the city has no walls they can walk straight into the city, under the guidance of Rualiss.

Depending on the racial makeup of the party, the PCs are likely to stand out in this crowd. The PCs find themselves the center of attention among the guards and bystanders alike. Though many of the eladrin are clearly intimidated by characters of other races, as they are accompanied by Ambassador Rualiss, a respectable eladrin, nobody interferes with their passage through the city.

As the adventurers enter the eladrin city, read: “We have finally arrived. Behold the Silver City of Celduilon”, says Rualiss with a proud voice. You look at the great eladrin city with awe, struck by both how beautiful and how alien the city is. Celduilon is built in the middle of the great winter forest, seeming to spring up from the ground just like the trees throughout the city. In fact, many tall, broad trees are larger than several of the city’s eladrin-built towers, giving the impression that the towers are merely natural growths within the forest. The city does not seem to have any walls, instead hundreds of streets flow outward from the city center, obviously allowing visitors to enter wherever is convenient upon arrival. ‘How strange’, you think as you enter. ‘Do they not have any enemies?’ You find the streets of the city loosely paved with extremely smooth white stone. They wind their way through the city in a rather haphazard fashion. The streets are filled with a silvery mist, which seems to come from warm springs in the city. You also notice that the buildings in the city are not built into city blocks, but rather cluster together in groups of three to five towers, almost organic in its layout; the roads flow around them, and no dead-end streets seems to exist in the city. Every street connects with another, or another branch of itself. As you get deeper into the city you find it filled with warm springs, channels and bridges, as well as beautiful frozen parks with

MEETING WITH THE KING

The present is King Palenthior and his first daughter Saffrenia Movrymm. As you play out the king’s conversation with the PCs, make sure you touch on the following important points: ♦

King Palenthior and Saffrenia are horrified to learn that the Pyramid of Shadows is no more, and that Vyrellis is free once again. He asks the adventurers to tell the story of their visit to the prison plane and the encounter where the Head of Vyrellis was stolen.



King Palenthior wants to know anything they might have heard from Ethereran, without disclosing any details about the secret mission to the PCs.



King Palenthior do not trust the adventurers with any information about Celduilon, and its current situation. As they failed to deliver the orb with Vyrellis head, he does not trust them with anything else – at this point.



Saffrenia show more willingness to tell the adventurers more about the fomorian threat, but is silenced by the king. “We are among strangers First Daughter, don’t forget that”, he says.

Rualiss leads them directly to the Citadel of Winter to meet with King Palenthior, Warden of the Silver City of Celduilon, so that they can tell their story. When the adventurers arrive at the keep, read: As you approach the city center high white walls meet you. Rualiss says, “Here rests the remains of the original fortress ‘Silver Vigilance’ from which the city got its name. This is the Citadel of Winter were the eladrin rulers and highborn live”. You look up at the thick and high walls, guarded by proud eladrin warriors patrolling the battlements. The guards greet Rualiss and you soon find yourself in the Silver Halls of Celduilon. On the blue crystal throne sits an old man, wizened by age. The crown seems to rest heavy on his head. At his side stands a tall female eladrin with gray-streaked hair. She wears a plainly embroidered blue dress and a silver chain of office. “Welcome Rualiss, it was a long time since you visited us the last time,” the old king says. “Who do you bring to the Silver Halls of Celduilon?”

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After the brief questioning the adventurers are dismissed, while the king wants to talk in private with Rualiss. Saffrenia escort them out of the Silver Hall. Once outside she takes the opportunity to speak her mind. “I have lived in Celduilon all my life, and have been privileged to serve the city as a councilor for many years. Recently, however, I have grown to suspect that a kind of corruption festers at the heart of the council—corruption that might extend into the city guard as well. The fomorian threat is growing every day. I have reports that the old fortress of Mross-Kagg is not silent anymore. Something is gathering, but still I can’t get the council to act. My father the king, is very old, and scared to take decisions. But we cannot speak hear. Even the walls of the Citadel of Winter might have ears. Meet me tonight at the Waystop in the

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P1: ORCUS CONVERSION Old Battery. Talk to Kagen Blackknife and say to him ‘Flowers blossom in midwinter’. Take great care and speak to no one that we have spoken, not even Rualiss!”

MEETING DRESYAE TLATHLYN After some time Rualiss joins them in the waiting hall and takes them to the accommodations that have been prepared for them within the citadel. On their way there Dresayae Tlathlyn, ‘accidentally’ bumps into them. He have received reports from Jelvistra that they have met with prince Etheran and she wants to know more about them. Are they a threat to their plans? As Dresyae approaches the adventurers, read: An old eladrin very regally dressed walks towards you, with steps filled with purpose. He seems to be a man of importance, as he carries himself with high esteem. “Rualiss, I am so happy to see you. It was a long time since you came and gave any report on the happenings of Moonstair. What are you up to, and who are your companions?” He tries to find out why they went to see the king and what they discussed. Rualiss tells him this unless the adventurers stop him. If they don’t mention anything about Etheran he tries to trick them. “Somebody told me you had news from Etheran, how is he faring?” If they challenge him as to who gave him this information, he lies and claim some eladrin trader had arrived this morning, having seen them at the Cloudwatch Inn. A successful DC 22 Insight check reveals that he is lying. A successful Insight check versus DC 16 gives some insights into Dresyae’s true nature. Observing Dresyae for an extended period establishes the councilor’s dark demeanor. He believes himself superior to his peers on the

council, and carries himself with the air of a warrior, not a politician. Dresyae Tlathlyn immediately reports any information he managed to gain to Jelvistra, who takes action (see Quickling Ambush).

MIDNIGHT RENDEZVOUS If the characters tells Rualiss that they intend to visit the Old Battery he strongly advice against it: “I would advice you to not visit the Old Battery. It has a bad reputation. It is maybe not ‘dangerous,’ but it is unwise to enter the Old Battery if you don’t belong there. Criminals and outcasts flock to the Old Battery, and many would look to take advantage of unwary visitors, especially foreigners like yourselves. The Old Battery is a breeding ground for dissent and chaos in Celduilon”. The Old Battery is one of the seamier wards of Celduilon, named for the line of towers that stood beside the original fortress from which the city has grown. If the characters enters the Old Battery, read: You manage to find your way through back alleys and empty streets of the Old Battery. This seems to be a very old part of Celduilon. Ancient towers in need of repair stands vigilant watch over your shadowy progress through the labyrinth of streets and alleys. The eladrin you pass here are shabbily dressed, watching you with an intensity that does not only come from curiosity. You hear muttered oaths and even a few threats of violence along the dark streets from some dark strangers you meet, but nobody puts any force behind them.

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With a successful DC 16 Streetwise check the adventurers find the Waystop Inn (they may make a new retry every hour searching for it). Once inside the shabby inn the characters may be intimidated by the drow innkeeper Kagen the Blackknife, or the crowd of not only eladrin but other strange looking fey creatures. However, if they provide him with the password ‘Flowers blossom in midwinter’ he takes them through the backdoor of the inn to a closely situated warehouse. As Kagen takes them to the warehouse, read: At a decrepit warehouse with grime-streaked windows, Kagen stops. The street around you is deserted except for two figures lurking in the shadows to either side of the door. They nod as the drow enters. Within, the walls are lined with stacks of dusty boxes, younger eladrin wearing crimson armbands standing before them. They watch you with a predatory gaze, a young male in black leather stepping into the center of the room as the others close around you. Stepping out of the shadows Saffrenia smiles at you, “I thank you for coming to the rescue of Celduilon, in its time of great need. Meet Illianter, he is the leader of the Crimson Outcast.” The young boy in the black leather boy responds with a wary but deferential bow towards you before turning back towards Saffrenia. “I never expected to see one of your station in the exiles’ quarter, and in the company of outworlders, no less. What do you want?” Saffrenia are meeting the Crimson Outcasts, a band of thieves and exiles. Saffrenia fears that the corruption in the council might have already spread to the leadership of the city guard and the Winter’s Watch (Celduilon’s secret

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P1: ORCUS CONVERSION police). She needs to know what the outcast community has heard and seen. Saffrenia fills the Crimson Outcasts in on the meeting earlier in the day, and tells Illianter what her fears of corruption in the council, the guard, and the Watchers. “Something sinister is at hand in Celduilon. I cannot put my finger on it, but my instinct tells me something is wrong. And it is not only a mother’s care and love for her son, but it all started with Etheran being falsely accused of the murder of Llytha Spremrul, the head of the eladrin trade delegation, five years ago. I have spoken to Amon Bassiri, the Lord Marshal of the Winter’s Watch, and he shares my concerns. He has seen unusual activities and movements of fomorians in the vicinity of Celduilon, but Dresyae Tlathlyn the Lord Commander of the eladrin army do not share our concerns. I have been unable to talk any sense into the man, he is so infuriating! And the council takes no action, they only postpone my proposals endlessly. Father being at the state he is in, takes no action either, even though I try to make him understand the gravity in the situation, but he is too old. I’m sorry for saying it, but it is the truth. My hope was that Etheran could have stood by his side and learnt the burden or rulership, so that he was ready when his time came, but that they denied me. And now these adventurers emerge and tell us that my accursed sister Vyrellis have escaped from the Pyramid of Shadows, and that fomorians ambushed them and took the orb which contained her spirit. Why? I don’t know, but I am afraid that it all ties together somehow. Illianter, I fear that the Celduilon council has been corrupted somehow, I just hope that the guard and the Watchers are still faithful to the crystal throne of Celduilon. What have you seen on the streets of the city?”

Illianter eyes the party warily as the councilor speaks, but a DC 16 Diplomacy check from the PCs can help convince him that Saffrenia speaks the truth. “I do not know about the Winter’s Watch, once you see them it is usually too late, if you understand what I mean. But there is something strange going on in the Old Battery. The city guard seems to have pulled out completely from this part of the city. Not that I complain, mind me saying so, but I still think it is odd. My boys have seen strange creatures in the shadows of the Battery. Things that do not belong in Celduilon – shapeshifters, quicklings, banschrae and even rumors of cyclops, even though I deem the later to be the result of drunken stupor.” Before Saffrenia and Illianter can do anything but compare notes, the meeting is attacked, see the Quickling Ambush encounter.

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QUICKLING AMBUSH Encounter Level 10 (2,500 XP) The following encounter has been taken from “Dark Heart of Mithrendain” in Dungeon 157.

SETUP 1 blade spider (S) 2 quickling renegades (R) Xixxit, quickling rogue (X) Saffrenia has been followed to her rendezvous with the adventurers. Jelvistra sends a swarm of quicklings to kill Saffrenia and all those with her, eliminating everyone the councilor might have spoken to about her suspicions. The PCs get a Perception check to gain a warning of the attack. If they fail they are surprised. Perception Check DC 26: From beyond the distant windows comes the sound of a struggle. When the quicklings attack, read: Breaking glass heralds the arrival of a horde of wickedlooking fey creatures through the blackened windows, their eyes blank, short swords flashing in their hands. A huge spider crashes in through the door a moment later. Even as the bulk of the creatures focus attacks on the outcasts where they scatter, two creatures controlling the spider see Saffrenia and attack.

TACTICS The quickling renegades use their quick cuts power, focusing on lightly armored PCs. They stay in constant motion, using fey shift and quick cuts to keep out of melee. The blade spider moves into the thick of combat to threaten as many PCs as possible, making double attacks. Once a target is weakened by poison, the spider turns its attention to a new PC. Xixxit uses the combat advantage from his first strike against a lightly armored spellcaster, then follows up with his knockout power in an attempt to get that foe out of the fight. He flanks with the blade spider for combat advantage. These creatures all fight to the death. Any surviving quickling do not know about Jelvistra, they were contracted for the job by another quickling.

THE LARGER BATTLE The Crimson Outcasts fight alongside the PCs, but unlike Saffrenia, they are not meant to be played as NPC combatants. Don’t roll their attacks and damage along with the monsters. Instead, simply describe how the exiles clash with lower-level quicklings in a fight that quickly spreads to other unseen areas of the warehouse. This leaves the PCs free to defend Saffrenia from the elite squad targeting her. When the PCs defeat their foes, the quicklings fighting the Crimson Outcasts flee.

DEVELOPMENT Once the initial assault is dispensed with, the Crimson Outcasts gather up their dead and wounded. Illianter blames Saffrenia and the PCs for allowing themselves to be followed, the young eladrin warning the councilor as he flees.

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“Whoever you’re up against, they’re stronger than you. No mortal-world rabble are going to stop them.” In the aftermath, Saffrenia leads the PCs through the back alleys of the Old Battery and out of the city. She tells the PCs that the streets are no longer safe. The only option is to seek help from where the enemy least expects – from the Crone!

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P1: ORCUS CONVERSION Blade Spider (S)

Level 10 Brute

Large natural beast (mount, spider)

XP 500

HP 130; Bloodied 65 AC 22; Fortitude 21; Reflex 20; Will 18 Speed 6, climb 6 (spider climb) STANDARD ACTIONS

Initiative +9 Perception +7 Tremorsense 10

m Claw (poison) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d8 + 4 damage, and the target takes ongoing 5 poison damage and is weakened (save ends both). M Double Attack (poison) * At-Will Effect: The blade spider makes two claw attacks. TRIGGERED ACTIONS M Combined Attack (mount, poison) * Encounter Requirements: While mounted by a friendly rider of 10th level or higher. Trigger: The blade spider’s rider makes a melee attack. Effect (Free Action): The blade spider makes a claw attack against the same target. If the claw attack hits, instead of its normal effect, the attack deals ongoing 10 poison damage (save ends). Skills Stealth +14 Str 20 (+10) Con 20 (+10)

Dex 18 (+9) Int 1 (+0)

Alignment unaligned

Wis 15 (+7) Cha 10 (+5)

HP 104; Bloodied 52 AC 25; Fortitude 21; Reflex 25; Will 21 Speed 12, climb 6 STANDARD ACTIONS

Effect: The renegade shifts 10 squares. MINOR ACTIONS Maintain Mobility * Recharge 4 5 6

XP 500 Initiative +14 Perception +8 Low-Light Vision

m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 7 damage. M Quick Cuts (weapon) * At-Will Effect: The renegade moves its speed. At any two points during

this power while immobilized or slowed. M Knockout (weapon) * Recharge when first bloodied Attack: Melee 1 (one creature); +13 vs. Fortitude Hit: 3d6 + 12 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the quickling rogue's next turn.

Effect: An immobilized renegade is no longer immobilized.

Fey Shift * Encounter

Skills Acrobatics +17, Bluff +10, Stealth +17 Str 9 (+4) Dex 24 (+12) Wis 17 (+8) Con 16 (+8) Int 14 (+7) Cha 10 (+5)

Effect: The quickling renegade shifts 10 squares. MINOR ACTIONS

Alignment evil Equipment short sword

Effect: An immobilized quickling rogue is no longer immobilized.

Maintain Mobility * Recharge 4 5 6

Languages Elven

Xixxit, Quickling Rogue (X)

Level 10 Elite Skirmisher

Small fey humanoid

XP 1,000

HP 208; Bloodied 104 AC 25; Fortitude 21; Reflex 25; Will 21 Speed 12, climb 6 Saving Throws +2; Action Points 1 TRAITS

Initiative +14 Perception +8 Low-Light Vision

At the start of an encounter, a quickling rogue has combat advantage against any creatures that have not yet acted.

Level 10 Skirmisher

Small fey humanoid

Fey Shift * Encounter

First Strike

Languages —

2 Quickling Renegades (R)

its move, the renegade makes a basic attack at a -2 penalty. During the movement, the quickling gains a +4 bonus to all defenses against opportunity attacks. A renegade cannot use this power while immobilized or slowed.

Sneak Attack A quickling rogue deals an extra 2d6 damage against any enemy it has combat advantage against. STANDARD ACTIONS m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 7 damage. M Rogue Strike (weapon) * At-Will Effect: The quickling rogue moves its speed. At any two points during its move, the quickling rogue makes a short sword attack. During the movement, the quickling gains a +4 bonus to all defenses against opportunity attacks. The quickling cannot use

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Skills Acrobatics +22, Bluff +10, Stealth +17, Thievery +17 Str 9 (+4) Dex 24 (+12) Wis 17 (+8) Con 16 (+8) Int 14 (+7) Cha 10 (+5) Alignment evil Languages Elven Equipment short sword, leather armor

FEATURES OF THE AREA Illumination: Moonlight through the shattered windows sheds dim light through the area. Crates: Wooden storage crates are stacked across the warehouse. A stack can be climbed with a DC 16 Athletics check; the numbers on the tactical map represent the number of crates stacked on each others. Most creates are 1 square tall (5x5x5 feet), only the large ones are 2 square tall (10x10x10 feet). A crate can be pushed off a stack to target a creature below (Strength vs. Reflex, 2d6 + 5 damage, and the target is knocked prone). Bags of Flour: This pile of flour sacks is difficult terrain. A sack can be cut open and emptied as a minor

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P1: ORCUS CONVERSION action, with the flour inside creating a cloud in a burst 1 centered in the bag’s square.

stars above and the glowing moss that covers the ceiling of the small natural cave, filling the area with dim light.

The cloud provides concealment until the end of the next turn of the character who dumped it.

Saffrenia suggests that the cave is a good place to rest. This area is near Kadorhak – Stone’s End. Though the air is wintry cold, Saffrenia soon has a small fire started and the small cave is soon warm. The party can take an extended rest at this point.

Pulley: A well-oiled track with a block and tackle runs above the warehouse floor. The pulley runs freely along the track, allowing a PC who succeeds on a DC 22 Athletics check to swing above the fight within 2 squares of the track. This increases the character’s speed by 2 and does not provoke opportunity attacks.

THE CRONE OF RAVENS A MOMENT’S RESPITE To escape pursuit, Saffrenia takes the PCs through the back alleys of the Old Battery and out of the city. Eventually, the characters find themselves in the wintry forest heading towards some mountain passes in the distance. The route Saffrenia takes you along seems sure to lose any potential pursuit. The back alleys of the Old Battery are a maze of ancient towers and deserted buildings left to decay, most long disused by the look of it. Though some are rough stone, others are better preserved showing the elegant style of the rest of the city. Eventually, you find yourselves outside Celduilon as houses give away for large pine trees. Saffrenia seems to be heading towards some mountain pass far away in the distance. As you reach a clearing with some protecting rocks, giving cover from the snow and the weather, close to a warm bubbling pool, she sits down. The only light is the

The assault at the warehouse and the attack on Saffrenia’s life confirms her fears of corruption within the council. She tells them that she started to sense that something was wrong when Etherean was framed. “It all started long ago. After the War of the Dead I commit myself to the rebuilding of Celduilon much had been destroyed, many lives lost. Centuries went past in service to the nation and later as part of the council. But inside I was empty. I was well beyond the age when most eladrin women had found a man and had children, and I thought I was doomed to a life of loneliness. It was during by travels that I was introduces to baron Perenon of Therund, I found love and meaning to my life again. We became very close over the course of the next year, but our relationship was frown upon by the eladrin of Celduilon. I guess they were all taken by surprise, when I announced that I was going to marry baron Perenon and that I was pregnant with his child. Many of the older eladrin were outraged that I would risk my immortal bloodline of the house of Movrymm in a liaison with a human. House Tlathlyn was particularly vehement in its rejection of me; they accused my father of raising two traitorous daughters, set on betraying the crystal throne.” “But I didn’t listen, I was so happy together with Pernon in Therund, far away from the politics of Celduilon, and together we raised our child, a baby boy we named Etheran after his great uncle. His eladrin origin was seen as a blessing in Therund, the same was not true in

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Celduilon. I tried to change this by sending him to Celduilon as a young boy to learn of his eladrin heritage. My father king Palenthior took a liking to him and he became his ward in Celduilon. I remember how councilor Dresyae Tlathlyn was enraged that I brought my ‘halfbreed’ into the Winter Citadel, but I did not listen to hem. My father sent Etheran to Gylvain Movrymm, an old historian to learn the path of the eladrin. He spent many years in study and training there. My father, who saw what a good soul Etheran was, meant for Etheran to become the heir to the crystal throne of Celduilon, but councilor Tlathlyn claimed that Etheran would try to steer Celduilon toward a more conciliatory stance towards humans and tieflings of the natural world, who just three hundred years ago had tried to invade us. Nonsense of course, but some listen to him.” “Shortly afterwards Etheran became falsely accused of the murder of Llytha Spremrul, the head of the eladrin trade delegation. They accused Etheran for trying to smuggle eladrin weapons to Therund, and Llytha had discovered his activities, leading to Etheran killing hem. It was all a well staged lie, but the evidence was strong, so King Palenthior had to ordered him to leave Celduilon and the Feywild within the day – exiled – the worst punishment in Celduilon.” “Etheran have spent the last five years in Therund, using his skills to help his father ruling the barony. But with the recent activities of the trolls indicating that something evil is brewing in the Trollhaunts, Etheran has secretly summoned to Celduilon by his grandfather, the king. The king gave him the Celduilon heirloom ‘Sunwrath,’ a powerful sword forged by the eladrin of old, and sent him on a secret mission into the Trollhaunt to learn more about the enemy, try to find out what they were up to and if possible – assassinate the troll king. Very few know about his mission, so don’t tell anybody about it or that you heard it from me.”

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Saffrenia has yet to discover concrete evidence of that corruption, and is afraid to take her concerns to the other councilors until she knows who among them has been tainted. Her foes are obviously aware of her actions and will try to kill her again. In addition, those foes will be hunting the party now. She regrets putting them in this danger, and tells them that the only one that can help them is Sharrin, the Crone. She was among the wizards that created the Pyramid of Shadows for three hundred years ago. Nobody will dare to follow them there, and she can return to Celduilon and try to find the depth of the corruption in the council. Before giving the characters direction to the cottage of the Crone, she gives them some more background information on the Crone. Sharrin is the high-priestess of the Raven Queen in Celduilon, or actually, the only priestess of the Daughter of Winter. Sharrin is old, old even in eladrin eyes. No one knows her real age, some even curse her for being a lich. What is known is that she served a key role in the War of the Dead, were she unleashed death on enemy and friend alike, killing armies in an instant. Legends say that from that day on the old crone has existed in both the Feywild and the Shadowfell. The forces she unleashed has turned her into something else – neither fey nor undead. Some claim her being a lich or even a ghost. Since the battle, she has lived alone in the valley of Mar-Kilean, now called Death’s Gate by my people. No animal will come near the valley; only the most foolhardy of people will attempt to enter this haunted place. She wanders the empty streets of abandoned villages, climbing its hills and listening in vain for the sound of even a single bird.

She is not to be trusted, she’s a creature of the Raven Queen, but she is the only one that might have some answers to what is happening. Afterwards, Saffrenia bids them good luck and then leaves, returning to Celduilon.

THE VALLEY OF MAR-KILEAN Saffrenia have given directions for the players to reach the home of Sharrin. But first they have to go a full day through the blasted landscape of the valley Mar-Kilean and bare witness to the end of the War of the Dead. The mighty pine trees turn smaller and smaller as you progress steadily upwards the slope of the hill leading up towards the valley of Mar-Kilean laying behind the pass of Kadorhak – Stone’s End. Once on the other side of the pass you understand why the eladrin have given it that name – Stone’s End. The valley in front of you is like a blasted landscape of rock and debris. No single tree or bush can be seen anywhere. The valley is empty of any sign of life. Even the snow and ice have not stayed, but been blown away by the cold winds from the north, as nothing can give it cover. Slowly you enter the valley of death, progressing through its sad landscape. Not a single bird or insect can be heard, only the cold winter wind from the north whips at you, giving you little comfort. You feel angered at this sacrilege against life. How could anybody let such a thing happen, unless you are a true discipline of death? Fear comes creeping up you back, thinking about this Crone, this high priestess of the Raven Queen. If she so easily takes all life, what will prevent her from doing the same to you? During their travel through Mar-Kilean they do not spot any living thing, neither animal nor plant. Everything is dead around them.

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THE RAVEN PROPHECY After one days travel the adventurers reach their destination, the hut of the crone. It rests covered between some large boulders, making it hard to spot unless you knew were to look. As the adventurers approaches the hut, read: Saffrenia was right, between the two big rocks a small cottage is hidden. Unless you knew were to look, you would probably not have spotted it. The walls have been raised using the stones provided by the barren landscape around. The roof is of grayish timber that has grown old with age. The hut is lacking window, and the only door into it is of the same grayish wood. As the adventurers get close to the door they hear a voice from the inside, calling to them. “Please enter my humble abode. I have been expecting you – Raven Sworn”. The door is unlocked and they may enter. When the characters enter the hut, read: The hut is small and it is dark inside. It takes awhile before your eyes get accustomed to the few candles burning in the room. A musty smell greets you, as if you were entering a sealed tomb, untouched for years. In the other end of the hut an old crone sits huddled in a small bed. She is covered in raven feathers, all dark and gleaming in the reflected light from the candles. Her hair is dull black, her eyes are dead white and her ash gray skin and angular features makes you question if she is dead or alive. She greets you with a croaking voice. “Enter Raven Sworn, you have been troubling my dreams lately. The Lady of Fate grows anxious. Come and have your fate revealed by the Crone.”

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Sharrin tells them of an old prophecy from the Netheran empire, written down by the cleric Azardax after one of his nightmares. It is a foretelling of the Age of the Raven. Sharrin reads it for the adventurers.

and death walking at your sides. It is no coincidence you are here to tell me of the undoing of the Pyramid of Shadows – your are the Raven Sworn.” ♦

When the Rod of Ruin walks again, the Age of the Raven will commence. Soul torn apart will rejoin in Death, Blood’s Oath to cheat again. The King’s Eye will be found, a Cauldron of Stone the Ravens mound. When Death’s Call will be unheard, five will be chosen the Raven to serve. The Rotting Legion in darkness waits, the Man with Secrets its Throne awaits.



The Spire of Souls the five must seek, or soul’s fate will past Raven leak. Nerull’s Gate must sealed remain, or souls fall and the Shackled will be free again. The Raven Queen will end its flight, Death turned into Blood Lords night. The Age of Ravens will have its end, the Dead the earth to walk again. The Crone offer the adventurers a simple stew from her cauldron. While eating she discuss the following topics with the adventurers: ♦

The Raven Sworn ”I believe you are the ones referred to in the old prophecy ‘five will be chosen the Raven to serve’. I have seen your faces in my dreams, clad with raven feathers



The Pyramid of Shadows ”Yes, I was part of the cadre of wizards that created the Pyramid of Shadows in ages past. We needed a prison from where there was no escape, not even death. A place where the Blood Lord could not reach him – Karavakos the Cursed One, the Man with Secrets the prophecy foretold. We thought we had fooled the prophecy with our creation, yet here you stand to tell me it has been undone. Something I have already felt in the fabric of creation. The Age of Ravens is truly commencing. The Head of Vyrellis ”So the Head of Vyrellis was taken by the fomorians. Troubling news indeed. The black sheep of the Movrymm family tree. She can not be trusted. She was the one that persuaded Karavakos to attack Celduilon, thereby dooming him to failure. She was the one that helped Karavakos strike the alliance with the troll king Vard and the formorians, telling him of the second feygate. I bet you she is already entangled with the trolls and fomorians, scheming to put an end to her father’s rule. She must be stopped. Karavakos ”Have you asked yourself why the Demon Prince of Undead gave Karavakos his Rotting Legions? Why would an immortal Demon Price care about a puny tiefling and his ambitions for power? No? Well, we do not know for sure, not even under torture would Karavakos tell us what it was the Blood Lord so dearly coveted. What we do know is that Karavakos was a

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decent magician, but most importantly a sage of renown when it came to the Dawn War and the ancient struggle between the Primordials and the Gods in the beginning of time. Sometime during his research he must have come a cross a terrible secret, a secret that could change the fate of creation, and Orcus coveted it. That we know, so dearly that he lent Karavakos his undead hordes to rise to power.”

ALTERNATIVE PROPHECY Demon's spawn combined and slain, the War of the Winter begins in vain. Once more escaping his dark path, the Blood Lord rages full of wrath. The Glowing Eye again unearthed, unlocks the way to dark rebirth. The Raven seeks her new defenders, though fate is sealed she can't surrender. Legions Rotting in darkness wait, the Man with Secrets its Throne to take. The Spire of Souls the marked must find, or all souls damned to corpse confined . Nerull's Gate must sealed remain, or shackled Ancients escape their chains. The Raven's Queen fall here foretold, death and fate by Another controlled. The Age of Ravens will have its end, the Dead escape to walk again.

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The Raven Queen ”The Raven Queen sits on her cold throne of souls to judge the life of the dead, but she is growing troubled. I have seen it in my visions. Winter is coming early, ravens are flying high, prepare yourself for winter’s cold embrace. She is awaiting the Raven Sworn to step forward, her champions to emerge to carry the Scythe of Death to those who tries to bring her down. Are you ready to step forward? To carry her wrath to those that tries to cheat Death of her rightful claim?” What to do now? ”To understand the Now, we need to know the Past”, she tells you and start telling you the story of the forming of Celduilon in ages past. “The memories of the War of the Dead is still troubling my sleep, even though it is more than three hundred years ago. I had to unleash my Goddess fury, killing friend and foe alike to stop the hordes of Orcus. I am now a creature of the Raven Queen, having pledged my soul to the Daughter of Winter to save my people. I wish it could have been otherwise, the taint of the Shadowfell is still all to present in Mar-Kilean, put fate had it no other way. I have grown to old to see history repeat itself. Fomorian and trolls are gathering at Mross-Kagg, and the eladrin council is squabbling over what they should do. I am afraid that this somehow is tied to the disappearance of the Pyramid of Shadows. My Mistress has warned me that the soul of Karavakos the Cursed have not walked through her Halls to face her judgment. My raven’s whisper to me that a mighty troll chieftain has arisen, named Skalmad, who has proclaimed himself King of Vardar. This is bad omens in itself, but I worry that something even darker, even

more sinister is hidden behind this King of Trolls. You must seek him out in the Great Warren were the Feygate to Mross-Kagg is rumored to be hidden.

QUESTS

In game terms this should mean that the players try to select Paragon paths and Epic destinies that goes in line with a firm commitment to the Raven Queen. The following published material is suitable for followers of the Raven Queen: ♦

Channel Divinity: The Raven Queen’s Champions, page 5666 in Dragon 380. This article contains both new powers for avengers, clerics and paladins; Soul Reaper paragon path; new feats; and the Raven Knight epic destiny.



Deities & Demigods: The Raven Queen’s Misbegotten, page 82-88 in Dungeon 171. This article contains good background information on the Raven Queen for you as a DM.



Masters of the Planes, page 37-45 in Dragon 372. This article contains some good epic destinies: Darklord, Punisher of the Gods, and Winter Soverign.



Arcane Power. This book has the paragon path of the Grave Caller (Bard p.20); and the epic destiny of the Archlich (Arcane class p.143) that may work with some tweaking, and the Lord of Fate (Arcane class p.147).



Divine Power. This book has the paragon path of the Relentless Slayer (Avenger p.24), Demonslayer (Paladin p.96), Slayer of the Dead (Paladin p.105); the domains of Death, Fate and Winter for the Raven Queen; and the epic destinies Avatar of Death (Any p.145) and Chosen of the Raven Queen (Divine class p.152).



Martial Power. This book has some good paragon paths, such as Dread Reaper (Fighter p.26), Ruthless Punisher (Ranger p.66), Death Dealer (Rogue p.90), Raven Herald (Rogue p.97); as well as some epic destinies that can work, some with some tweaking, such as the Godhunter (Ranger or Rogue p.154),

Sharrin ask the players to accept their fate. They are the Raven Sworn and as such they must venture on the following quest to stop the Blood Lords plans against the Raven Queen.

HOOK: DEATH OF THE TROLL KING Skalmad’s power threatens not only Celduilon but Moonstair and all of the land beyond, including the barony of Therund. However, without their leader, the creatures of Mross-Kagg will no longer pose a threat. The adventurers must kill the troll king once and for all to end his evil reign (in reality more than once and destroy the Stone Cauldron as well). Quest XP: 4,000 XP (major quest). Sharrin uses a linked portal ritual to create a portal in the hut that leads to the Moon Gate in Moonstair. She also gives one of the Raven Sworn a raven skull necklace, “So that I may follow your progress”, she says.

RAVEN SWORN The adventurers might be content with just being referred to as the Raven Sworn in an old prophecy, but Sharrin tries to persuade them to become something more. She wants them to become the Champions of the Raven Queen. Some players might be compelled to do this, if so encourage them to do that. Even clerics and paladins should be allowed to change deity to the Raven Queen

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P1: ORCUS CONVERSION Perfect Assassin (Rouge p.156), and the Undying Warrior (Fighter p.157). ♦

Primal Power. This book has the paragon path of the Death’s Thane (Barbarian p.28), Winter’s Fury (Barbarian p.31), Seasons’ Heald (Shaman p.84), Icewrought Sentinel (Warden p.111); and maybe the Reincarnate Champion (Primal class p.154) with some tweaking.

CHANGING GODS In the western world of today, changing god or religion is a very big thing – mainly due to the fact that we practice monotheism. In previous editions of D&D changing god was also frowned upon, as a cleric you might even loose a level. However, the D&D world practice polytheism in which the characters believe in and/or worship multiple deities. They are assembled into a pantheon, along with their own mythologies and rituals. As these gods have different domain which mostly do not overlap, it is completely natural for a cleric of Bahamut to ask for Avandra’s blessing before going on a long journey, as well as to give a thought to the Raven Queen when a friend dies. Characters that find themselves selected by the Raven Queen in this adventure, prophesized to be her champions should therefore not feel that they have ‘betrayed’ there god, if they choose to turn their focus to the Raven Queen instead as the future of the world might depend on it. Ravensworn, by Helen Rusovich

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ETHERAN’S FATE Encounter Level 10 (2,620 XP) The adventurers return to Moonstair with the help of the Crone’s Linked Portal ritual. The adventurers can take the time to prepare for their travels into the Trollhaunts. If they ask around about the location of the Great Warren they learn that the remnants of Vardar’s ancient cities can be found throughout the bogs and hills of the Trollhaunt, but the Great Warren’s location is unknown. Trappers, hunters, and woodcutters from Moonstair sometimes venture into the outlying portions of the Trollhaunt. They know that the Great Warren is said to lie in a region of hills, but not even these adventurous souls know its exact location or direction.

SETUP 1 two-headed troll (H) 3 trolls (T) 3 troll runts (R) As the adventurers are about ready to leave for the Trollhaunts they an alarm is raised as the gates of Moonstair. As the adventurers are ready to leave, read: Suddenly you hear cries and screams from the street outside. As you go outside to her what the commotion is all about you se a young squire from the city guard come running through the street screaming in fear, “The trolls, the trolls are attacking the outer wall!”

When the characters reach the outer wall they see that a lot of people have already gathered inside the closed and barred gate. They are squeezing in front of the bars in order to get a glimpse of what is happening on the road outside the walls. City guards have gathered on top of the wall, looking down in terror on the opposite side. If the adventurers manage to look through the gates or over the outer wall, read: Outside the walls six large trolls have gathered. The one in front has two heads and is really huge. It speaks in a thunderous voice, “I am Thurug Two-Head, herald of the troll king Skalmad the Great. I have come with a message to you from the King of Vardar.” The troll takes a sack from his bag, whirls it over his head before sending it flying over the wall. It lands with a sick hollow ‘thump’. “Your hero is dead, puny humans. Skalmad killed him, soon he will come with the army of Vardar to claim Moonstair and all lands beyond, and all humans will die! The Age of Trolls have started!” You hear a scream from the man who opened the sack. “It is Etherean. It is prince Etheran Vel’Movrymm of Therund. The trolls have killed him. We are doomed!” The crushed head of the young prince you recently met looks at you without seeing. It is up to the adventurers to decide if they want to attack the trolls or not. The trolls do not attack, but leaves after delivering their gruesome message.

TACTICS

are waiting for them at a safe distance. If the adventurers close in for melee combat, Thurug the two-headed trolls charge them, followed by the trolls and the troll runts. Thurug, Two-Headed Troll (H)

Level 10 Elite Brute

Large natural humanoid HP 260; Bloodied 130 AC 22; Fortitude 23; Reflex 19; Will 19 Speed 6 Saving Throws +2; Action Points 1 TRAITS

XP 1,000 Initiative +9 Perception +7

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Double Actions A two-headed troll rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different head. The troll’s ability to take immediate actions refreshes on each of its turns. Dual Brain At the end of its turn, the two-headed troll automatically succeeds on all saving throws against the dazed and stunned conditions and against charm effects that a save can end. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will

The trolls immediately moves away from missile range if the characters try to use range attacks against the trolls. If they scale down the walls or go through the gates, the trolls

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Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d8 + 11 damage. TRIGGERED ACTIONS

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P1: ORCUS CONVERSION M Smackdown * At-Will

3 Troll Runts (R)

Trigger: When an enemy moves into a position that flanks the two-headed troll. Attack (Immediate Reaction): The two-headed troll targets one creature flanking it; +13 vs. Fortitude Hit: The target is knocked prone.

Medium natural humanoid

HP 1; a missed attack never damages a minion Initiative +10 AC 24; Fortitude 26; Reflex 24; Will 23 Perception +8 Speed 8 TRAITS

Str 22 (+11) Con 20 (+10)

Troll Runt Healing (healing)

Dex 18 (+9) Int 6 (+3)

Alignment chaotic evil Equipment hide armor

Wis 14 (+7) Cha 10 (+5)

Languages Giant, Common

3 Trolls (T)

Level 9 Brute

Large natural humanoid

XP 400

HP 120; Bloodied 60 AC 21; Fortitude 22; Reflex 18; Will 18 Speed 8 TRAITS Regeneration

Initiative +8 Perception +6

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will

Level 12 Minion Brute XP 175

Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 1 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it is destroyed. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 15 damage. Str 23 (+12) Con 21 (+11)

Dex 18 (+10) Int 3 (+2)

Alignment chaotic evil

Wis 14 (+8) Cha 8 (+5)

Languages Giant

The troll runts try to move into flank position for Thurug so that he can use his smackdown power. All the trolls fight to their death. If any is taken capture they rather commit suicide than convey any information about Skalmad and the Great Warren.

FEATURES OF THE AREA

Attack: Melee 2 (one creature); +14 vs. AC Hit: 3d6 + 7 damage. If the attack bloodies the target, the troll uses claw against it again.

Illumination: Bright light if the adventurers are set to leave town during the day. At night, lanterns at the gate house provide bright light close to the gate.

Skills Athletics +15, Endurance +14 Str 22 (+10) Dex 18 (+8) Con 20 (+9) Int 5 (+1)

Outer Wall: This old wall is 20 feet high and built of mortared stones. It can be climbed with a DC 21 Athletics check.

Alignment chaotic evil

Wis 14 (+6) Cha 9 (+3)

Languages Common, Giant

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Portcullis: This barred gate blocks the road through the Outer Wall. A target behind the portcullis has superior cover (–5 to attack rolls). The portcullis can be forced up with a DC 28 Strength check. Gate House: A winch at the northern gate house tower allows a single character to raise the portcullis in 1 round as a standard action. It takes a minor action to drop the portcullis back down. Trees: Squares containing trees are difficult terrain (requiring 1 extra square of movement to enter) and provide concealment (–2 to attack rolls) to anyone standing in them. A tree’s trunk provides cover (–2 to attack rolls) to anyone standing adjacent to it.

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P1: ORCUS CONVERSION Carts and Stone: These squares are difficult terrain and provide cover (-2 to attack rolls) to anyone standing adjacent to it.

DEVELOPMENT The news of Etheran’s death carries fast. Soon Rualiss appears by the characters side. Rualiss orders them to immediately carry the head of Etheran. “It might still be time. We have to take the prince head to Sibehlia the high priestess of Sehanine, the Moon Goddess. She will be able to save him from the halls of the Raven Queen. This was not meant to happen. This was not the foretold destiny of the heir of the Crystal Throne. Hurry!” The characters are lead by Rualiss into the shadowy halls of the Goddess of the Moon. They are greeted by Sibehlia, she is wearing a silvery shroud depicturing the moons phases. She has already heard the terrible news and ask them to carry the head of Etheran to the altar table of Sehanine. She immidietly commence the ritual that will bring back the prince soul from the halls of the dead. Rualiss stands back, anxiously observing the ritual. Soon an acolyte steps forward and inform them that the ritual will take time and they better get some rest. As soon as the ritual is finished they will be called for. Rualiss takes them back to the Cloudwatch Inn were they spend the time in silence awaiting the dreaded answer. After eight hour the acolyte returns with the sad answer that Sibehlia did not manage to return the prince to life. Rualiss loses his otherwise so controlled manner, and shouts and screams, ordering the acolyte that her revered mother must resume the ritual a second time. The prince

and heir to the throne of Celduilon cannot so easily be lost to the grasp of ravens. Another day goes past (16 hours) before they are all called back to the halls of Sehanine again. Rualiss have already gone ahead of them to the temple. Once inside the temple they find it lit with candles. The priestesses, all dressed in silvery gowns have gathered around the high priestess Sibehlia performing the ritual on the corpse of young Etheran for a second time. You see a young acolyte of Sehanine who wears a worried expression as he calls out, “Sehanine, I beseech thee! Return this worthy warrior back to life!” Beside the priestess, Rualiss can barely contain his sobs of grief. The rest of the crowd looks no happier, and many of them make protective signs as they mumble, “Sehanine has abandoned us,” and “A curse has been placed upon this town,” and “Poor, poor Etheran.” As Sibehlia reads the last words of the ritual and applies the last of the mystic salves to the corpse, she calls out: “... in Sehanine’s name I call you forth, Etheran! Return to life!” the high-priestess demands, completing the final steps of the ritual. The body on the slab in the open mausoleum doesn’t move, but suddenly a malevolent wind rises within the stone crypt, and a dark mist swirls wildly. “This one is mine!” screams an otherworldly voice as the dark mist erupts from the open mausoleum and knocks back the high priestess and scatters the crowd. For just a moment, the mist seems to take the shape of a dragon, and then it disappears as quickly as it arrived. A deep hush falls over the temple hall, broken only by the frightened whispers of the acolytes and the sobs of Rualiss. Sibehlia turns towards you.

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“I have done everything within my power to bring back the soul of Etheran Vel’Movrymm of Therund into the world of the living, but I have failed a second time. Something or someone is preventing the soul to return to the living. I have never experienced anything like it before – it’s an abomination.” After the failed attempts to bring back Etheran to life, Rualiss approach them and says: “I will have to return to Celduilon with the terrible news of prince Etherans death and the loss of Sunwrath. I hope the old king will survive the news. I know he was very fond of the young prince. I beg you to try to at least recover Sunwrath. It’s an heirloom of the ruling house of Celduilon. If you could return the blade to King Palenthior, you would restore this symbol of courage and inspire hope among the people of Celduilon, something desperately needed as we face this looming threat of the troll army.” If the players want to send any message to Celduilon, Rualiss agrees to deliver them. From this point on in the adventure the raise dead ritual will work differently. See the House Rules Appendix.

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P1: ORCUS CONVERSION HOOK: RECOVER SUNWRATH For generations, the sword Sunwrath has been an heirloom of the ruling house of Celduilon. By returning the blade to King Palenthior, the adventurers can restore this symbol of courage and inspire hope among the people of Celduilon again and potentially get help in the battle against the troll army. Quest XP: 3,000 XP (major quest).

Sibehlia, Priestess of Sehanine, the Moon Goddess

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T2: LIGHTS IN THE NIGHT I have decided to make some small changes to this encounter. Rather than finding a dead troll with a map to the Great Warren, the adventurers find a badly wounded Bax – the dragonborn warrior that accompanied Etheran’s expedition. He managed to survive the troll ambush in the Great Warren and have valuable information to tell the adventurers before he returns to Moonstair. He think Etheran’s expedition must have been betrayed from within, which is true. As soon as Dresyae Tlathlyn learnt about the secret mission he informed Skalmad through Jelvistra about it. The spy in Cloudwatch Inn was sent by Skalamad to keep track of Etheran and inform the trolls about their whereabout. If the characters succeed with the skill challenge in Encounter T1, they do not meet Bax. He in this case safely manage to get back to Moonstair, but after the adventurers have left the town. However, he can still be of help in “Raid of Moonstair” interlude.

BAX’S STORY Bax is both severely injured and dehydrated after being lost for several days in the marshlands without any fresh water. If the characters heals his injuries and give him water, he soon recovers. Read the following as Bax recovers: “We had no chance. They were expecting us. Someone must have betrayed our mission! Skalmad the troll king must have somebody inside Celduilon. We managed to find the Great Warren after several days in these damn bogs. We actually managed to create some crude map of it. I think I salvaged it here somewhere, wait…”

“The Great Warren laid hidden among some hills in the center of the marshlands. There were dank caves and crumbling forts from the old troll kingdom of Vardar. However, in the midst we came upon this huge standing stone raised by king Vard, proclaiming it to be his lands. Not far from there we found this entrance into a large overgrown cave. There were lots of tracks indicating troll activity in the area. Etheran, blessed be his soul, did not head the warning signs, but pushed on, into its murky depth. We found the gates inside open and unguarded. I told Etheran that this was strange, but he did not want to listen. We soon came into a large cavern with a huge mound of skulls. That’s were they hit us. They were coming from all directions – a formidable army of trolls, nothics and troglodytes. We had no chance. A giant of a troll emerged from their midst, proclaiming himself to be Skalmad – King of Trolls, destined to bring back the kingdom of Vardar to its former glory. One of his eyes had been replaced with a fiery glowing jewel. He called out Etheran by name, calling him a fool for trying to stop what was destined. As the other hordes attacked us, Etheran was faced with the troll king himself. He did not last long. The brutes greataxe shopped young Etheran’s head from his body. Ending the line of Movrymm and Therund alike. Hope lost I saw an opening among the troglodytes to my left and managed to push through, escaping through the tunnels and back into the bogs. They followed me but after several days I managed to loose them, but I was irrevocably lost. I have been wandering around in this watery grave for days until I saw some lights. Being thirsty and with festering wounds I hoped it somehow had managed to find my way back to Moonstair, but I was tricked again. These Will-o’-Wisps could have been my end if you had not shown up and rescued me.” You can find the map in the Player’s Handouts section in the end.

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THE GREAT WARREN I have made some changes to the Great Warren. Rather than being this huge cavern complex where the troll kings lair is situated, I have made the fey portal the important aspect of the cavern complex. Skalmad seat of power is moved to the fortress of Mross-Kagg on the Feywild side. I have therefore taken away that part of the cavern complex and have located it inside Mross-Kagg instead. I have also moved the Encounter W8: Grell Nest in location 17 to after location 13, the Dragon’s Den. Any adventurer foolhardy to follow the stream will find the grell nest as the first encounter before plunging deeper into the Underdark. I have intentionally taken away location 20, i.e. Encounter W10: Collecting Cavern with the Roper, as it fits more into an Underdark campaign. If your players still want to continue down the stream you might consider putting in Encounter W10 as a further discouraging encounter about the dangers of the Underdark. The benefit of this setup is that the players now will encounter Skalmad in location 14, get a chance to see the massing troll army on the other side of the fey portal, a fact that should get them running back to Moonstair. Make sure to describe this army as a huge threat for both Moonstair and Celduilon, and the fact that it looks ready to march any day.

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P1: ORCUS CONVERSION

INT 1: WRATH OF SKALMAD Here are some of the modifications needed for Interlude 1: The Wrath of Skalmad encounter.

SETUP Run this encounter when the PCs enter Location 14, after they complete Encounter W6. Skalmad normally spends his time in the Fortress of Mross-Kagg in the Feywild. If any creatures have fled from fights against the adventurers, word of the incursion reaches the troll king in short order. This encounter assumes that he has just left the Feywild through the fey portal as he searches the complex for the intruders. If the adventurers are lucky or skillful enough to have made it this far into the Great Warren undetected, set up this encounter as an accidental meeting with Skalmad as he makes his way through the complex. The troll king is not particularly stealthy, so allow the adventurers a DC 20 Perception check to hear him coming 1 round before he appears. If the PCs hear the troll king approaching, they have a chance to surprise him and his party. Show the players the “View of the Wrath of Skalmad” illustration on page 27 of Adventure Book One, then read: Three trolls and two hunched one-eyed humanoids make their way toward you from a strange glowing portal. The lead troll wears chainmail and carries a massive greataxe. One of his eyes has been replaced with a glowing orange stone that resembles a huge cat’s eye.

When Skalmad sees the adventurers, read: “What is this?” the armored troll roars in Common. “More fools come to die under Skalmad’s axe? You cannot stop me, small humans! You are too weak, and I am too strong! No one can stop Skalmad, king of the trolls!” When Skalmad is reduced to 0 hit points, read: Skalmad falls with an earth-shaking crash. He looks up at you, bloodied and broken—and then his mouth twists into a leer. “You have beaten me for now,” he hisses. “But behold my mighty army”. He points towards the glowing portal. As you look through you see huge trees and a wintry landscape. It must lead to the Feywild, but this place look more sinister, like twisted by evil and corruption. A mighty army of hundreds of trolls has gathered in the clearing on the other side. Behind them a dark foreboding ruin of a fortress stands on bare cliffs. Skalmad manage a blood coughed laugh, “They will soon advance on both Celduilon and your town, humans. Moonstair will fall, and I will strike at Celduilon from two flanks. I will feast on eladrin children before the full moon rises!” With that, Skalmad breathes his last. The orange stone in his eye socket glows brightly, spreading out to bathe his whole body in blinding light. An instant later, the troll king’s body is consumed by the blazing light. The orb then vanishes in a flash of crimson.

DEVELOPMENT When the adventurers defeat Skalmad, Moran’s Eye raises him in the cavern of the Stone Cauldron (Encounter C6 in Mross-Kagg). Within a few hours, the troll king returns to his armies in an even more powerful form. As the portal closes in front of them, the adventurers should turn their attention to Moonstair and race back to defend the town from the ensuing raid.

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THE FEYWILD PORTAL The Feywild portal closes before any adventurers can step through it. However, any sane character would not step through it right into an army camp of trolls. Activating the Feywild portal is a skill challenge. Opening the Feywild Portal Skill Challenge

Level 12 XP 700

You need to somehow activate the Feywild portal Skalmad stepped through in order to reach the fortress of Mross-Kagg. To activate the portal, a creature must touch the stonewall in a specific way with both hands, create an arcane fire effect or possess an item that creates such an effect (Moran’s Eye does this for Skalmad), and mentally command the portal to open. Complexity 1 (4 successes before 3 failures) Primary Skills Arcana, History, Insight, Perception Secondary Skills None Success When the PCs attain 4 successes, the portal activates, allowing the character and up to six additional creatures adjacent to the portal to step through it to the Feywild. Failure When the PCs attain 3 failures, it becomes obvious that the secret of the feywild portal is beyond their grasp. The adventurers must find an alternate route into the Feywild to reach Mross-Kagg, most likely through the Moon Door portal. Retrying None Arcana DC 16 (minor action, 1 maximum success) The PC confirms that the throne is a portal to the Feywild and that it

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P1: ORCUS CONVERSION operates in response to three specific triggers: an arcane trigger, a physically manipulated trigger, and a mental trigger. Arcana DC 21 (minor action, 1 success, no maximum success) The PC uses detect magic to study the throne’s aura, discovering that one of its triggers is arcane fire.

RAVEN SKULL NECKLACE

History DC 21 (minor action, 1 success, maximum 1 success)

Sharrin , the Crow, gave the adventurers the Raven Skull necklace which allows her to scry on their activities. Sharrin will take a bigger role later in the story, but it might be a good point to make the characters aware of her presence during the battle.

The PC recalls that ancient Vardar was allied with fomorian realms in the Feywild. Stories of Vard’s “Seat of Power” mention the troll king holding court in a great throne room in the Feywild. Insight DC 16 (minor action, 1 success, maximum 1 success) The PC must have been in a position to observe Skalmad using the portal. He or she recalls the look of concentration on the troll king’s face, and deduces that Skalmad was bending the operation of the portal to his will through some kind of mental command.

The portal closes before you and you stand alone in the big cavern when the full impact of what you just saw fills you with fear. No one can stop such an army. But then the cold touch of the raven skull necklace pulls you out of your dark brooding. The raven skull necklace you received from the Crow feels unnaturally cold as it touches your chest. A sudden chill fills them chamber as one of the dead troll suddenly moves it head and look straight at you with dead eyes. It speaks to you, but the voice is twisted and dark, as if coming from a great distance, or from the ground itself. “Hear me Raven Sworn, Skalmad is planning on attacking Celduilon from two flanks. In history that have never happened before. It might be the thing that tips the scales in the troll kings favor. You must defend Moonstair at all cost. Our eladrin armies is preparing from an invasion out from Mross-Kagg, we are too few to guard the fey door to Moonstair as well. Those open plains provide no defensive lines. Moonstair has to hold. I am putting all my trust in you.” The troll head grows silent and stiff, the sudden chill in the air gone. You are not sure if it really happened or not, or if it was only delusion caused by weariness and fear.

Perception DC 21 (minor action, 1 successes, maximum 1 success). The PC examines the portal, searching its surface for hidden triggers or panels. Subtle scratches reveal where clawed fingers were placed on the wall, pressing minute indentations. (A Medium creature can place its hands properly, though doing so involves a bit of a stretch. A Small creature cannot reach the proper hand positions.)

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P1: ORCUS CONVERSION

INT 2: RAID ON MOONSTAIR When the adventurers return to Moonstair after their mission into the Great Warren, they realize they have only a few days before the town will be under attack by Skalmad’s followers. The most dangerous denizens of the Trollhaunt are now under the troll king’s rule. The town watch and a party of soldiers sent from the barony of Therund are capable of taking on smaller, weaker groups of monsters (of which there are plenty), but the troll king’s elite raiders require the attention of the adventurers. This section of the adventure is fairly linear, and is divided into three sections. Preparation before the assault; get Bax to assist in the town defense; and the troll attack on Moonstair.

PREPARE FOR WAR! As the party arrives in Moonstair and give a report to Kelana Dhoram on what they have seen and what have happened, she is deeply shaken. After the players have told Kelana Dhoram about what they seen, read: “This is terrible news you are bringing us. We are doomed! Utterly doomed! We cannot withstand such an attack. We have no army trained for such a threat. I don’t even have a commander worthy of the title. The Old Troll Wall has not been maintained in years. Old Karel lack both experience and age to drill our town watch, and definitely not the courage to face such a foe. What shall I do?”

If the adventurers volunteer to take on the task to get the city watch in shape for the coming assault, provide them with the following hook.

HOOK: COMMANDING THE WATCH Kelana is more than willing to allow the adventurers to train the town watch and lead their defense during the coming battle, offering a modest 100 gp per day stipend for their service. If the party undertakes this quest, they get the chance to prepare the town for the coming attack as well as adding members of the town watch to some of the encounters in the Moonstair raid. The encounters will play out differently based on their choices. You don’t need to play every one of them as NPCs, but let the adventurers set their tactics and order them into battle. Quest XP: 500 XP (minor quest) if the players succeed in defending Moonstair from the troll assault, plus the stipend. If the adventurers accept the task they can initiate a number of activities. Each activity has a Cost in points. Below you will find a list of a number of potential activities with their associated Cost, Victory Points, as well as a description of encounter game effect for the activity. The number of Victory Points increases the likelihood of the players winning the Battle of Moonstair (the players do not know the Victory Points for each activity, only the Cost). Keep track of the total amount of Victory Point the adventures receive as it will decide the outcome of the battle after the last encounter R5: Blightborn Invaders. Depending on their choices they can earn as much as 100 VP or as little as 20 VP based on the activities below. The players can spend 20 points per day, divided as they choose. The attack comes 5 days after their arrival to

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Moonstair, which leaves them with 100 points in total for activities, but this they are of course unaware of. The players can increase their available points by recruiting Bax, Etherans former companion to help them, see the Hook: Restoring Confidence below. If successful the adventurers get 25 points per day, instead of 20. Activity

Cost

VP

Train the town watch for the battle

50

+25

Repair the Outer Wall

25

+15

Repair the Old Troll Wall

20

+20

Send couriers for help to Celduilon

5

+0

Send couriers for help to the Barony of Therund

5

+20

Send out scouts for early warning of attack

10

+10

Fortify Moonstair Keep

30

+5

Notify surrounding farms about the coming threat

15

+0

Gather supplies in Moonstair Keep for a longer siege

20

+0

Barricade the Moonstair harbors

15

+10



Train the town watch for the battle PCs get a +1 bonus on all their attacks during the Encounters R1-R7, due to support and increased morale from surrounding town guards



Repair the Outer Wall The Weak Wall feature of the area has been mended and is not used during the R4: Wall Siege encounter.



Repair the Old Troll Wall The R7: Hold the Wall! encounter starts with the trolls

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P1: ORCUS CONVERSION outside the Old Troll Wall instead. They will have to break through a Weak Wall section before entering into Moonstair. ♦

Send couriers for help to Celduilon No game effect



Send couriers for help to the Barony of Therund PCs get supporting minions in the R5: Blightborn Invaders encounter, for more details see the encounter description.



Send out scouts for early warning of attack PCs get a surprise round in the R1: Farmstead encounter. Inform the players after 3 days that they only have two day left of preparations.

♦ ♦





Fortify Moonstair Keep No game effect Notify surrounding farms about the coming threat PCs get a bonus on the rally attempt in the R3: Airborn Assault encounter, for more details see the encounter description. Gather supplies in Moonstair Keep for a longer siege No game effect Barricade the Moonstair harbors Reduces encounter level with one in both encounter R2: Landing Raid and R6 Shipwreck, for more details see the encounter description.

In the encounters, make sure the adventurers are aware of the game effects they have received as a result of their actions in the preparations for the battle.

A POTENTIAL ALLY When the adventurers return to Moonstair, they find Bax in a bad shape in the Cloudwatch Inn. The dragonborn

warrior is blaming himself for the death of Etheran. If the players manage to get him out of his self-accusations, he can be a valuable ally in the coming battle. If the adventurers sit down with Bax, read: The once so proud dragonborn warrior you saw accompany prince Etheran for what seems like a lifetime ago, now sits alone in a shadowy corner of the Cloudwatch Inn with several emptied tankards in front of him. His scale armor has started to rust; he stinks of vomit and lack of hygiene. He is a miserable sight. “It is all my fault. I should have stopped him. I should have forced him to turn around. It was my duty – but I failed him. I have shamed my name, my clan and myself. I do not deserve my sword anymore.”

HOOK: RESTORING CONFIDENCE As the adventurers have returned to Moonstair, they can try to befriend Bax in an attempt to get him back on his feet. This quest involves recruiting the dragonborn for the preparations of Moonstair as well as helping actively in the defense of the town during the troll raid. Bax come to their assistance as a sign of their success. He offers to take up a position as one of the lieutenants in the defense of the city, heading a part of the town watch during the battle. In addition to XP, Bax will assist them during some of the encounters in the raid. If they get him involved in the preparations for the battle, the players get 25 points per day, instead of 20 points in preparations for the troll raid, see “Prepare for War!” If the adventurers manage to win the battle of Moonstair, he will also provide the adventurers with important information about the power of the Stone Cauldron.

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Quest XP: 400 XP (minor quest), as well as the aid described above. Bax

Level 12 Soldier

Medium natural humanoid HP 115; Bloodied 58 AC 32; Fortitude 26; Reflex 26; Will 23 Speed 5 TRAITS Dragonborn Fury

XP 700 Initiative +9 Perception +7

Effect: A dragonborn gains a +1 racial bonus to attack rolls while bloodied. STANDARD ACTIONS m Flail (weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied Hit: 2d10 + 12 damage (crit 2d12+32). M Tide of Iron (martial, weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC; +19 while bloodied Hit: 2d10 + 12 damage (crit 2d12+32), and the target is pushed 1 square if it is Large or smaller. Bax can shift into the space the creature occupied. C Sweeping Blow (martial, weapon) * Encounter Attack: Close burst 1 (creatures in burst); +20 vs. AC; +21 while bloodied Hit: 1d10 + 12 damage (crit 2d12+22). C Come And Get It (martial, weapon) * Encounter Attack: Close burst 3 (creatures in burst); +18 vs. AC; +19 while bloodied Hit: 1d10 + 12 damage (crit 2d12+22). MINOR ACTIONS C Stalwart Guard (martial) * Daily Effect: Close burst 1; allies in the burst gain a +2 shield bonus to AC and Reflex until the end of the encounter. C Dragon Breath (cold) * Encounter Attack: Close blast 3 (creatures in blast); +15 vs. Reflex; +16 while bloodied

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P1: ORCUS CONVERSION Hit: 2d10 + 2 cold damage. Skills Athletics +14, Endurance +11, History +8, Intimidate +15 Str 21 (+11) Dex 17 (+9) Wis 13 (+7) Con 14 (+8) Int 11 (+6) Cha 14 (+8) Alignment good Languages Common, Draconic Equipment scale armor, heavy shield, vicious weapon +2 flail, potion of healing

To succeed with getting Bax out of his gloomy mood, the adventurers need to succeed in a skill challenge. They get no separate XP for this as it is part of the Quest XP. Pulling Bax out of his misery Skill Challenge

Level 10 Quest XP

Retrying If the adventurers try, Bax get furious and attacks the nearest PC. He fights till his death. Diplomacy DC 20 (minor action, 1 success, maximum 2 success, Second check against DC 28) You manage to convince Bax emotionally that he is not to blame himself for the death of Etheran. Nature DC 14 (minor action, 1 success, maximum 1 success) You are well aware of the sense of personal honor among dragonborn. Using this knowledge you manage to convince Bax logically that he can not be responsible for the decisions Etheran made that lead to his death. Insight DC 20 (minor action, 1 success, maximum 2 success) You understand Bax’s grief. You sense that his love and companionship with Etheran must have been very strong. Helping him getting all those suppressed emotions out of him makes him come to his senses.

You need to get Bax to pull himself together, get out of the self loathing and help you prepare Moonstair for the coming troll invasion.

Bluff DC 28 (minor action, no successes, maximum 1 canceled failure) Bluff can be used to cancel one primary skill failure.

The PCs can engage in a skill challenge with Bax to get him to sober up and help them in the preparations for the troll raid.

You tell Bax that King Palenthior has honored Bax for his bravery in the fight trying to defend Etheran, or some other lie that rebuilds his personal honor or self-esteem.

Complexity 1 (4 successes before 3 failures) Primary Skills Diplomacy, Nature, Insight Secondary Skills Bluff, Intimidate Victory Bax manage to get on with his life. He understands and accepts that he is not responsible for Etheran’s death. To regain his honor he agrees to help Moonstair to fight of this threat of Skalmad’s troll army. Defeat Bax do not listen to reason. His self loathing only gets deeper. He continues drinking and will not help either the adventurers or the city to fend off the trolls.

After the battle (if successful) Bax moves up to the “leader” of the party and says: Bax comes up to you, he is all but covered in troll blood, with a big smile on his face. “That was a fight worthy of a song. By Bahamut, we really showed them, didn’t we? By the way, it is one thing that I have meant to speak to you about, but it has been slipping my mind during all these preparations. It was something Skalmad said during the battle with Etheran. ‘…with the Stone Cauldron at my command. I am invincible. No one will be able to stop me, not even you with your puny little sword!’ First I thought it was an idle boost, but come thinking about it, I think it can have a greater meaning. What do you think?”

Intimidate DC 20 (minor action, no successes, maximum 1 success attempts for bonus results) Intimidate grants a +2 bonus on all primary skill checks By showing your strength and force of will you challenge the core values of the dragonborn. Is he a sissy and wimp? It is time that he pulls himself together.

During the troll raid Bax will be busy defending the city and leading parts of the town watch. However, the PCs can select to use him in 2 of the Encounters R1-R7. They do not know before hand, which encounters will happen, and have to judge after the DM has described the threat if they want to have Bax supporting them or not.

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P1: ORCUS CONVERSION THE TROLL RAID

R1: FARMSTEAD

A group of soldiers from the barony of Therund has arrived to bring back the body of prince Etheran. They offer their assistance in the battle against the slayers of their prince. However, their numbers are too small to turn the tide of war.

If the adventurers have sent out scouts for early warning of attack they are well aware that these skirmish attacks on the farmsteads are only small parts of the main army that is due to arrive the day after. They are aware that they could engage in an encounter and still have time for an extended rest before the main army arrives.

Below you find a schematic sketch of the encounters playing out during the raid. The players have a number of encounter choices, which threats they should deal with, and is rewarded different Victory Points based on these choices. Some choices lead to the direct loss of the battle of Moonstair. The first encounter occurs on the fourth day when the first troll scouts approach the town from the east. Pillars of black smoke start to appear in the distance, indicating the first farmsteads under attack.

If the PCs have notified the surrounding farms about the coming threat a majority of the Moonstair population is behind the Old Troll Wall. Only a few farmers have chosen not to listen to the warnings, they now come scurrying towards the gates of the Outer Wall. Some gets trapped in a small farmstead well within sight of the Outer Wall. They adventurers can decide if they want to open the gates and ride out to save them from the troll skirmishers. If they do, run encounter R1: Farmstead.

If the PCs have taken none of the above actions, a large part of Moonstairs population is taken by surprise at their farmsteads and are killed, captured or eaten alive by the trolls. All the burning farmsteads is a grim reminder to the adventurers what fate they have met. From the Outer Wall the adventurers see a nearby farm getting attacked by troll skirmishers. They adventurers can open the gates and ride out to save them, or leave them to die. If they ride out, run encounter R1: Farmstead. The next encounter do not happen until the next day, allowing players to take an extended rest if they dare. Reward: If the adventurers kill the attackers in the R1:Farmstead encounter, they are rewarded with only +5 Victory Points, as it has small impact on the general success of the raid.

No War lost!

R6 Shipwreck Airborn raiders move the battle past the Outer Wall. Will PC intervene? VP

No R1 Farmstead First troll patrolls arrive, harressing fleeing farmers. Will PC VP intervene?

No

+5

Yes

R4 Wall Siege Trolls attack the Outer Wall. Will the PCs try to stop it?

Yes

VP +15

No R2 Landing Raid Aquatic raiders att Moonstair from the south. Will PC intervene?

R3 Airborn Assault Airborn raiders move the battle past the Outer Wall. Will PC VP intervene? R3 Rally Troops Skill Challenge

Yes

+15

VP +10

Yes

R5 Blightborn Invaders Airborn raiders move the battle past the Outer Wall. Will PC intervene? VP

+20

Yes

R7 Hold the Wall! Airborn raiders move the battle past the Outer Wall. Will PC intervene? VP

No

+30

Yes

+25

VP +10

No

War lost!

No – R3 is now a Level 13 encounter 2012-12-13

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P1: ORCUS CONVERSION R2: LANDING RAID As the adventurers leave the surrounding farmstead to their fate, they are idle when they receive reports in the morning that the city is under attack at the south port of Moonstair. Aquatic raiders pour out of the water to overwhelm the guards of the town watch. If the adventurers have chosen to barricade the Moonstair harbors this R2 Encounter is Level 10 (2,500 XP) instead, as one chuul was killed in the barricades. If the adventurers chooses to disregard this threat as well and leave it to the town watch, some aquatic raiders survive and joins in the fray of Encounter R3, turning it into a Level 13 encounter. Reward: If the adventurers kill the attackers in the R2: Landing Raid encounter, they are rewarded with +10 Victory Points.

R4: WALL SIEGE If the adventurers are fighting the R2: Landing Raid, they are engaged when the big attack on the Outer Wall (rather than the Old Troll Wall as in the original encounter) happens, preventing them to intervene. The Outer Wall of the town is suddenly threatened as hundreds of trolls charges out of the surrounding forest, aiming at the northern gate of the Outer Wall. If they are not stopped, the next wave of invaders can easily reach the Old Troll Wall, the next line of defense. If the adventurers have chosen to repair the Outer Wall then the Weak Wall feature at the area is taken away. If the adventurers decide to stay at the Old Troll War and leave the fighting at the Outer Wall to fate, they get indications that aquatic raiders are attacking the southern

port of Moonstair. If they engage, run the R2: Landing Raid encounter. Reward: If the adventurers kill all the attackers in the R4: Wall Raid encounter, they are rewarded with +10 Victory Points. If none of the raiders manage to get past the outer wall to the other side, they instead get +15 Victory Points.

R3: AIRBORNE ASSAULT

Rally the Moonstair defenders Skill Challenge

To rally the troops the PC needs to be located with the troops at either the outer wall or the old troll wall to be able to try to rally the troops. Complexity 1 (4 successes before 3 failures) Primary Skills Diplomacy, Intimidate

If the adventurers did not succeed with the R2: Landing Raid encounter, or decided on not joining that fight, the chuul moves into Moonstair and give support to the airborne raiders in this encounter. Increase the Level to 13 (4,000 XP) and add 2 chuuls from the R2 encounter inside the walls.

Failure

Before the battle starts, the adventurers need to get the troops in line. Many of the defenders are frightened by the airborne raiders and believe the battle is already lost. The PCs need to convince them that this is not the case, they just need to regroup and face this new threat behind the Old Troll Wall. The rally attempt is played out as a skill challenge, were the players get rewarded with Victory Points if they are successful.

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+10 VP

The airborne raiders will just fly over your defense lines, attacking the center of Moonstair. You need to rally your troops to meet this new threat..

To the adventurers dismay they see airborne raiders flying over the outer wall and the old troll wall. If they don’t manage to stop the enemies in the center of Moonstair all hope is lost. In this encounter, Moonstair comes under attack by air from two wyverns and a manticore with a troglodyte rider. The troglodyte is a blightborn spellcaster, and he scatters seeds that play a part in the final Encounter R5.

If the players decide to not deal with this threat they lose the Battle of Moonstair, see “Outcome of the Battle” later in this chapter.

Level 11

Secondary Skills History, Insight, Streetwise Success When the PCs attain 4 successes, the troops move back to defend the center of Moonstair from the airborne raiders. Reward the players with +10 Victory Points. When the PCs attain 3 failures, a large part of the troops do not any longer have faith in their new commander, They are overcome by fear and think the battle is lost. Rather than to increase their efforts, everyone try to save themselves, fleeing from the field of battle. Punish the players with -10 Victory Points. Retrying None Diplomacy DC 19 (standard action, 1 success, no maximum success) You shout to the troops to not give up. To meet the new threat, and they seem to listen to you.. Intimidate DC 19 (standard action, 1 success, no maximum success) You enter the fray, showing that everything is not lost. Your fighting frenzy gives new hope to the troops that follow your example.

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P1: ORCUS CONVERSION

History DC 19 (minor action, no successes, maximum 1 success attempts for bonus results) History grants a +2 bonus on all primary skill checks You use the history of Moonstair to bolster the morale of the defenders, telling them that Celduilong and the barony of Therund has always come to the defense of Moonstair in the past. Insight DC 27 (minor action, no successes, maximum 1 canceled failure) Insight can be used to cancel one primary skill failure.) You sense the fear in the troops. You understand that you need to convey hope to these troops, whatever it is that can help them overcome their fears. Streetwise DC 19 (minor action, no successes, maximum 1 success attempts for bonus results) Streetwise grants a +2 bonus on all primary skill checks You manage to wake the fury of the population of Moonstair, they don’t want to sacrifice their homes or their loved one. Backed up by the crowds the troops start to listen to you.

Once the battle is over, the adventurers is faced with two simultaneous threats. While engaged in this battle, the main army has breached the Outer Wall and is not threatening the Old Troll Wall. If the adventurers want to deal with this threat move onto Encounter R7: Hold the Wall! But at the same time they get a report about a huge ship filled with trolls crashing into the southern harbor. If they want to deal with this threat move onto R6: Shipwreck. Reward: If the adventurers kill all the attackers in the R3: Airborne Assault encounter, they are rewarded with +15 Victory Points. If they succeed with the rally attempt they get an additional +10 Victory Points, if it is unsuccessful they instead get a -10 Victory Points penalty.

R6: SHIPWRECK The adventurers rush to the southern harbor just to see trolls moving out of a large crashed ship. If the adventurers have chosen to barricade the Moonstair harbors this R6 Encounter is Level 11 (2,900 XP) instead, as one of the trolls was killed in the barricades. If the players decide to not deal with this threat or the R7: Hold the Wall! they lose the Battle of Moonstair, see “Outcome of the Battle” later in this chapter. After the battle the adventurers have to quickly move up to Moonstair Keep were the final battle takes place on the streets of Moonstair. In this case, some of the trolls from the R7 encounter have managed to get past the Old Troll Wall, while the adventurers were tied down in the harbor, adding to the difficulty of the encounter.

the streets of Moonstair. In this case, some of the trolls from the R6 encounter have managed to get up from the harbor, while the adventurers were tied down at the Old Troll Wall, adding to the difficulty of the encounter. Reward: If the adventurers kill all the attackers in the R7: Hold the Wall! encounter, they are rewarded with +15 Victory Points. If none of the raiders manage to get past the old troll wall to the other side, they instead get +25 Victory Points.

R5: BLIGHTBORN INVADERS The seeds scattered in Encounter R3 sprout in the aftermath of the adventurers’ earlier victories, unleashing deadly plant creatures. This is the last major group of raiders,

Reward: If the adventurers kill all the attackers in the R6: Shipwreck encounter, they are rewarded with +20 Victory Points.

If the adventurers chose to deal with the trolls in R6: Shipwreck, add a spitting troll and a war troll to the encounter, increasing it to Level 15 (5,100 XP).

R7: HOLD THE WALL!

If the adventurers instead chose the path of R7: Hold the Wall!, add an anchor troll and a troll to the encounter, increasing it to Level 15 (5,000 XP).

The adventurers rush to the Old Troll Wall just to see trolls trying to breach the wall. If the adventurers have chosen to repair the Old Troll Wall then the trolls have not managed to break through the Weak Wall feature at the area when the adventurers arrive. The trolls are still outside the wall and need to break through it to get inside. If the players decide to not deal with this threat or the R6: Shipwreck encounter they lose the Battle of Moonstair, see “Outcome of the Battle” later in this chapter.

If the adventurers sent couriers for help to the Barony of Therund a small army arrive just in time to help defend Moonstair at it needs it the most. They join the fray, mainly attacking the troll army from the rear. A small unit manages to break through and can assist the players in their final battle if they want to. The party gets 7 Therund Soldier minions under their control (see statistics below), reducing the challenge of the encounter to Level 14 (4,000 XP).

After the battle the adventurers have to quickly move up to Moonstair Keep were the final battle takes place on

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P1: ORCUS CONVERSION 7 Therund Soldiers

Level 11 Soldier Minion

Medium natural humanoid

XP 150

HP 1; a missed attack never damages a minion Initiative +8 AC 27; Fortitude 23; Reflex 22; Will 22 Perception +6 Speed 6 TRAITS Squad Defense The Therund soldier gains a +2 bonus to its defenses when adjacent to at least one other Therund soldier. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 10 damage. Str 14 (+7) Con 14 (+7)

Dex 12 (+6) Int 10 (+5)

Wis 12 (+6) Cha 12 (+6)

Alignment good Languages common Equipment Chainmail, heavy shield, longsword

If the players decide to not deal with this final threat they lose the Battle of Moonstair, see “Outcome of the Battle” later in this chapter. Reward: If the adventurers kill all the attackers in the R5: Blightborn Invaders encounter, they are rewarded with +30 Victory Points.

OUTCOME OF THE BATTLE The characters can get as much as 100 Victory Point in the battle and as little as 35 Victory Point. Combined with the preparation works the Victory Point the characters can have gained varies from 55 to 200 VP. The outcome of the battles therefore varies accordingly:

55-100: The Fall of Moonstair Troll army defeat the Moonstair defenders. Moonstair is plundered and put to the torch. Villagers that are not killed or eaten in the raid is shackled and led back to the Troll Warren were they are kept as slave and foodstock. The troll army continues through the Moon Door into the Feywild. The troll army attacks Celduilon from two flanks. The eladrin can not hold of the troll army and Celduilon is sacked and plundered. All eladrin are killed. The adventurers are captured and brought to the Troll Warren. You as a DM must decide their fate under the cruel rule of Skalmad.

101-140: The Siege of Moonstair The Moonstair defenders manage to hold back the troll army, turning the battle into a siege. The troll army will finally break down the defenses after a month, unless the adventurers manage to kill the troll king. The adventurers can try to sneak through enemy lines and yet again go after Skalmad through the Great Warren. As a DM you can run this as a skill challenge or an extra encounter, as you wish. Repopulate the Great Warren, but do not reward XP for encounters they have already faced. The characters will have to get into the Feywild side to kill Skalmad.

141-170: The Victory of Moonstair

The townsfolk are scared, and many are preparing to flee Moonstair permanently in anticipation of another attack. The adventurers soon learn that as long as the Stone Cauldron survives, the town remains in danger. The characters still run the risk of running into stray trolls in the Trollhaunt, and some of the Great Warren locations have been repopulated (see Development section in each encounter). Do not reward XP for encounters the adventurers have already faced earlier.

171-200: The End of the Troll Wars The troll army suffers a major loss. Celduilon is saved for now. Skalmad need to rebuild the strength of the army before he can risk an attack against Celduilon again. Postponing the fall of Celduilon for another 3-5 years. However, everybody understands that Skalmad will be back unless somebody deals with the threat one time for all, and kills the troll king. Moonstair has been saved with only limited losses. Most of the walls stood the assault and can be repaired. Morale is high and townsfolk stays and help in the restoration of the village. The Trollhaunt has been cleared of any remaining trolls. The Great Warren lays deserted. The adventurers find the journey to the fey portal in the Great Warren to be a walk in the park.

The troll army is defeated. Skalmad will have to go after Celduilon from Mross-Kagg only. Though Moonstair has been saved, its limited defenses have taken a beating. The eastern wall is all but destroyed, and it is now clear that Skalmad’s allies are capable of attacking from the river and the air. Though the soldiers from the barony of Therund gives assistnace, almost half the town watch has been killed or seriously injured.

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R4: WALL SIEGE

2 Ice Trolls (I)

Encounter Level 13 (4,475 XP)

HP 109; Bloodied 55 AC 26; Fortitude 23; Reflex 19; Will 17 Speed 8 TRAITS

2 hill giant rockthrower (H) 2 ice trolls (I) 1 ogre warhulk (O) 5 troll runts (T)

SETUP A gang of Skalmad’s raiders has come to break through the Outer Wall. A major road passes through here, alongside multiple residences and a small market on the inside. The road is protected by a portcullis, but several sections of the ancient wall are weak enough to break through. Place only the ice trolls and troll runt minions on the map. The ogre and the hill giant rockthrowers do not arrive until the second round (see “Tactics,” below). When the adventurers see the trolls, read: Lumbering toward the outer wall come two heavily armored trolls brandishing mauls. The trolls appear to be lighter in color then any of the other trolls you have encountered thus far. Clustered around them are five normal trolls howling with battle rage. When the warhulk and the hill giants arrive, read: On the heels of the first group, an enormous ogre lurches forward. The stone flail it drags leaves grooves in the ground behind it. Two hill giants follow him carrying greatclubs and huge sacks with rocks.

Level 10 Soldier

Large natural humanoid

XP 500 Initiative +9 Perception +7

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Maul (weapon) * At-Will

Level 11 Elite Brute

Large natural humanoid

XP 1,200

HP 282; Bloodied 141 AC 23; Fortitude 25; Reflex 21; Will 21 Speed 8 Saving Throws +2; Action Points 1 STANDARD ACTIONS

Initiative +7 Perception +7

m Heavy Flail (weapon) * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d8 + 6 damage, and the target is knocked prone. C Flail Hurricane (weapon) * Encounter Requirements: Requires heavy flail. Attack: Close burst 2 (creatures in burst); +16 vs. AC Hit: 4d8 + 6 damage, and a Medium or smaller target is knocked prone. Str 24 (+12) Con 21 (+10)

Dex 15 (+7) Int 4 (+2)

Wis 15 (+7) Cha 6 (+3)

Alignment chaotic evil Languages Common, Giant Equipment heavy flail, hide armor

2 Hill Giant Rockthrowers (H)

Level 12 Artillery

Large natural humanoid (earth, giant)

Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d6 + 10 damage. TRIGGERED ACTIONS M Frenzied Strike * At-Will Trigger: When the troll's attack bloodies an enemy. Effect (Free): The troll makes a maul attack. Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Con 21 (+10) Int 6 (+3)

Ogre Warhulk (O)

Wis 14 (+7) Cha 8 (+4)

Alignment chaotic evil Languages Giant Equipment maul, scale armor

HP 97; Bloodied 49 AC 26; Fortitude 25; Reflex 22; Will 22 Speed 8 STANDARD ACTIONS

XP 700 Initiative +5 Perception +12

m Greatclub (weapon) * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 2d10 + 9 damage. r Knockdown Throw (weapon) * At-Will Attack: Ranged 10/20 (one creature); +17 vs. Reflex Hit: 3d8 + 6 damage, and the rockthrower pushes the target 2 squares or knocks it prone. A Shattering Rockburst (weapon) * Recharge 5 6 Attack: Area 1 within 10 (creatures in burst); +17 vs. Fortitude Hit: 3d8 + 6 damage, and the target is dazed (save ends).

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P1: ORCUS CONVERSION Skills Athletics +16 Str 21 (+11) Dex 8 (+5) Con 19 (+10) Int 7 (+4)

DEVELOPMENT

Wis 12 (+7) Cha 9 (+5)

The raiders here represent the most significant group attacking Moonstair, other battles happen along the Outer Wall. If the characters manage to hold of the trolls, the Moonstair defenders do as well. Additional forces are waiting to the east for the wall to be breached. They retreat back to the Trollhaunt if they see their vanguard force taken out by the adventurers. However, the seeds dispersed by the blightborn troglodyte in Encounter R3 are about to sprout their deadly threat. Do not allow the PCs to take a short rest between this encounter and Encounter R3.

Alignment chaotic evil Languages Giant Equipment 10 rocks, hide armor, greatclub

5 Troll Runts (R)

Level 12 Minion Brute

Medium natural humanoid

XP 175

HP 1; a missed attack never damages a minion Initiative +10 AC 24; Fortitude 26; Reflex 24; Will 23 Perception +8 Speed 8 TRAITS Troll Runt Healing (healing)

FEATURES OF THE AREA

Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 1 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it is destroyed. STANDARD ACTIONS

Illumination: Bright light if the adventurers have returned to town during the day. At night, lanterns hang along both sides of the Old Troll Wall providing bright light. Old Troll Wall: This ancient moss-covered wall is 20 feet high and built of enormous unmortared stones. It can be climbed with a DC 21 Athletics check.

m Claw * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 15 damage. Str 23 (+12) Con 21 (+11)

Dex 18 (+10) Int 3 (+2)

Alignment chaotic evil

Wis 14 (+8) Cha 8 (+5)

Languages Giant

TACTICS Though these raiders have the ultimate goal of causing as much destruction as possible, they must get the portcullis open or the wall down first. In the first round, the trolls move adjacent to the Outer Wall. The troll runts work in pairs and use a standard action to lift one of the two ice trolls to the top of the wall, after which the ice trolls use a second move action to scramble down. Place each ice troll adjacent to the wall on

the inside. If the troll runts are killed before they can use this tactics, the ice trolls will not get over the wall as easy. In the second round, the ice trolls swarm the adventurers and try to get to the winch in the northern tower in order to raise the portcullis. The remaining troll runts on the outside try to break through the weaker sections of the wall. The ogre warhulk and two hill giant rockthrowers arrive, waiting until the wall is breached before moving through it. If the trolls initially fail to breach the wall, the ogre attempts to lift the portcullis or join in tearing down the wall. Once the wall is breached, the hill giants move in to join the battle with the PCs, supporting the trolls and the ogre with their rock throwing.

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Weak Wall: Sections of the wall to the north are displayed as cracked stones instead of a solid area. These can be broken through. A DC 25 Strength check allows a creature to break through a 1-square section of wall. Each section has AC 5, Fortitude 10, Reflex 5, and 20 hp. Solid sections of wall cannot be broken through and are effectively impervious to damage. Portcullis: This barred gate blocks the road through the Outer Wall. A target behind the portcullis has superior cover (–5 to attack rolls). The portcullis can be forced up with a DC 28 Strength check. Gate House: A winch in the northern gate tower allows a single character to raise the portcullis in 1 round as a standard action. It takes a minor action to drop the portcullis back down.

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P1: ORCUS CONVERSION Trees: Squares containing trees are difficult terrain (requiring 1 extra square of movement to enter) and provide concealment (–2 to attack rolls) to anyone standing in them. A tree’s trunk provides cover (–2 to attack rolls) to anyone standing adjacent to it. Shrubs: These smaller trees are difficult terrain. Barrels and Crates: These squares are difficult terrain. Buildings: The monsters in this encounter do not enter the buildings unless they are in pursuit of a PC. If they do so, use the details given in Encounter R5.

Ice Troll, from Pathfinder Bestiary 2

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R6: SHIPWRECK Encounter Level 12 (3,300 XP)

Another troll stands atop the smashed house, tearing beams loose from the roof in a senseless rage.

This encounter has been copied for your convenience from Dungeon #160 “Beyond the Trollhaunt”.

A larger, more muscular troll wanders about, dragging a massive metal chain. At the end of the chain, you see the ship’s anchor scraping along the ground.

1 anchor troll (A) 1 troll timber slinger (S) 4 trolls (T)

SETUP This encounter occurs during the raid on Moonstair. The raid takes place at the shoreline of the northern harbor. A group of six trolls hijacked a sailing ship and killed the crew. They then crashed the ship into the shore (and through a house) and have begun to rampage through the town. The PCs can see the wreck (if they’re close enough) or hear the thundering crash as the ship runs aground. The PCs can place their miniatures on the south edge of the map, either on the road or the blank area on the southeast. When the PCs arrive on the scene, read: Near the shore, a cloud of dust rises from the site of a wreckage. A sailing ship has run aground and plowed into a house here. Both the house and ship are demolished, and enormous timbers litter the ground. Barrels from the ship have scattered all around, and you can see and smell that some of them are leaking lamp oil. Amid the houses several trolls roam, looking for trouble. One of them carries a blood-spattered sail it must have ripped from the ship’s mast.

When the trolls see you, they roar at you. The one with the anchor begins swinging it over its head in wide circles. The troll atop the house hefts a beam like it’s ready to throw it, and the other trolls rush toward you. Roll initiative.

Attack: Area burst 1 within 15 (creatures in burst); +17 vs. Reflex Hit: 3d6 + 10 damage. If you hit the creature in the origin square of the burst, that creature takes 1d6 extra damage. M Timber Swing (weapon) * Encounter Attack: Melee 3 (one creature); +15 vs. Fortitude Hit: 4d8 + 12 damage, and the target is pushed 3 squares. Skills Athletics +15, Endurance +15 Str 22 (+12) Dex 19 (+10) Con 21 (+11) Int 5 (+3) Alignment chaotic evil

Languages Giant

Anchor Troll (A)

Troll Timber Slinger (S) Large natural humanoid

Level 12 Artillery XP 700

HP 99; Bloodied 49 AC 24; Fortitude 26; Reflex 24; Will 22 Speed 8 TRAITS Regeneration

Initiative +10 Perception +9

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 3d8 + 7 damage. A Timber Toss (weapon) * At-Will

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Wis 16 (+9) Cha 10 (+6)

Level 14 Controller

Large natural humanoid HP 139; Bloodied 70 AC 28; Fortitude 27; Reflex 27; Will 23 Speed 7 TRAITS Regeneration

XP 1,000 Initiative +12 Perception +14

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +19 vs. AC Hit: 3d6 + 12 damage. M Wrapping Chain (weapon) * At-Will Attack: Melee 5 (one creature); +17 vs. Reflex Hit: 2d6 + 7 damage, and the target is restrained (save ends).

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P1: ORCUS CONVERSION The restrained effect ends if the troll and the target move more than 5 squares apart. M Chain Slam (weapon) * At-Will Attack: This attack can be used only against a creature restrained by wrapping chain. The troll swings the chain that has snared its target, and slams the creature against the ground. Move the target to any square within 5 of the troll and make an attack; +17 vs. Fortitude Hit: 4d8 + 16 damage, and the target is knocked prone. Effect: The target is no longer restrained. C Anchor Tornado (weapon) * Recharge 5 6

Alignment chaotic evil

Wis 14 (+9) Cha 12 (+8)

Large natural humanoid HP 120; Bloodied 60 AC 21; Fortitude 22; Reflex 18; Will 18 Speed 8 TRAITS

Skills Athletics +15, Endurance +14 Str 22 (+10) Dex 18 (+8) Con 20 (+9) Int 5 (+1)

The timber slinger stays atop the house and uses its area attack. It uses timber swing only if creatures move close, then grabs an armful of timbers (a minor action) and retreats to throw timber from a distance.

Alignment chaotic evil

Wis 14 (+6) Cha 9 (+3)

Languages Common, Giant

The trolls avoid fighting in the water if at all possible.

TACTICS

Sail Wrap (standard; encounter) ♦ Weapon

Languages Giant

4 Trolls (T)

slam if the target doesn’t save. If a PC creates a damaging zone, or if the barrels or lamp oil are lit on fire, the anchor troll uses chain slam to toss its allies into the damaging effect.

Choose one of the normal trolls to carry the ship’s sail. It can use a standard action to toss the sail over a creature. It gains the following attack:

Attack: Close burst 5 (creatures in burst); +19 vs. AC Hit: 3d8 + 15 damage, and the target is knocked prone. Skills Athletics +18, Endurance +16 Str 23 (+13) Dex 20 (+12) Con 19 (+11) Int 5 (+4)

Attack: Melee 2 (one creature); +14 vs. AC Hit: 3d6 + 7 damage. If the attack bloodies the target, the troll uses claw against it again.

Level 9 Brute XP 400 Initiative +8 Perception +6

Reach 2; +14 vs. Reflex; The target is blinded and slowed (save ends). If the target attacks the sail, the sail is destroyed and both conditions end.

The anchor troll uses wrapping chain, followed by chain

FEATURES OF THE AREA Illumination: Bright light. Deep Water: The water varies from 10 to 15 feet deep. Creatures in deep water must use the Athletics skill to move. Creatures in deep water gain cover (–2 to attack rolls) except against attacks from submerged enemies. Fighting in the water imposes a –2 penalty to attack rolls except with spears and crossbows, and powers that have the fire keyword take a –2 penalty to attack rolls. A creature in the water can move onto the shore by

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will

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P1: ORCUS CONVERSION spending 1 extra square of movement. Barrels: Numerous barrels have tumbled out of the smashed ship. They are filled with lamp oil, and some have ruptured. If a barrel is hit with a fire attack, it explodes in a burst 1, dealing 2d6 fire damage to each creature in the burst. The area of the burst burns until the end of the encounter, dealing 2d6 fire damage to each creature that moves into the square or starts its turn in the square. Some barrels are already ruptured, and oil has leaked on the ground. If a square of spilled oil is hit with a fire attack, it burns until the end of the encounter, as described above. A non-ruptured barrel can be destroyed (AC 10, Fortitude 5, and 5 hp). This fills the barrel’s square and all adjacent squares with oil. Smashed Ship: The debris from the front of the ship is difficult terrain. A creature can gain cover by hiding inside the ship. Houses: The DC to climb the buildings’ walls is 20. A house is 2 squares tall. Treasure: The trolls don’t have any treasure on them. The owners of the wrecked ship, a group of merchants, offer 3,000 gp as thanks to the PCs for stopping the creatures that attacked their friends and employees. This is a treasure parcel 8 for a party of 11th-level characters.

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R7: HOLD THE WALL!

Spitting Troll (P)

Encounter Level 12 (3,500 XP)

HP 106; Bloodied 53 AC 26; Fortitude 23; Reflex 23; Will 22 Speed 6, climb 4 TRAITS

This encounter has been copied for your convenience from Dungeon #161 “The Temple Between”. 1 spitting troll (P) 1 two-headed troll (T) 2 war trolls (W)

SETUP A squad of monstrous trolls, using a battering ram made of a bronze-capped tree trunk, has smashed a hole in one of the outer walls. The soldiers there have been driven back, and if someone doesn’t stop them, the trolls will have free run of the city. “Someone” being the PCs, of course. (Assume a few other trolls are present, but that the Overlook soldiers are dealing with them. On occasion, throw in a bit of description to remind the PCs that they aren’t the only ones fighting.) When the PCs arrive, read: Rubble lies strewn about—rubble that used to be a 15foot stretch of wall. Visible just beyond is a huge tree trunk, capped with bronze—presumably, the battering ram that created that hole. Moving through the gap are several hideous trolls. The city guards appear to have a few occupied, but others—two in heavy armor, one with two heads, and one far smaller than the others—are moving unimpeded into the streets.

Level 10 Soldier (Leader)

Two-Headed Troll (T)

XP 500

Large natural humanoid

Medium natural humanoid

Initiative +12 Perception +8

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing)

Level 10 Elite Brute

HP 260; Bloodied 130 AC 22; Fortitude 23; Reflex 19; Will 19 Speed 6 Saving Throws +2; Action Points 1 TRAITS Regeneration

XP 1,000 Initiative +9 Perception +7

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn.

Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS

Double Actions

m Claw (poison) * At-Will

At the end of its turn, the two-headed troll automatically succeeds on all saving throws against the dazed and stunned conditions and against charm effects that a save can end.

Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 7 damage, plus 1d6 poison damage. r Javelin (poison, weapon) * At-Will Attack: Ranged 10/20 (one creature); +15 vs. AC Hit: 2d6 + 7 damage, plus 1d6 poison damage. MINOR ACTIONS R Acid Spit (acid) * Recharge 5 6 Attack: Ranged 5 (one creature); +13 vs. Reflex Hit: 1d8 acid damage. Regenerative Empowerment * At-Will 1/round Effect: One troll within 10 squares whose regeneration is currently inactive (as a result of taking acid or fire damage) immediately reactivates the regeneration. Skills Athletics +13, Endurance +14 Str 16 (+8) Dex 21 (+10) Con 18 (+9) Int 10 (+5)

Wis 17 (+8) Cha 13 (+6)

Alignment chaotic evil Languages Common, Giant Equipment leather armor, javelin x10

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A two-headed troll rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different head. The troll’s ability to take immediate actions refreshes on each of its turns. Dual Brain

Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d8 + 11 damage. TRIGGERED ACTIONS M Smackdown * At-Will Trigger: When an enemy moves into a position that flanks the two-headed troll. Attack (Immediate Reaction): The two-headed troll targets one creature flanking it; +13 vs. Fortitude

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P1: ORCUS CONVERSION Hit: The target is knocked prone. Str 22 (+11) Con 20 (+10)

Dex 18 (+9) Int 6 (+3)

Alignment chaotic evil Equipment hide armor

Attack: Ranged 20/40 (one creature); +19 vs. AC Hit: 2d12 + 3 damage.

Wis 14 (+7) Cha 10 (+5)

Languages Giant, Common

2 War Trolls (W) Large natural humanoid HP 140; Bloodied 70 AC 30; Fortitude 28; Reflex 26; Will 24 Speed 7 TRAITS

Level 14 Soldier XP 1,000 Initiative +13 Perception +9

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Threatening Reach The war troll can make opportunity attacks against all enemies within its reach (2 squares). Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Greatsword (weapon) * At-Will Attack: Melee 2 (one creature); +19 vs. AC Hit: 2d12 + 9 damage. If the attack bloodies the target, the troll uses greatsword against it again. Effect: The troll marks the target until the end of the war troll’s next turn. m Claw * At-Will Attack: Melee 2 (one creature); +19 vs. AC Hit: 3d6 + 12 damage. r Longbow (weapon) * At-Will

C Sweeping Strike (weapon) * At-Will Requirements: Requires greatsword. Attack: Close blast 2 (enemies in blast); +19 vs. AC Hit: 2d12 + 6 damage, and the target falls prone. TRIGGERED ACTIONS Blood Pursuit * At-Will Trigger: When a bloodied enemy within 2 squares of the war troll moves or shifts. Effect (Immediate Reaction): The war troll shifts 1 square closer to the enemy. Skills Athletics +17, Endurance +15 Str 24 (+14) Dex 19 (+11) Con 20 (+12) Int 6 (+5)

Wis 14 (+9) Cha 10 (+7)

Alignment chaotic evil Languages Giant Equipment plate armor, greatsword, longbow, arrows (30)

TACTICS The two-headed troll is a straightforward combatant, charging in and attempting to pulp the PCs into the ground. The war trolls make use of slightly more intelligent tactics, flanking or trying to fight from behind difficult terrain, taking full advantage of reach. The spitting troll remains at range and throws javelins.

FEATURES OF THE AREA Illumination: This encounter takes place in bright daylight. Buildings: The buildings range from two to eight stories (4 to 16 squares) in height. Climbing the walls requires a DC 15 Athletics check. Rubble: The rubble qualifies as difficult terrain.

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RAVEN SKULL NECKLACE Sharrin contacts the Raven Sworn again during the final peak of the battle. During the “Hold the Wall!“ encounter read the following description or modify it for some other encounter if it fits better. You are hacking your way through the troll king’s army. Everywhere you hear screams and shouts as the few defenders try to prevent the hordes of trolls and other vile beasts from scaling the walls of Moonstair. The raven skull necklace you received from the Crow feels unnaturally cold as it touches your chest. As your sword decapitates one of the trolls the severed head suddenly opens its eyes and looks at you. It speaks to you, but the voice is twisted and dark, as if coming from a great distance, or from the ground itself. “My Queen, the Daughter of Winter is pleased. Your enemies are passing through her shadowy halls in great numbers. You are truly her scythe of death. But know that even if the troll kings minions are seeing the Lady of Fate for the first time, the troll king, Skalmad has not. First when he is killed can Celduilon know real peace.” The troll head grows silent and stiff, the sudden chill in the air gone. You are now sure that Sharrin the Crow has tried to deliver a new message to you through the dead servants of the Raven Queen.

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INT2: BACK IN MOONSTAIR The following description of what happens after the raid on Moonstair is based on a scenario where the adventurers got 141 or more Victory Points. If that is not the case, you as a DM will have to create your own story on what happens afterwards.

AFTER THE RAID For their role in repelling the assault on Moonstair, the adventurers receive the gratitude of the town. However, the threat of the Trollhaunt has not ended yet. Having taken a leadership role during the battle Mayor Kelana Dhoram thanks them for saving the village and try to encourage them to be part in at least initiating the build up activities after the battle. However, the day after Rualiss seeks out the adventurers in the aftermath of the raid. He tells them that the news of their victory has reached Celduilon. They are expected in the eladrin court. King Palenthior wants to thank them in person as well as have the full report. Saffrenia has sent Ruallis and Sharrin have linked a portal in the palace to the Moon Door, to save them travel time. Once the characters enter the Moon Door they are whisked away to the Citadel of Winter.

THE GIFT OF THE ELADRIN Once the adventurers step through the portal of icy silver within the Citadel of Winter, Saffrenia and Sharrin greets them. Saffrenia greets them all, “Thank you for what you have done for Moonstair and Celduilon. By stopping the

troll army you have rekindled our hopes. The king is expecting to see you. I do not think we want to delay him further. Rualiss, please go and tell the king that the heroes have arrived. We will be there shortly.” Once Ruallis is gone Saffrenia talks to them in confidence while leading them through the citadel. As I am sure you have understood that we are under attack by Skalmad’s troll army. Our eladrin armies have managed to stop them at Kadorhak – Stone’s End. The valley of Mar-Kilean is overrun with his foul spawn. However, I am afraid that it is only temporary. Sooner or later our defense lines will fall because we have a traitor among us. There has been to many strange incidents. Crucial logistic trains with rations for our troops ambushed at the worst place at the worst time; troops falling ill from food poisoning; important officers dying from freak accidents. Alone these incidents maybe have gone unnoticed, but combined you start to see a pattern. That’s why it is so important that you come here and bring good news to our city and people, giving them what they need the most – Hope! We need to show our tired troops that Skalmad and his troll army can be stopped, and that you have done it! At the same time I want you to have your ears and eyes open. My father is throwing a big celebration to you and to the victory at Moonstair. I was hoping that you might poke around and see if you might root out who the viper is in our midst. Would you do that for me? People would like to talk to you, meet you. If you ask the right questions without causing concerns, maybe you can find out things I couldn’t? The adventurers soon find themselves in the Silver Halls of Celduilon, in front of King Palenthior and the

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whole court who has gathered to catch a glimpse at the heroes from Moonstair. You soon find yourself in the Silver Halls of Celduilon, this time is filled with eladrin nobles dressed in silver, white and blue. On the blue crystal throne sits King Palenthior, he looks as old as you remember him, but his eyes seems awake this time. Filled with hope for the good news you are bringing. Saffrenia walks up next to him, smiles and whisper something in his ear. The kings face smiles when he greets you, “Greetings heroes from Moonstair. Your deeds have not gone unnoticed in the Silver City of Celduilon. Maybe I was too fast to judge you last time we met. I have brought you here so that you might tell us of your heroic deeds that saved Moonstair from complete annihilation at the hands of the troll king Skalmad. But first I want to show you a token of my peoples appreciation for what you have done for us.” King Palenthior offer a gift to the party—a suit of +3 darkleaf leather armor (See Player’s Handbook page 228 for details on this item.) Afterwards he asks his daughter Saffrenia to introduce all the heroes to the court. He then ask them to retell everything from the battle of Moonstair. He ask questions such as: “How did you prepare for the battle?”, “Wasn’t you greatly outnumbered? Yet you prevailed, how?”, “What was the enemies weakness?”, “How shall we meet this threat, what would you do?”, etc. After the hearing King Palenthior invites them to participate in the celebration of the victory of Moonstair, and for their crucial role in saving Celduilon from a twoflank war. There, they have a chance to look for evidence of the corruption Saffrenia suspects in the other members of the council. Tactical Encounter: “The Council Celebration” (next page).

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P1: ORCUS CONVERSION THE FATE OF THE EYE During the celebration, Sharrin the Crow talks to them about some research she has done while they were in the Great Warren and Moonstair. Sharrin has deduced that the “magic eye” Skalmad’s followers speak of must be Moran’s Eye. In a work of ancient eladrin lore, Sharrin read of how a wearer properly attuned to the Eye is said to be able to return from the dead. If the PCs have already fought Skalmad, Rualiss asks them what became of the troll king’s magic eye. If they speak of having seen it disappear, Rualiss gruffly tells them that Skalmad is still alive and unless they stop him and the eye, they will never be able to kill him for good.

SKALMAD’S TRUE POWER Since she first heard rumors of the rise of the new troll king, Sharrin has pondered on the source of Skalmad’s power. Even with what she has learned (and what the adventurers’ observations confirm), she tells the PCs that Moran’s Eye is just one part of Skalmad’s power. If the PCs are interested in investigating this line of thought themselves, they can take advantage of the eladrin library in Celduilon to undertake the skill challenge below. If they are in a hurry to return to the Great Warren to discover the certainty of Skalmad’s fate, have Sharrin uncover a portion of the lore of the Stone Cauldron and pass that information on. See the failure outcome of the skill challenge for details.

LORE OF THE STONE CAULDRON It is assumed that the PCs undertake this skill challenge only after the raid on Moonstair. However, it is possible that the PCs might engage in research or questions regarding the Stone Cauldron earlier, particularly if they

make multiple expeditions from Moonstair to the Great Warren before the raid occurs. If the PCs have already figured out some of the information below, grant them automatic successes in the appropriate checks. Likewise, if certain assumptions made in the skill challenge are incorrect (such as the PCs having already killed Skalmad), adjust the checks accordingly. Lore of the Stone Cauldron Skill Challenge

Level 12 XP 700

You search for any piece of information in the large library of Celduilon that might help you solve the mystery of Skalmad’s mysterious disappearance and his rise to power. Poring over the books in Celduilon’s library can take up to a week, but the eladrin’s library holds the secrets the adventurers seek. Complexity

None Arcana DC 20 (one day, 1 success, maximum 1 success) The PC studies Celduilon’s lore regarding Moran’s Eye. In doing so, he or she confirms that the disappearance of the troll king’s body was not solely a property of the Eye. It has not been credited with such powers in the past. Arcana DC 28 (one day, 1 success, maximum 1 success, can only be tried after the successful DC 20 Arcana check above) Ancient eladrin tomes mention that the site the fomorian king Moran built Mross-Kagg on was a holy eladrin site long before that. Its arcane energies could only be translated to “ life-giving waters” in the ancient eladrin tongue used back then. History DC 20 (one day, 1 success, 2 maximum successes) The PC compares Celduilon’s lore with eladrin knowledge and reports of Skalmad’s recent activities, discovering one of the following pieces of information. ♦

Legends of Moran’s Eye frequently speak of something else called the Stone Cauldron—a lost fomorian artifact reportedly located near Mross-Kagg.



The trolls of the Trollhaunt have long been enemies of all fey, but Skalmad is said to have made alliances with the fomorians and other fey creatures, such as hags, as did the kings of ancient Vardar.



Records from the time of the War of the Dead mention that the troll king Vard was very cautious and always led his armies from the back. After joining forces with Karavakos he fought viciously from the front lines, and was terrible to behold. ‘It was like he didn’t fear death at all’ some witnesses retell in their records.

1 (4 successes before 3 failures) Primary Skills Arcana, History, Insight Success The adventurers deduce that whatever the Stone Cauldron is, it has something to do with Skalmad’s rise to power. Sharrin is able to do further research. The following day, he gives the PCs the information revealed in the read aloud text below. Failure If the adventurers attain 3 failures before gaining 4 successes, they are at a loss, but Sharrin can pick up where they left off. After two days of research, she gives the PCs most of the DC 20 information revealed in the read aloud text below. However, she does not mention any of the information from the DC 28 checks. Because the PCs failed the skill challenge, they are denied this key piece of information regarding the Cauldron and the means to destroy it (see “Destroying the Cauldron,” below). Retrying

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History DC 28 (one day, 1 success, maximum 1 success, can only be tried after the successful DC 20 History check above) The PC discovers the following passage of prophecy in one of Celduilon’s old tomes, “When the troll king returns and the Stone Cauldron is used two times, then Vard himself shall rule again.” Insight DC 20 (minor action, 1 success, maximum 1 success) The PC recalls the dying Skalmad’s last words, confirming that the troll king’s promise to return went beyond bravado. Skalmad knew that his death was only a temporary setback.

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P1: ORCUS CONVERSION When Sharrin is ready to reveal what he has learned regarding the Stone Cauldron, read: “The Stone Cauldron is not a relic, but a magical site. Centuries ago, a clan of fomorians found a magic spring and built a cauldron of stone around it. It stands within a ruined fortress in the Feywild. The Cauldron was once a powerful fomorian weapon that could raise entire armies from the dead, but its power is said to have declined over the long passage of years. “The ruined fortress is just east of the Feywild equivalent of the Trollhaunt. If Skalmad has managed to tap into the power of the Stone Cauldron, he must have a way to cross over to the Feywild within or close to the Great Warren.”

DESTROYING THE CAULDRON Crafted long ago by dark fomorian magic, the Stone Cauldron is difficult to destroy. If the adventurers succeeded on the previous skill challenge, the eladrin is able to hypothesize that throwing Moran’s Eye into the Cauldron will destroy it. As well, the eladrin provides them with a scroll for the ritual of Alleshandros. This special ritual takes 10 minutes to perform, but it will also destroy the Cauldron. If the PCs failed at the skill challenge, they know neither of these pieces of information, and must figure out how to destroy the Cauldron on their own.

HOOK: DESTROY THE STONE CAULDRON Even as they return to the Great Warren to break up Skalmad’s forces and discover that the troll king has indeed returned, the adventurers take on a new major quest. They must find and destroy the Stone Cauldron to permanently vanquish Skalmad’s power and end the threat of a reborn Vardar. Quest XP: 4,000 XP (major quest).

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THE COUNCIL CELEBRATION The following encounter is taken from Dungeon Magazine 157 – “Dark Heart of Mithrendain”.

out in this crowd. The looks they get range from astonishment to revulsion, but their notoriety precedes them. The other councilors are eager to meet the party that saved Saffrenia—though some are less thankful than others. Interrogating the Council Members

The PCs follow Saffrenia to the big celebration in one of Celduilon’s many open parks. You find yourselves surrounded by eladrin revelers circling through seven large pavilions were the celebration is being held. Saffrenia explains that each pavilion belongs to a family of the ruling council that has contributed to the expenses. Not only is it a good way to share the cost but it also allows the folk of the city to meet freely with the members of the council, discussing concerns, creating petitions, or simply socializing with its rulers. With word of the PCs’ part in saving Moonstair already circulating through the city, they are honored guests at the celebration and are welcomed in the pavilions of the other councilors. Saffrenia stays in her own pavilion during the celebration, giving the PCs the chance to glean insight into who might betray Celduilon.

INSIDE INFORMATION The following skill challenge sees the PCs make the rounds of the pavilions, seeking confirmation of Saffrenia’s fears. Setup: The PCs can freely circulate throughout the celebration, keeping their eyes and ears open. Saffrenia gives them the names and descriptions of the four council members she herself suspects (see below). Depending on the racial makeup of the party, the PCs are likely to stand

Skill Challenge

Level 12

XP 2,800

You move around the different council members pavilions trying to keep your ears and eyes open, looking for evidence of corruption among the council members. This section of the adventure is effectively four skill challenges in combination—one for each of the council members under suspicion. Information on each council member (and what kinds of things the PCs might learn from them) is given below. The PCs can engage the councilors in any order they want, working individually or together. Though the skill challenge connects specific information to particular checks, you can rework those revelations as you see fit. Improvise responses to the PCs’ questions for things not covered below, using the broad sense of each councilor’s personality and backstory, and the information in the “Citizens and Denizens” section. The PCs can hear about Jelvistra from a number of different sources, but the characters will have to piece the information together to get a full sense of the lamia’s plots.

can use to have him arrested. Beyond the specific information they have gained from their successes, give them any information detailed in the other checks that you think is important. Failure The PCs’ failed attempts at gathering information draw the attention of corrupt city guards loyal to Jelvistra. They note these guards watching them as they leave the celebration. Retrying None

DRESYAE TLATHLYN If the PCs gain two or more successes with Dresyae, they gather enough circumstantial evidence to believe that he is corrupt. If a PC earns a failure while speaking with Dresyae, he or she draws the attention of his guards, who forcibly remove the PC from his pavilion. That PC can make no further checks in this part of the skill challenge. Primary Skills Bluff, Diplomacy, Thievery.

Complexity

Secondary Skills

4 (10 successes before 3 failures)

Insight, Perception.

Because the skill challenge plays out in four parts (see below), the PCs might wish to seek more successes in order to obtain additional information. For every two additional successes, award the party an additional 700 XP.

Bluff DC 28 (5 minutes, 1 success, maximum 1 success)

Primary Skills See below Success The PCs gather enough information to suggest which of the councilors are dealing with Jelvistra. Most importantly they have solid proof of Dresyae Tlathlyn’s betrayal, which Saffrenia

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The PC quietly claims to know about Dresyae’s corruption, or pretends to want to aid the councilor in his secret plans. A successful check causes Dresyae to drop the name of the eladrin noble Jelvistra, and to suggest that there might be a place for the PCs in Dresyae’s plans or in his army. However, he tells them to steer clear of Saffrenia for their own good. Diplomacy DC 20 (10 minutes, 1 success, maximum 2 success) A PC seeking to ingratiate himself to Dresyae finds the

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P1: ORCUS CONVERSION councilor only too willing to talk about himself. He speaks of his role in leading the army against the troll army, and lets on that he has even more extensive plans to ensure the prosperity and safety of the city.

Secondary Skills

Thievery DC 20 (standard action, 1 success, maximum 1 success) This check can only be made after a successful Perception check Dresyae is distracted, and a canny PC might be able to steal the letter he was reading when the PCs entered the pavilion. If this is done, Saffrenia gets the evidence she needs to prove Dresyae’s corruption. The letter is in the Player’s Handout appendix. Insight DC 14 (5 minutes, no success) A successful Insight check grants a +2 bonus on further Bluff or Diplomacy checks in this part of the challenge. Observing Dresyae for an extended period establishes the councilor’s dark demeanor. He believes himself superior to his peers on the council, and carries himself with the air of a warrior, not a politician. Perception DC 14 (free action, no success) A successful Perception check allows the PCs to make a Thievery check The character notices that Dresyae is reading a letter when they enter the pavilion. Once he sees the PCs he put it away in his pocket.

FLAEORN MARNON With two or more successes in this part of the challenge, the PCs believe that Flaeorn is not involved in any plots against the city. If a PC fails a check while speaking with Flaeorn, his mood darkens immediately and is noted by his crowd of supporters. Any further checks in this section of the challenge made by the PC (or any other PCs seen speaking with him or her) take a –2 penalty. Primary Skills Bluff, Diplomacy, Streetwise.

Insight.

Primary Skills

Bluff DC 20 (5 minutes, 1 success, maximum 1 success)

Bluff, Diplomacy, Intimidate, Streetwise.

The PC can try to flatter or lie her way into Flaeorn’s good graces, causing him to gossip about his fellow council members. He suggests that Dresyae is dangerous and power hungry, that Laemu would sell his children if the price were right, and that Serriay is far less capable than her recent success suggests.

Secondary Skills

Diplomacy DC 20 (10 minutes, 1 success, maximum 2 success)

A PC can threaten Laemu or pretend he knows that the councilor is involved in illicit activity. Laemu deflects attention to Serriay, saying that she was the one determined to delay the reinforcement of the Celduilon army, thereby putting them at great risk once the threat of the troll kings army was confirmed.

The PC offers praise for Flaeorn’s pavilion, inspiring the councilor to speak of enjoying the company of honest folk. He contrasts that with a councilor’s obligation to deal with supplicants like Jelvistra, always wanting something in exchange for her offers of advice and favors. Streetwise DC 20 (10 minutes, 1 success, maximum 1 success) Flaeorn is surrounded by an adoring crowd. A PC who succeeds on this check learns that the councilor has performed many good works for the city, and that he has donated a sizable amount of his fortune to charities. Insight DC 14 (10 minutes, no success) A successful Insight check grants a +2 bonus to all primary skill checks in this part of the challenge. The PC spends time watching Flaeorn interact with the common folk to gauge his temperament and personality.

LAEMU SPIREMRUL Those who gain two or more successes against Laemu believe that he has been bribed to help delay the war preparations in Celduilon. If a PC earns a failure against Laemu, the councilor orders his guards to show him and any PCs seen speaking with him away from his pavilion. Those PCs can make no further checks in this part of the challenge.

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Insight. Bluff or Intimidate DC 20 (5 minutes, 1 success, maximum 1 success)

Diplomacy DC 20 (10 minutes, 1 success, maximum 2 success) A PC who gives Laemu a gift of coins or jewelry worth at least 100 gp gains a +2 bonus on this check. The PC can attempt to win over Laemu with honest interest in the workings of the city’s politics. With a successful check, Laemu speaks of the relationship between himself and those interested in the continued strength of the city, naming Jelvistra as a noble who has Celduilon’s best interests at heart. Streetwise DC 28 (10 minutes, 1 success, maximum 1 success) A PC who makes a successful Streetwise skill check overhears the talk of Laemu’s underpaid and largely dissatisfied personal guards. They hear of several late-night meetings with Jelvistra, and secret caravans heading out along less traveled roads. One guard even shows a strange gold coin with a troll head on it, which he received as payment for his services to Laemu. Show the gold coin in the Player’s Handout section. Insight DC 14 (10 minutes, no success) A successful Insight check grants a +2 bonus on the following Diplomacy or Streetwise check made in this challenge. The PC observes Laemu giving greater attention to those city folk who ply him with gifts, establishing the councilor’s greed.

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P1: ORCUS CONVERSION SERRIAY CELSHIL Those who gain two or more successes with Serriay discern that she is beholden to another who has orchestrated her rise to power. While she may be good at heart, the councilor is clearly trying to cover up her connection to Jelvistra. If a PC fails a skill check in this part of the challenge, Serriay’s husband Thendol drunkenly asks them to leave her pavilion. If they do not, he punches them (+6 vs. AC, 2d6 + 5 damage) before passing out. However, Serriay’s mortification gives the PC a +2 bonus to further checks in this part of the challenge.

Streetwise DC 14 (10 minutes, no success) A successful Streetwise check grants a +2 bonus on the next primary skill check made in this challenge. By observing and listening to the city folk in Serriay’s pavilion, the PC hears of the young councilor’s recent rise to a leadership role in council. A successful check grants a +2 bonus on the PC’s next primary skill check. The use of this skill does not count as a success or failure in the skill challenge.

Primary Skills Bluff, Diplomacy, Intimidate. Secondary Skills Streetwise. Bluff or Intimidate DC 28 (5 minutes, 1 success, maximum 1 success) The PC threatens to expose Serriay’s secrets. With a successful check, Serriay admits her relationship with Jelvistra. Additionally, she tells the PCs how the noble’s formerly friendly suggestions and direction have lately turned to subtle threats. She has been forced to show Jelvistra secret related to army movements and supply trains. Diplomacy DC 20 (30 minutes, 1 success, maximum 2 success) A PC who engages Serriay in conversation is introduced to her husband Thendol, who is only too happy to talk to the PCs. He speaks at length about Serriay’s late-night meetings with the attractive and brilliant Jelvistra.

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DRESYAE’S ESCAPE Encounter Level 13 (4,200 XP) Dresyae Tlathlyn (D) 4 eladrin blackguards (G) 1 eladrin twilight enforcer (E)

SETUP The party is in the middle of a market square, surrounded by tent pavilions and eladrin homes, as they try to approach Dresyae Tlathlyn in order to arrest him. Dresyae Tlathlyn do not surrender, instead he surrounds himself with several eladrin guards. Farmers and shoppers huddle behind produce carts as the fight breaks out. Dresyae realize that he has been exposed and tries to escape Celduilon at the first opportunity.

TACTICS The eladrin blackguards each issue a Feywild challenge to different PCs in an effort to prevent attacks against Dresyae Tlathlyn. They position themselves to use their harvest’s sorrow power to protect Dresyae Tlathlyn, allowing him to slip into an ally where he can escape. The twilight enforcer uses binding bolt against the strongest-looking melee combatants, giving the blackguards combat advantage against immobilized foes. He uses teleporting bolt against a spellcaster or ranged combatant trying to stay out of melee, dropping them where the guards can attack. He reserves dazzling blast until he can target two or more PCs. Dresyae Tlathlyn keeps back using feywild challenge. As the first sign that he is loosing the battle (first death of a

bodyguard) he moves south to the drainage grating. He then uses fey step to teleport down into the sewer, preventing anybody to follow which can’t teleport through the grating. If nobody follows in 2 rounds, he is gone. The bodyguards ignore all threats or offers of parley. They do not surrender (knowing that Dresyae Tlathlyn will have them killed if they are captured). However, if at least three of them are dead or unconscious and Dresyae Tlathlyn has made his escape, the survivors flee. Dresyae Tlathlyn (D)

Level 12 Soldier (Leader)

Medium fey humanoid

XP 700

HP 117; Bloodied 58 Initiative +14 AC 28; Fortitude 24; Reflex 26; Will 22 Perception +7 Speed 5 Low-Light Vision Saving Throws +5 to end charm, immobilize, restrained, or slowed conditions* TRAITS Feywild Tactics * Aura 5 Fey allies can score a critical hit on rolls of 19-20 while in the aura. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 3d8 + 7 damage. M Rage of the Wild (weapon) * Recharge 5 6 Attack: Close burst 1 (enemies in burst); +17 vs. AC Hit: 3d8 + 7 damage, and the target is knocked prone. MINOR ACTION R Feywild Challenge (radiant) * At-Will Effect: Close burst 5 (one enemy in the burst). Dresyae marks the target until the end of the encounter or until Dresyae uses this power again. While the enemy is marked by Dresyae, it takes 4 radiant damage whenever it ends its turn without attacking Dresyae. MOVE ACTIONS

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Fey Step (teleportation) * Encounter Effect: Dresyae teleports up to 5 squares. TRIGGERED ACTIONS Turn the Tide * At-Will Trigger: When an ally within 5 squares of Dresyae fails a saving throw. Effect (Immediate Interrupt): The ally makes a new saving throw, using the second result. Skills Athletics +15, Arcana +10, History +10, Nature +12 Str 18 (+10) Dex 22 (+12) Wis 13 (+7) Con 13 (+7) Int 14 (+8) Cha 16 (+9) Alignment evil Languages Common, Elven Equipment longsword, ring of freedom of movement*

4 Eladrin Blackguards

Level 12 Soldier (Leader)

Medium fey humanoid (eladrin) HP 117; Bloodied 58 AC 28; Fortitude 24; Reflex 26; Will 22 Speed 5 Saving Throws +5 against charm effects TRAITS

XP 700 Initiative +14 Perception +7 Low-light vision

Feywild Tactics * Aura 5 Fey allies can score a critical hit on rolls of 19-20 while in the aura. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 3d8 + 7 damage. M Stab of the Wild (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +17 vs. AC Hit: 3d8 + 15 damage, and the target is restrained until the end of the eladrin’s next turn. MINOR ACTION R Feywild Challenge (radiant) * At-Will Effect: Close burst 5 (one enemy in the burst). The eladrin marks the target until the end of the encounter or until the eladrin uses

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P1: ORCUS CONVERSION this power again. While the enemy is marked by the eladrin, it takes 4 radiant damage whenever it ends its turn without attacking the eladrin. MOVE ACTIONS Fey Step (teleportation) * Encounter

M Harvest's Sorrow * At-Will Trigger: An attack damages an ally. Effect (Immediate Interrupt): Close burst 5 (triggering ally in the burst). The target takes half damage from the triggering attack, and the eladrin takes an equal amount of damage. Skills Athletics +15, Arcana +10, History +10, Nature +12 Str 18 (+10) Dex 22 (+12) Wis 13 (+7) Con 13 (+7) Int 14 (+8) Cha 16 (+9) Alignment evil Languages Common, Elven Equipment chainmail, light shield, longsword

Level 12 Controller

Medium fey humanoid (eladrin) HP 114; Bloodied 57 AC 26; Fortitude 23; Reflex 25; Will 25 Speed 6 Saving Throws +5 against charm effects STANDARD ACTIONS

XP 700 Initiative +9 Perception +7 Low-Light Vision

m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 3d8 + 4 damage, and the target is slowed until the end of the eladrin's next turn. R Binding Bolt (force) * At-Will Attack: Ranged 10 (one creature); +15 vs. Reflex Hit: 3d8 + 7 force damage, and the target is immobilized until end of the eladrin's next turn. Miss: The target is slowed until the end of the eladrin’s next turn. R Teleporting Bolt (force, teleportation) * At-Will Attack: Ranged 5 (one creature); +15 vs. Reflex

that is tipped over spills its contents in a 2-square-by-2square area that becomes difficult terrain.

C Dazzling Blast (radiant) * Recharge 5 6 Attack: Close blast 3 (enemies in the blast); +15 vs. Will Hit: 4d6 + 6 radiant damage, and the target is blinded until the end of the eladrin's next turn. MOVE ACTIONS

Effect: The eladrin teleports up to 5 squares. TRIGGERED ACTIONS

Eladrin Twilight Enforcer

Hit: 2d10 + 9 force damage, and the eladrin teleports the target up to 3 squares. Miss: The eladrin can teleport the target 1 square.

Fey Step (teleportation) * Encounter Effect: The eladrin teleports up to 5 squares. Skills Arcana +18, History +18, Nature +12 Str 12 (+7) Dex 16 (+9) Wis 12 (+7) Con 10 (+6) Int 20 (+11) Cha 16 (+9) Alignment evil Languages Common, Elven Equipment robes, spear

FEATURES OF THE AREA Bystanders: Thirteen eladrin bystanders (labeled ‘B’ on the tactical map) have moved to the edges of the square, taking shelter in doorways, alleys, or under sellers’ carts. The bodyguards focus their attacks exclusively on the PCs, but if any bystanders are attacked (including being caught in the PCs’ area attacks), treat them as minions with AC 12, Fortitude 11, Reflex 12, and Will 11. Ice: Sheets of ice cover some squares. These squares are slippery. A character charging or running through these squares must make a DC 15 Acrobatics check or fall prone in the first square of ice entered. Stalls and Carts: Market stalls and vendors’ carts selling produce and flowers, milk and cheese, and a wide variety of handicrafts are set up across the market square. A cart is tall enough that a Small creature can move under it and gain cover. It costs 2 squares of movement to hop up onto a cart. A character can make a DC 10 Strength check to tip over a cart, which then grants superior cover. A cart

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Wooden Dais: The woden dais is 5 foot high with a railing. Climbing on top of the platform, rather than using the two stairs requires a full move action. Drainage Grating: The metal grating requires a DC 25 Strength check to open. The drainage pipe is narrow

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P1: ORCUS CONVERSION and forces medium sized creatures to squeeze through the 4 squares, before entering the larger sewer system. The sewers are a labyrinth of tunnels and pipes, which Dresyae Tlathlyn knows by heart.

DEVELOPMENT It is important the Dresyae Tlathlyn is given the chance to escape, as it is part of the story. The players will later have their revenge upon Dresyae in the final battle against Skalmad at Mross-Kagg. However, you may decide to give the players a chance to catch the fleeing Dresyae Tlathlyn if they manage to get down into the sewers within 2 rounds from when Dresyae entered. If they capture him, he tells the full story of his betrayal and is brought to justice. However, Jelvistra have already escaped Celduilon. As a result you will have to do changes to Encounter C4.2: Throne Room. Replace Dresyae Tlathlyn with a fourth Warren troll instead. The bodyguards have the look of Citadel Sentinel, only their badges indicate their service to the House of Tlathlyn. Once the bodyguards are overcome, the remaining bystanders react in fear to the PCs, believing them to be enemies of Celduilon and the eladrin. A few run for help or shout for the city guard. If the PCs attempt to capture any of the bodyguards for later questioning, they find that they know very little about their master’s treachery. The captured eladrin knows only that they were ordered to protect the councilor with their lives. They know that he have had secret meetings with Jelvistra, but nothing more.

Dresyae Tlathlyn – Betrayer of Celduilon 2012-12-13

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THE STONE CAULDRON As I changed the Great Warren map I have reworked the Stone Cauldron map as well, having tried to move some of the encounters to the Feywild instead. ♦

Encounter W11: Crow Cage Cavern has been combined with the C1: Cliffside Portal.



Encounter W9: Corkscrew Cave has been just slightly adjusted (mainly the map) and moved in between Encounter C2 and C3.



Both Encounter W7: The Foundry and W12: Throne Cave have been moved into the fortress of Mross-Kagg.

ARRIVAL IN THE FEYWILD If the adventurers step through the portal in the Great Warren, they appear in below the fortress of Mross-Kagg (Location 1 on the map). When the adventurers arrive in the Feywild by using the Great Warren portal, read: You feel a sudden lurch as you step through the glimmering portal. As you look around you find that you are no longer inside the cavern of the Great Warren. You stand next to a cliff side with an open sky above. You are surrounded by towering cliffs heavy with moss, a treecovered landscape around you torn through by enormous rifts extending down into darkness. On a hilltop to the right you see a dark looming ruin of a fortress, its wall twisted and of ancient design. Whoever build it must have built it out of nightmares.

THE FORTRESS OF MROSS-KAGG Below is the changes done to some of the locations on the Stone Cauldron map. The new updated map is on the right. A larger version is in the DM Map section.

14. Underground Entrance. An opening leading into the underground area extends from a narrow shelf 40 feet down the side of this rift. It cannot be seen from the top. It can be climbed with a DC 15 Athletics check (DC 10 with a rope).

1. Crow Cage Landing. A labyrinth of steep cliffs, streams and thick thorn bushes is the home of the hags Geala and Morsha. A magic portal leads through the eastern wall from the chamber to the north. 3½. Corkscrew Pass. Three warren trolls and a galeb duhr guards this pass as the track climbs upwards towards the fortress of Mross-Kagg. 7. Kitchen. The kitchen is empty as all the kitchen staff has joined the troll army heading towards Celduilon. 9. Courtyard and Barracks. This area is open to the sky. The trolls have raised simple barracks to provide accommodation for the troll army officers. It is now deserted as the army is attacking Celduilon. 10. Foundry. The foundry is run by the troll smith Thurk and his grimlock apprentices. They are working hard to supply the army with weapons and armor. 11. Skalmad’s Bedchamber. Two huge rifts have all but destroyed this area. However, Skalmad still use it as his bedchamber. A narrow rope bridge is the only means of access. This open room is situated 10 feet above the courtyard. 12. War Room. The walls of this room hang with maps showing the lands around Moonstair and Celduilon. A large meeting table is situated in the middle with a warm hearth and some bookshelves to the east part of the room. 13. Throne Room. The pillars here are carved with regal Elven runes in the fomorian dialect. An old fomorian crystal stone is still situated in the throne room were Skalmad holds council.

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C1: CLIFFSIDE PORTAL Encounter Level 14 (5,300 XP) Selnarine, briar witch dryad (D) Geala, briar hags (H) 5 boneshard troll skeletons

SETUP This encounter takes place in Location 1. The players step through the portal in the Great Warren, arriving in the mountainside portal to the south. This garden is the home of the briar hags Geala and Selnarine, who live in the small hut to the north. One hag is in this hut at the start of this encounter, the other is sitting in the open area under the cages. The boneshard troll skeletons start the encounter inside the hanging iron cages. When the adventurers enter this chamber, lay out the poster map. Show the players the “View of the Iron Cages” illustration in the Player’s Handout section, then read: Patches of glowing fungi cover the ground and some trees in this small clearing, illuminating it with a dim purple glow. Some huge purple toadstools, the size of men grows in the strange dark forest surrounding you. Huge trees and thorn bushes block almost all sunlight, leaving the clearing dim and shadowy. The clearing below you is 15 feet lower than the surrounding higher terrain, with broad stone steps carved out from the underlying bedrock leading down into the cauldron-like clearing. On the other side you spot something that looks to be an old hut.

skeletons sprawled within them. To the northeast stands an archway, with a solid slab of stone cliff face behind it. Rellanic runes are scribed across it, glowing yellow. Close by, the corpse of an eladrin lies sprawled on the ground in a pool of drying blood. Near the foot of the steps in front of you, a haggard old woman tends a mushroom patch. Perception Check DC 26: The skull of the large skeleton in the nearest cage faces you, and you notice tiny sparks of fire pulsing deep within its otherwise dark sockets.

Selnarine, Briar Witch Dryad

Level 13 Elite Controller

Medium fey humanoid (plant) HP 262; Bloodied 131 AC 29; Fortitude 27; Reflex 25; Will 27 Speed 8 (forest walk) Saving Throws +2; Action Points 1 TRAITS

XP 1,600 Initiative +8 Perception +13

Curse of Thorns * Aura 3 Enemies without forest walk take 2 damage each time they move—or are pulled, pushed, or slid—into a square within the aura. Creatures do not take damage when a briar witch dryad moves closer to them. Thorn Boon * Aura 6

The skeletons here are not as decrepit as they appear. Shortly after Skalmad declared himself king, these five lesser clan chiefs tried to seize power for themselves. After slaying them, the troll king had them turned into boneshard skeletons and placed as guards in this clearing below Mross-Kagg. The hags refer to these skeletons as their crows.

Allied plants in the aura deal an extra 5 damage with each melee attack.

Geala (the old woman) cackles and mutters softly to herself at the first sign of the adventurers. She appears to be a harmless hermit, but suspicious characters can attempt a DC 21 Insight check to sense hardened malice beneath her crazed laughter.

Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d8 + 7 damage.

If the adventurers call to the old woman, read: “What?” the old woman calls back, one gnarled hand to her ear. “Speak up! Can’t you see I’m an old, decrepit woman? Come closer if you want to talk. Otherwise, I’ve got mushrooms to tend to.”

Thorny Body Any creature that grabs the briar witch dryad takes 5 damage at the start of its turn. STANDARD ACTIONS m Claws * At-Will

R Briar Cage * At-Will Attack: Ranged 10 (one creature); +16 vs. Reflex Hit: 3d6 + 5 damage, and the target takes ongoing 5 damage and is restrained (save ends both). A creature in a briar cage has cover. A briar cage can be destroyed (25 hit points; resist 10 to all damage). MOVE ACTIONS Treestride * At-Will Effect: The briar witch dryad can teleport 8 squares if it begins and ends adjacent to a tree, a treant, or a plant of Large size or bigger. MINOR ACTIONS Deceptive Veil * At-Will

Five large iron cages hang by chains from the black branches of the immense trees high above you, broken troll

Effect: The briar witch dryad disguises itself to appear as a Medium humanoid, usually a beautiful elf or eladrin, until it

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P1: ORCUS CONVERSION uses deceptive veil again or until it drops to 0 hit points. Other creatures can make a DC 34 Insight check to discern that the form is an illusion. Skills Bluff +15, Insight +13, Stealth +13 Str 16 (+9) Dex 14 (+8) Wis 14 (+8) Con 19 (+10) Int 11 (+6) Cha 19 (+10) Alignment unaligned

Languages Elven

Geala, Briar Hag (G)

Level 12 Controller

Medium fey humanoid HP 123; Bloodied 62 AC 26; Fortitude 23; Reflex 25; Will 24 Speed 7 (forest walk) TRAITS

XP 700 Initiative +11 Perception +14 Low-Light Vision

Feverish Presence * Aura 3 Bloodied enemies in the aura are weakened. STANDARD ACTIONS m Claw * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 2d6 + 8 damage. M Rake the Eyes * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 2d8 + 6 damage, and the target is blinded until the end of the briar hag’s next turn. The briar hag shifts 2 squares before or after making this attack. A Call Briar (conjuration, zone) * Recharge 5 6 Attack: Area burst 2 within 10 (creatures in burst); +15 vs. Reflex Hit: 4d4 + 5 damage and the target is immobilized (save ends). This attack’s area becomes a zone of difficult terrain until the end of the encounter. Any creature that enters or starts its turn in the zone takes 1d4 damage. A briar hag is immune to its own briars. R Curse of Thorns * Encounter Attack: Ranged 10 (one creature); +17 vs. AC Hit: 3d6 + 10 damage and the target is restrained (save ends). MINOR ACTIONS

Change Shape (polymorph) * At-Will Effect: The briar hag alters its physical form to appear as a Medium humanoid, usually a young human woman or an old crone, until it uses change shape again or until it drops to 0 hit points. To assume a specific individual's form, the briar hag must have seen that individual. Other creatures can make a DC 33 Insight check to discern that the form is a disguise. Skills Arcana +13, Intimidate +14, Nature +14 Str 18 (+10) Dex 21 (+11) Wis 17 (+9) Con 19 (+10) Int 14 (+8) Cha 16 (+9) Alignment evil

Languages Common, Elven

5 Boneshard Troll Skeletons

Level 11 Brute

Medium natural animate (undead)

XP 600

HP 137; Bloodied 69 AC 23; Fortitude 22; Reflex 22; Will 21 Speed 6 Immune disease, poison; Resist 10 necrotic; Vulnerability 5 radiant STANDARD ACTIONS

Initiative +8 Perception +7 Darkvision

m Scimitar (necrotic, weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 3d8 + 6 damage plus 10 necrotic damage. If the troll skeleton takes acid or fire damage, it does not deal necrotic damage with this attack until the end of its next turn. m Boneshard (necrotic) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d6 + 7 damage, and ongoing 5 necrotic damage (save ends). TRIGGERED ACTIONS C Boneshard Burst (necrotic) Trigger: When first bloodied and again when the boneshard skeleton is reduced to 0 hit points. Attack (Immediate Reaction): Close burst 3; +14 vs. Reflex Hit: 3d6 + 9 necrotic damage. Str 16 (+8) Con 17 (+8)

Dex 16 (+8) Int 3 (+1)

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Wis 14 (+7) Cha 3 (+1)

Alignment unaligned Equipment scimitar

Languages —

TACTICS Unless the adventurers attack her at once, Geala maintains her disguise as an old woman. She mutters to herself, putters around the mushroom patch, and waits for two or more of the adventurers to enter the lower portion of the clearing before she attacks. If the adventurers attempt to talk to her or approach her in a peaceful manner, she tries to entice them to walk toward her, beneath the hanging cages. Once combat starts, the boneshard troll skeletons throw open their cage doors and drop to the floor (lowering themselves as a move action so that they do not take damage). Selnarine is out of sight in the nearby hut, but the sound of combat brings her through the door the following round. Geala uses call briar to immobilize targets within range of a boneshard troll skeleton’s reach. She uses curse of thorns to pin down characters who escape the briars, then use rake the eyes to move in, attack, and shift away again. She tries to stay close to the release levers to drop a cage on any characters fighting beneath it. If the adventurers stay out of range, Geala drops a cage on a badly injured skeleton if doing so will unleash its boneshard burst while two or more adventurers are within range. Selnarine tries to catch the enemies in the front with briar cage, and then she uses treestride to attack controllers in the back of the party, trying to get as many as possible within her curse of thorns area. The skeletons fight to the death. If one hag is defeated and the other is bloodied, that survivor tries to escape through the door to the east and warn Skalmad that trouble is on the way.

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P1: ORCUS CONVERSION FEATURES OF THE AREA Illumination: Dim light (from the glowing fungi throughout). Boulders: Stone boulders provide cover to any character standing adjacent to one. Ceiling: The canopy of dark leaves form a ceiling 25 feet above the higher sections of floor to the north and south, 40 feet above the center. High Escarpment: These steep slopes rise to a height of 15 feet, separating the eastern and western sides of the clearing from the lower central floor. Scaling the slope requires a DC 21 Athletics check. A creature that drops down from above takes 1d10 falling damage. Fungi Patch: These knee-high patches of mushrooms and toadstools are difficult terrain (requiring 1 extra square of movement to enter). Mushrooms: These large purple mushrooms explode in a cloud of spores if they take any damage. Anyone caught in the cloud risk becoming dazed. Mushroom Cloud (immediate reaction, when damaged; encounter) Close burst 1; +16 vs. Will; the target is dazed (save ends).

Hanging Cages: These large cages are suspended by chains from the tree branches above. Each cage is 10 feet tall and hangs so that its bottom is 15 feet above the floor. (This means that the four cages set above the central part of the clearing are level with the floor on the higher east and west sides of the cavern.) Though they are currently open, the cages can be locked (DC 26 Thievery check to unlock). Geala and Morsha have the keys. Chain Release: The chains suspending the cages are secured to sturdy roots, and fitted with a quick-release

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lever. As a minor action, a single cage can be released to plummet to the floor. Anyone in the cage takes 1d8 + 5 damage; anyone beneath the cage takes 3d6 + 5 damage. Characters making a successful DC 21 Acrobatics check take half damage. As a standard action, a cage can be slowly lowered to the ground. Stone Portal: The stone portal provides access to the fortress of Mross-Kagg. To enter the magical portal, see “Activating the Magic Portal” below. Trees and Thorns: Squares containing trees and thorn bushes are difficult terrain (requiring 1 extra square of movement to enter) and provide cover (–2 to attack rolls) to anyone standing within it or behind it. If a creature moves through more than 1 square of thorns during a single move action or incident of forced movement, that creature takes 5 damage. Clearing one square of thorns requires a standard action and makes plenty of noise. Hag’s Hut: The hags’ foul lair contains two straw pallets, sacks of tubers and mushrooms, a few foul-smelling carcasses hanging to ripen (mostly small game), and shelves piled with foul-smelling herbs and reagents. Among the clutter is a locked wooden chest that holds 2,200 gp, a fine ivory statuette of a dragon (worth 800 gp), and a +3 torc of fortune (see page 23 of Adventure Book One).

ACTIVATING THE MAGIC PORTAL The runes on the portal arch are in the fomorian dialect. They translate to “The blood of our enemies is our strength,” but their magical essence holds further meaning for those who study them. Show the players the runes in the Players’ Handout Section. Figuring out the operation of the magic portal is a skill challenge to be undertaken during the combat with the hags.

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Activating the Magic Portal Skill Challenge

Level 15 XP 1,200

You move around the different council members pavilions trying to keep your ears and eyes open, looking for evidence of corruption among the council members. The fomorians built this portal. To activate it, a specific pattern must be traced in Eladrin blood on the blank wall within the arch. Successfully activating the portal might require multiple applications, as detailed below. Complexity 1 (4 successes before 3 failures) Primary Skills Arcana, Perception, Religion, Thievery. Secondary Skills None Success The magic portal opens to reveal an ethereal passageway through the cliff wall (indicated on the overview map). The hags do not follow the PCs through the ethereal passageway. Failure The portal goes dormant and doesn’t open. Retrying Yes, the next day. Arcana or Religion DC 22 (minor action, 1 success, maximum 2 success) A character fluent in Elven or who can read Rellanic gets a +2 bonus on these checks.

The PC applies a handful of eladrin blood to the wall within the arch. It takes a minor action to scoop up the blood from the pool around the dead eladrin. Obtaining enough blood for the ritual from a living creature is a standard action that deals 5 damage to the creature. With the blood in hand, applying it to the wall and making the check is a standard action. Perception DC 22 (minor action, 1 success, maximum 1 success) Though the portal absorbs the blood used to activate it, the PC can see faint flecks of red on the wall that suggest the pattern that must be traced. Thievery DC 22 (standard action, 1 success, maximum 1 success) A few of the stones that make up the archway are loose, weakening the portal’s power. By pushing them back into place, the PC makes the portal easier to open.

DEVELOPMENT If the adventurers are defeated and captured at any point during the adventure, they are brought here and confined in one of the hanging cages. The boneshard troll skeleton that occupied the cage stands guard. Without the use of the portal, the adventurers must find another way to cross the mountain or the rifts. Climbing the cliffs requires a DC 21 Athletics check, or you can create another short skill challenge to accommodate this.

The PC closely examines the runic writing, discovering one of the following two pieces of information. ♦

The stone wall beyond the arch must be anointed with eladrin blood in order for the portal to be activated.



Blood from a dead eladrin is less potent than that of a living specimen.

Arcana, Religion, or Thievery DC 27 (standard action, 1 success, maximum 2 success) If the blood is from a living eladrin, a successful check grants two successes instead of one.

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C2½: CORKSCREW TRACK

2 Nothic Gazers (N)

Encounter Level 12 (3,600 XP)

HP 91; Bloodied 46 Initiative +8 AC 23; Fortitude 24; Reflex 23; Will 21 Perception +6 Speed 6 Darkvision, Truesight 10 STANDARD ACTIONS

3 warren trolls (T) 2 nothic gazers (N) 1 galeb duhr rockcaller (G)

SETUP This encounter takes place in Location 19. The eastern side of this mountain track is 20 feet higher than the western side. The high side is used as a lookout by the guards stationed here. A galeb duhr sworn to Skalmad’s service works alongside the trolls and nothics. The group is charged with watching the mountain track for possible intruders, as well as keeping half an eye on the nearby fomorian, but the work is dull and usually uneventful, so these guards are easily distracted. When the adventurers arrive, read: A high escarpment divides this mountain track, with the eastern side about 20 feet higher, overlooking the western side. A sloping path and two flights of rough steps connect both halves of the track, winding up and around a huge boulder of rock. The surrounding forest is filled with thorns, thick and intimidating. Several trolls stand guard here, along with two nothics and a strange creature resembling a boulder with arms and legs. Adventurers approaching from the west along the track are normally spotted by the monsters when they leave the fortified outpost further down the track. Adventurers approaching from the dense forest or climbing the northern ridge can attempt Stealth checks to pass the guards unnoticed.

Level 11 Artillery

Medium aberrant humanoid

XP 600

m Claw * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d6 + 7 damage. Attack: Ranged 10 (one creature); +16 vs. Fortitude Hit: 2d12 + 4 necrotic damage, plus the target is slowed and takes a -2 penalty to attack rolls (save ends both). The nothic gazer loses this power while blinded. TRIGGERED ACTIONS Retaliate * Encounter Trigger: When hit by a melee or close attack. Effect (Immediate Reaction): The nothic shifts and makes a claw attack or a rotting gaze attack against the triggering attacker. Dex 17 (+8) Int 8 (+4)

Alignment unaligned

Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll uses claw against it again.

Wis 12 (+6) Cha 9 (+4)

3 Warren Trolls (T)

Level 11 Brute

Large natural humanoid

XP 600

HP 120; Bloodied 60 AC 22; Fortitude 23; Reflex 20; Will 19 Speed 8 TRAITS Regeneration

Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save ends). Miss: Half damage, and ongoing 5 poison damage (save ends). Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Con 20 (+10) Int 5 (+2) Alignment chaotic evil

Wis 16 (+8) Cha 10 (+5)

Languages Common, Giant

Galeb Duhr Rockcaller (G)

Level 11 Controller

Medium elemental humanoid (earth)

Languages Deep Speech

Initiative +9 Perception +13

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and

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m Claw * At-Will

m Powerful Bite (poison) * Encounter

R Rotting Gaze (necrotic) * At-Will

Skills Stealth +13 Str 18 (+9) Con 19 (+9)

instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS

HP 118; Bloodied 59 AC 25; Fortitude 26; Reflex 21; Will 22 Speed 4 (earth walk), burrow 6 Immune petrification, poison STANDARD ACTIONS

XP 600 Initiative +5 Perception +12 Tremorsense 10

m Slam * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 3d8 + 6 damage. M Rolling Attack * At-Will Attack: The galeb duhr rockcaller moves up to 4 squares and then attacks an adjacent target; Melee 1 (one creature); +14 vs. Fortitude Hit: 3d8 + 8 damage, and the target is pushed 1 square and knocked prone. R Earthen Grasp * At-Will Requirement: The target must be in direct contact with the

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P1: ORCUS CONVERSION pitch or the stream. Otherwise, it stands its ground and fights with its slam attack.

ground. Attack: Ranged 10 (one creature); +14 vs. Fortitude Hit: The target is restrained (save ends). MINOR ACTIONS

If the trolls and the nothics are defeated, the galeb duhr breaks off the fighting and asks for quarter in Giant and Dwarven. If the adventurers cease hostilities, it allows them to pass without further hindrance.

A Rocky Terrain (zone) * At-Will Effect: Area burst 4 within 10; The area becomes a zone of difficult terrain. The squares need not be contiguous, but the affected terrain must consist of earth or stone. Skills Stealth +10 Str 19 (+9) Con 22 (+11)

Dex 10 (+5) Int 13 (+6)

Alignment unaligned

DEVELOPMENT

Wis 15 (+7) Cha 13 (+6)

If the galeb duhr survives, it considers its bargain with Skalmad concluded and departs. If the adventurers clear this area of other creatures and then leave the Feywild, two warren trolls and three nothic stalkers take up guard duty here.

Languages Dwarven, Giant

TACTICS If the adventurers arrive in the western side of the track, the trolls to the east move to the edge of the escarpment, raining rocks down while the nothics target characters with rotting gaze.

FEATURES OF THE AREA Illumination: Bright light if adventurers arrive during the day, otherwise dim or darkness.

A troll can hurl rocks with the following attack statistics:

High Escarpment: This steep slope rises to a height of 20 feet, separating the eastern and western sides of the cavern. Scaling the slope requires a DC 21 Athletics check. A creature that drops down from above takes 2d10 falling damage.

Standard action; at-will. Ranged 10; +14 vs. AC; 1d8 + 5 damage. If the adventurers prove resistant to their ranged attacks, the trolls jump down the escarpment to catch them off guard, trusting that they will heal the 2d10 falling damage soon enough. If the adventurers should arrive from the eastern side of the track for some reason, the trolls attack at once while the nothics use rotting gaze on any characters staying out of melee. The trolls seek to push characters off the escarpment, dealing 2d10 falling damage to them. Then they switch to the tactics described above.

The troll in the lower half of the track concentrates on keeping enemies from getting up or down the stairs. The galeb duhr is not happy about fighting beside the trolls, but it sticks to the bargain it made with Skalmad. It uses rocky terrain and earthen grasp to slow the adventurers’ movement and keep them confined to the lower half of the track. When it has a target restrained, the galeb duhr uses rolling attack in an attempt to push the PC into the pool of

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Stream: The stream is 5 feet deep and is difficult terrain (requiring 1 extra square of movement to enter). Characters in the water gain cover (–2 to attack rolls) except against attacks from submerged enemies. Fighting in the water imposes a –2 penalty to attack rolls except with spears and crossbows. Rubble: This area of loose scree below the steep slope is difficult terrain. Trees and Thorns: Squares containing trees and thorn bushes are difficult terrain (requiring 1 extra square of movement to enter) and provide cover (–2 to attack rolls) to anyone standing within it or behind it. If a creature moves

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P1: ORCUS CONVERSION through more than 1 square of thorns during a single move action or incident of forced movement, that creature takes 5 damage. Clearing one square of thorns requires a standard action and makes plenty of noise.

RAVEN SKULL NECKLACE Once the characters get into the Feywild and in the proximity of Mross-Kagg there will be no time to take an extended rest between the encounters. If the characters leave the Feywild they find the areas repopulated and maybe enforced with more monsters. Unless the characters use the portal shortcut between area 3 and 6 (thereby reducing the number of encounters from 6 to 4), you might want to consider giving them a means to replenish their powers. One suggestion is to have the Raven Skull Necklace talk to them after completing Encounter C4: Guardhouse. “I can feel the presence of the Water of Life close by. Drink the water in the wells to renew your powers”. Depending on the characters condition you might allow them to regain some or all their Healing Surges, and maybe some/all daily powers if they drink the water from the well in location 6.

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C4.1: THE FOUNDRY

ceramic retorts of molten iron, forging simple blades and armor. A troll in chainmail oversees their work.

Encounter Level 12 (3,500 XP) 6 grimlock minions (G) Thurk, troll smith (T) 1 redspawn firebelcher (R)

SETUP This encounter takes place in Location 10. The troll smith Thurk works here to manufacture weapons for Skalmad’s forces. A number of grimlocks and a dragonspawn loyal to the troll king aid him in his labors. The encounter does not begin until the adventurers enter the room. The noise from the foundry is loud enough to be heard from outside, as well as to mask the sounds of outside battle to those laboring within the foundry. If the adventurers listen at the door, read: From across the courtyard you can hear ringing hammer blows and a roaring fire. A deep voice speaks sharply, giving orders in a guttural language. If any listeners understand Giant, they can make out directions such as “Don’t spill that!”, “That’s not straight!”, and “Beat that iron! Harder!” When the adventurers enter the room, read: This must be the troll kings foundry were he supplies his army with weapons and armor. Flames leap and crackle under two large cauldrons and the burning forge fill the area with firelight. A number of eyeless, gray-skinned humanoids move between anvils and a pair of huge

Two of the grimlocks and the redspawn firebelcher are out of sight on the upper side of the balcony that splits the chamber. Do not place them until they are spotted or unless they attack. Thurk, Troll Smith (T)

Level 12 Soldier

Large natural humanoid

XP 700

HP 104; Bloodied 52 AC 28; Fortitude 27; Reflex 23; Will 23 Speed 7 TRAITS Regeneration

Initiative +12 Perception +9

Secondary Attack: +15 vs. Fortitude Hit: 3d6 + 10 damage, and the target is pushed 3 squares. TRIGGERED ACTIONS Blood Pursuit Trigger: When a bloodied enemy within 2 squares of Thurk moves or shifts. Effect (Immediate Reaction): Thurkr troll shifts 1 square closer to the enemy. Str 24 (+13) Con 20 (+11)

Dex 19 (+10) Int 10 (+6)

Alignment chaotic evil

Wis 16 (+9) Cha 12 (+7)

Languages Common, Giant

6 Grimlock Minions (G)

Level 14 Minion

Medium natural humanoid

XP 250

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn.

HP 1; a missed attack never damages a minion Initiative +6 AC 24; Fortitude 24; Reflex 23; Will 23 Perception +7 Speed 6 Blindsight 10 Immune gaze STANDARD ACTIONS

Threatening Reach

m Greataxe (weapon) * At-Will

Thurk can make opportunity attacks against all enemies within its reach (2 squares). Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 3d8 + 7 damage. If the attack bloodies the target, Thurk uses claw against it again. M Smash and Shove * Recharge 5 6 Attack: Melee 2 (one creature); +15 vs. Reflex Hit: 3d6 + 10 damage, the target is pulled 1 square, and Thurk makes a secondary attack against the same target.

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Attack: Melee 1 (one creature); +19 vs. AC Hit: 9 damage (11 damage against a bloodied target). Str 17 (+10) Con 14 (+9)

Dex 12 (+8) Int 7 (+5)

Alignment evil Equipment greataxe

Wis 15 (+9) Cha 9 (+6)

Languages Common, Deep Speech

Redspawn Firebelcher (R) Large natural beast (reptile) HP 97; Bloodied 49 AC 25; Fortitude 25; Reflex 22; Will 21 Speed 4 Resist 20 fire TRAITS

Level 12 Artillery XP 700 Initiative +7 Perception +6 Low-Light Vision

Fire Within (fire) * Aura 5 Allies in the aura gain resist 10 fire. STANDARD ACTIONS

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m Bite (fire) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 2d10 + 4 damage, and ongoing 5 fire damage (save ends).

Illumination: Bright light. The pools of burning pitch and the forge illuminate the area.

R Fire Belch (fire) * At-Will

Ceiling: The western room has a flat ceiling 20 feet high above the balcony. The ceiling of the eastern room is stone that arches 30 feet above the floor.

Attack: Ranged 12 (one creature); +17 vs. Reflex Hit: 3d6 + 5 damage, and ongoing 5 fire damage (save ends). A Fire Blast (fire) * Recharge 5 6

Pillars: Two huge pillars support the ceiling in the eastern room. They provide cover (–2 to attack rolls).

Attack: Area burst 2 within 10 (creatures in burst); +17 vs. Reflex Hit: 3d8 + 7 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. Str 18 (+10) Con 19 (+10)

Dex 13 (+7) Int 2 (+2)

Alignment unaligned

Escarpment: The western balcony sits on a ledge 10 feet above the floor. It can be scaled with a DC 15 Athletics check.

Wis 13 (+7) Cha 8 (+5)

Molten Pitch Pools: Tar has been gathered in the nearby swamp and distilled in the large cauldrons to flammable pitch, both to provide a ready source of fuel for Thurk’s ironworks as well as for the troll war machines currently laying siege to Celduilon. Any creature starting its turn next to the heated cauldron takes 2d6 + 5 fire damage. Creatures adjacent to a cauldron can be caught in an intermittent explosion. See the burning pitch hazard for details.

Languages —

TACTICS The grimlock minions in the lower (eastern) part of the forge swarm any intruders as Thurk moves behind them and uses his reach to fight over their heads. They are all aware of the danger posed by the burning pitch hazard, and they avoid affected squares. Any sound of battle alerts the grimlocks and the redspawn firebelcher from the upper balcony; they roll initiative and enter the order in the second round. The firebelcher stays near the top of the steps, blasting enemies with its fire belch and fire burst attacks. If it is bloodied and Thurk falls, the dragonspawn flees. The firebelcher’s fire within fire aura protects its allies from fire damage. Thurk tries to remain within 5 squares of the dragonspawn to reduce the threat posed to him by fire. He uses his smash and shove power to clobber a target, then direct it towards either one of the cauldrons of burning pitch. If he sees several enemies near a retort of molten iron, he uses the retort as a weapon (see “Features of the Area”).

Burning Pitch (D)

Level 11 Blaster

Hazard XP 600 The moleten pitch in the burning pool suddenly flares, blasting forth in a wave of fire. Hazard: Flammable gases accumulate above the two pich seeps and explode.

DEVELOPMENT If the adventurers clear this chamber and then leave the Feywild (including returning to Moonstair or Celduilon), eight 11th-level ogre minions, an ogre warhulk, and a Fey Troll are brought in to keep the foundry going.

Perception None. The fire and smoke of the pool of pitch obsure the accumulation of gas. Additional Skills: Nature or Dungeoneering ♦ DC 27: The character recognizes the danger of the pitch pool before it first erupts. Initiative +4 Trigger

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P1: ORCUS CONVERSION Roll initiative for this hazard as soon as PCs enter the chamber. Each round on its turn, roll d6. On a 5 or 6, the pool explodes. Attack Standard Action Close burst 1 Targets: All creatures in burst Attack: +16 vs. Reflex Hit: 3d8 + 6 fire damage and secondary attack Secondary Attack: +14 vs. Fortitude Hit: Ongoing 5 damage and blinded (save ends both). Miss: Half damage.

Coal Mound: This pile of coal is difficult terrain. Retort of Molten Iron: Iron is smelted in these massive ceramic vessels. A retort can be pushed over with a DC 20 Strength check (a standard action). This creates a close blast 3 in the direction of the push: +13 vs. Reflex; 3d8 + 5 fire damage and the target is dazed (save ends). The creature pushing the retort takes 1d8 + 5 fire damage unless he or she can knock it over without touching the vessel. Treasure: Thurk carries his treasure in a pouch at his belt: 150 gp and a +3 symbol of despair.

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C4.2: THRONE ROOM Encounter Level 15 (6,300 XP)

The troll king stands more gaunt than when you fought him before, his stone eye glowing with bright fire. “You!” he laughs. “Do you understand the power of my magic now, humans? This time I will destroy you!”

3 warren trolls (M) Dresyae Tlathlyn (D) Jelvistra (J) Skalmad of the Cauldron (S)

SETUP This encounter takes place in Location 13. Skalmad is currently hosting Dresyae Tlathlyn accompanied by Jelvistra. Dresyae the traitor is negotiating an alliance with the troll king, offering to betray his people in exchange for ruling Celduilon under Skalmad. If the PCs did not kill Skalmad previously, rework the read aloud text accordingly. When the adventurers enter this chamber, show the players the “View of the Throne Cavern” illustration on page 29 of Adventure Book One, then read: You have reached the throne room of Mross-Kagg, the ancient fomorian fortress. A dais holding a great throne of purple crystal shows the fomorian legacy, the rest of the furniture seems to have been more recently added. Two glowing braziers on each side of the throne, three large barrels of wine and beer in one corner, and some large tapestries trying to reflect the majesty of the kingdom of Vardar. Pair of eladrin nobles and several trolls is gathered here— including Skalmad situated in the high seat. You recognize one of the eladrin as Dresyae Tlathlyn, who you met in Celduilon.

3 Warren Trolls (T)

Level 11 Brute

Large natural humanoid

XP 600

HP 120; Bloodied 60 AC 22; Fortitude 23; Reflex 20; Will 19 Speed 8 TRAITS

Initiative +9 Perception +13

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn.

Dresyae Tlathlyn (D)

Level 12 Soldier (Leader)

Medium fey humanoid

Feywild Tactics * Aura 5 Fey allies can score a critical hit on rolls of 19-20 while in the aura. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 3d8 + 7 damage.

Troll Healing (healing)

M Rage of the Wild (weapon) * Recharge 5 6

Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS

Attack: Close burst 1 (enemies in burst); +17 vs. AC Hit: 3d8 + 7 damage, and the target is knocked prone. MINOR ACTION

m Claw * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll uses claw against it again. m Powerful Bite (poison) * Encounter Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save ends). Miss: Half damage, and ongoing 5 poison damage (save ends). Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Con 20 (+10) Int 5 (+2) Alignment chaotic evil

Wis 16 (+8) Cha 10 (+5)

Languages Common, Giant

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XP 700

HP 117; Bloodied 58 Initiative +14 AC 28; Fortitude 24; Reflex 26; Will 22 Perception +7 Speed 5 Low-Light Vision Saving Throws +5 to end charm, immobilize, restrained, or slowed conditions* TRAITS

R Feywild Challenge (radiant) * At-Will Effect: Close burst 5 (one enemy in the burst). Dresyae marks the target until the end of the encounter or until Dresyae uses this power again. While the enemy is marked by Dresyae, it takes 4 radiant damage whenever it ends its turn without attacking Dresyae. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: Dresyae teleports up to 5 squares. TRIGGERED ACTIONS Turn the Tide * At-Will Trigger: When an ally within 5 squares of Dresyae fails a saving throw. Effect (Immediate Interrupt): The ally makes a new saving throw, using the second result. Skills Athletics +15, Arcana +10, History +10, Nature +12 Str 18 (+10) Dex 22 (+12) Wis 13 (+7)

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P1: ORCUS CONVERSION Con 13 (+7)

Int 14 (+8)

Cha 16 (+9)

Jelvistra, Lamia (J)

Level 12 Elite Controller (Leader)

Medium fey magical beast (shapechanger)

XP 1,400

HP 244; Bloodied 122 Initiative +8 AC 26; Fortitude 23; Reflex 22; Will 24 Perception +13 Speed 6, climb 6 Resist takes half damage from melee and ranged attacks; Vulnerability 10 to close and area attacks Saving Throws +2; Action Points 1 TRAITS Swarm’s Embrace * Aura 1 Any enemy that ends its turn in the aura takes 10 damage. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. STANDARD ACTIONS m Cursed Touch (healing) * At-Will Attack: Melee 1 (one creature); +15 vs. Fortitude Hit: 2d6 + 8 damage, and the target is dazed (save ends). In addition, the lamia regains a number of hit points equal to the amount of damage dealt. M Devouring Swarm * At-Will Attack: Melee 5 (one creature); +15 vs. Fortitude Hit: 3d8 + 12 damage. Sustain (minor): When the lamia sustains this power, the devouring swarm deals 3d8+12 damage to the target (no attack roll required). The target must be within this power's range for the lamia to sustain the power. C Pacifying Burst (psychic) * Recharge 5 6 Attack: Close burst 5 (creatures in burst); +15 vs. Will Hit: The target is stunned (save ends).

Effect: Skalmad marks the target until the end of the troll’s next turn.

MINOR ACTIONS

Alignment evil Languages Common, Elven Equipment longsword, ring of freedom of movement*

Change Shape (polymorph) * At-Will Effect: Jelvistra can alter her physical form to appear as a Medium humanoid, usually an attractive human woman, until she uses change shape again or until she drops to 0 hit points. To assume a specific individual's form, Jelvistra must have seen that individual. Other creatures can make a DC 33 Insight check to discern that the form is a disguise. Skills Arcana +14, Bluff +16, Insight +13 Str 13 (+7) Dex 14 (+8) Wis 14 (+8) Con 18 (+10) Int 17 (+9) Cha 21 (+11) Alignment evil

Languages Common, Elven

Skalmad of the Cauldron (S)

Level 15 Elite Soldier

Large natural humanoid

XP 2,400

HP 302; Bloodied 151 AC 31; Fortitude 27; Reflex 25; Will 24 Speed 8 Saving Throws +2; Action Points 1 TRAITS Regeneration

Initiative +13 Perception +9

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Aura of Rage * Aura 5 Bloodied allies within the aura gain +2 to attack rolls. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Greataxe * At-Will Attack: Melee 2 (one creature); +20 vs. AC Hit: 2d12 + 8 damage. If the attack bloodies the target, Skalmad uses greataxe against it again.

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m Claw * At-Will Attack: Melee 2; +20 vs. AC Hit: 3d6 + 13 damage. If the attack bloodies the target, Skalmad uses claw aginst it again. C Toppling Swing * Recharge 4 5 6 Requirements: Requires greataxe. Attack: Close blast 2 (creatures in blast); +20 vs. AC Hit: 3d12 + 4 damage, and the target is knocked prone. C Smoldering Eye (fire) * Encounter Attack: Close blast 5 (creatures in blast); +18 vs. Reflex Hit: 2d10 + 6 fire damage, plus ongoing 10 fire damage and a -2 penalty to attack rolls (save ends both). Skalmad takes 10 psychic damage when he uses this power. MINOR ACTIONS R Baleful Eye * At-Will Attack: Ranged sight (one creature); +18 vs. Will Hit: The target is slowed and cannot teleport (save ends both). The effect ends if Skalmad uses baleful eye on another target. TRIGGERED ACTIONS Cauldron's Wrath (fire) * At-Will Trigger: When Skalmad is hit by a melee attack. Effect (Immediate Reaction): The attacker takes ongoing 10 fire damage (save ends). Skills Athletics +20, Endurance +18, Intimidate +15 Str 26 (+15) Dex 19 (+11) Wis 14 (+9) Con 23 (+13) Int 11 (+7) Cha 17 (+10) Alignment chaotic evil Languages Common, Giant Equipment greataxe, hide armor

TACTICS Dresyae Tlathlyn use feywild challenge against the most dangerous-looking PC, then use fey step to get within reach of his stab of the entangling wild power. If Skalmad escapes or is killed, Dresyae Tlathlyn flee.

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P1: ORCUS CONVERSION The troll bodyguards focus their claw attacks on any foes attempting to move close to Skalmad. They fight until slain.

FEATURES OF THE AREA

Jelvistra use pacifying burst on a potential controller then take swarm shape to climb on walls to reach the target. She uses her devouring swarm power and tries to get as many enemies as possible within her swarm’s embrace. When bloodied she uses cursed touch to regain hit points. She stays within Dresyae Tlathlyn’s feywild tactics aura to gain critical hit on a roll of 19 or 20.

Ceiling: The roof of the chamber is 30 feet above the main floor.

Skalmad moves into position to use smoldering eye against as many PCs as possible. He uses toppling swing to limit his foes’ movement, combining it with baleful eye to keep powerful combatants within melee range. Skalmad spends his action point only after he is bloodied. He fight to his death believing that Moran’s Eye will bring him back if he dies.

Illumination: Bright light.

Chairs: Chairs provide difficult terrain due to their large size. Hearth: A low-burning fire provides warmth to the room. The fireplace is difficult terrain. A character starting his turn in the fireplace takes 10 points of fire damage. Pillars: Two huge pillars support the ceiling in the eastern room. They provide cover (–2 to attack rolls). Table: The table is large enough that a Medium creature can move under it and gain cover from doing so. It costs 2 squares of movement to hop up on a table. A character can use a standard action to tip over a table, which can then grant cover for a standing creature or superior cover for a prone creature.

Skalmad took the sword down to the Stone Cauldron but did not return with it. Skalmad’s personal chambers lie to the northeast (Location 11). A rope bridge leads across the big rift. Any character crossing the bridge might discover the hidden stairway cut into the wall on the opposite side of the rift with a successful DC 23 Perception check. The room contains a variety of trophies and prizes, mostly the broken weapons of defeated enemies and shields marked with the emblems of other troll clans. Additionally, two large chests contain a bashing shield (15th level), +3 sunleaf leather armor, 2,600 gp, seven pearls (worth 100 gp each), and a gold signet ring worth 700 gp.

Throne: The crystal throne is large enough to provide cover to Medium or smaller creatures. It has AC 4, Fortitude 12, Reflex 4, resist 10 to all damage, and 80 hp.

DEVELOPMENT If the adventurers keep any of the trolls or Jelvistra alive for questioning they can tell them that Skalamad keeps his personal belongings in his personal chamber (Location 11). If the adventurers ask how Skalmad manage to come back alive after them having killed him, A successful DC 23 Intimidate or Diplomacy check tells them that the troll king makes use of a place of power known as the Stone Cauldron. If asked were this Stone Cauldron is, they tell them that Skalmad uses a hidden stairway that leads down into the big rift next to his personal chamber. If asked about Sunwrath, they tell the adventurers that

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C5: ENTRANCE CAVERN I have made some changes to the C5 Encounter as Sharrin is accompanying the adventurers as they enter the cavern of the Stone Cauldron at the bottom of the rift. As they are entering the cavern, read: At the bottom of the rift you can see how the fissure have revealed a cavern entrance in the rock wall. Twisted runes have been carved in the rock wall, as with great claws. The runes are utterly dark and shadow seems to be seeping from them, like pus from a wound in the rock. Sharrin stops and says, “I sense great evil here. This unholy site has been hallowed in the name of the Blood Lord. This bodes ill, I will not be able to enter until I have torn down the rituals that have been laid on this entrance. You must enter alone and make sure no one gets through that can disturb me will I work on the ritual. I must not be disturbed. But walk no further, I feel a strong presence here and you will not be able to face this threat alone.” Sharrin starts a ritual that will take here at least 10 minutes to complete. While she does this the characters will have to enter and face the C5 Encounters themselves, as it is written in the Adventure Book 2, page 60-61.

RAVEN SKULL NECKLACE After the battle with Skalmad the adventurers are contacted by Sharrin. It is important that the player heeds her warnings otherwise they will stand no chance in the final confrontation with both Karavakos and Vard, the King of All Trolls. The raven skull necklace suddenly grows cold against your chest. Suddenly one of the dead trolls open its dead eyes and stares right at you. It speaks from the grave to you, its voice twisted and dark. “Hear me Raven Sworn. Skalmad has not past through my Lady’s shadowy halls. He is still alive by dark sorcery. I feel a dark presence here, a presence I have not felt for a very long time. This threat is beyond you. I will have to assist you in facing this old evil. Go back to the entrance of Mross-Kagg, there you will find a portal. Touch the portal with the raven skull necklace, but hurry, darkness is gathering as we speak.” The troll’s eyes closes again and its head turn still. The frosty chill in the air gone. You shake off the uncomfortable feeling of wrongness and turn your heads away from the troll. When the adventurers go to the portal and touches it with the necklace Sharrin gets the connection she need to setup the linked portal ritual, shortly after she steps through the portal. She speaks to them, “A great evil is gathering here at this ancient formorian site. I will help you meet it. But know that maybe even our combined efforts will not be able to stop this evil”

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C6: CAULDRON CHAMBER Encounter Level 16 (7,000 XP) The final battle has been changed, as not only Vard is being brought back but also Karavakos. However, the characters will not have to face Karavakos as Sharrin will deal with this new threat. However, Vyrellis is present and have helped Karavakos back to the living. Vard (V) Vyrellis (Y) 3 ghost troll devourers Stone cauldron

SETUP This encounter takes place in Location 17. In the northwest corner of this cavern stands the Stone Cauldron, in the adjacent cave stand Vyrellis. She has learnt from the fomorian dark master’s how to leave the orb and take possession of recently killed beings. She currently possesses a captured young eladrin female whose throat was slit for this purpose. When the adventurers enter the cavern, show the players the “View of the Stone Cauldron” illustration on page 31 of Adventure Book One, then read: The innermost part of the cavern complex does not only seem ancient. Runes have been carved in the walls, runes of power. The very air seems charged with arcane energies as you slowly step forward. In the far corner stands a ring of black stone. A pool of liquid within roils and bubbles, casting forth an eerie blue light. Mist rises

from its surface and forms terrifying shapes, almost as if they were alive. Suddenly a voice addresses you from the cavern to the left. “So you came to learn the truth? I must confesses, I did not expect you to make it this far.” You see a young eladrin woman standing next to a boulder, her fingers tenderly caressing the surface of the Orb of Vyrellis lying on the block. She must once have been beautiful but now her skin is white as ice, her eye sockets sunken and a bloodstained wound across her throat tells you she should be dead. “Yes, I have learnt some more tricks from my fomorian friends since we parted. But that doesn’t matter. You are all going to die her. Meet Vard, the troll king of old, my alliance from the past. Finally we have repaid him what was promised for doing his part in the war against Celduilon so long time ago. Finally we will end what we started!” From the steam of the Cauldron, a form emerges—an immense troll wearing tarnished battle armor. “I am Vard, founder of Vardar and the one true king of all trolls. You will pay for your crimes against the glorious kingdom of Vardar”, he screams and launches forward. The Cauldron summons a ghost troll at the end of each round until all three ghost trolls have appeared.

troubling presence.” She turns towards Vyrellis. “Betrayer of Blood and Land, my mistress is waiting for you in her halls of tears. You speak of ‘we’ – yet I do not see your foolish lover? Where is Karavakos, I can feel his stench as I felt it three hundred years ago!” The corpse of Vyrellis looks stricken for a moment, but then she speaks. “Sharrin, so you are here. How fitting, but this time it will end with your death. We escaped from your prison to get our revenge. How many nights have I not dreamt about how I would make you pay for obstructing my plans. Hunny bunny, can you please kill this fucking bitch, once and for all.” Suddenly a new shape is taking form over the cauldron, a shape you recognize all too well. A voice answers her call from the gathering shadows. “Sugarplum, I will kill that cat and claw her kittens to pieces…not because you ask me, but because I want to.”

DESTROYING THE CAULDRON Whether they do so during the battle or only after the troll king and his servants are defeated, the PCs must deal with the Stone Cauldron in the end. If Rualiss gave them a scroll containing the ritual of Alleshandros (page 49), the PCs can perform the ritual within 15 squares of the Cauldron to destroy it once the fight is done. If the PCs are in possession of Moran’s Eye, dropping it into the Cauldron destroys both relics.

When the first ghost troll appears, read: The Cauldron suddenly hisses as the form of a ghostly troll drifts out of it and it slips through the air toward you. Sharrin do not act during the first round, at her initiative count in the second round, read: Sharrin steps forward, speaking quietly to you as she passes. “You will have to handle Vard, I feel a more

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Ghost Troll Devourer Large shadow humanoid HP 109; Bloodied 54 AC 27; Fortitude 27; Reflex 24; Will 23 Speed fly 7 (hover); phasing Immune disease, poison STANDARD ACTIONS Insubstantial

Level 13 Lurker XP 800 Initiative +14 Perception +14

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P1: ORCUS CONVERSION The ghost troll takes half damage from all attacks, except those that deal force damage. When it takes acid, fire, or radiant damage, it loses this trait until the start of its next turn. STANDARD ACTIONS m Spirit Bite (necrotic) * At-Will Attack: Melee 2 (one creature); +16 vs. Fortitude Hit: 2d8 + 8 damage, and ongoing 5 necrotic damage (save ends). If the attack bloodies the target, the troll regains the use of entrapping jaws. M Entrapping Jaws * Recharge 5 6 Attack: Melee 2 (one creature); +18 vs. AC Hit: 3d6 + 11 damage, plus the target is restrained (save ends) and the ghost troll devourer gains +2 to all defenses. The restrained condition and defense bonus end automatically when the ghost troll is no longer adjacent to the target. Str 20 (+11) Con 25 (+13)

Dex 18 (+10) Int 5 (+3)

Alignment chaotic evil

Wis 16 (+9) Cha 11 (+6)

Languages Giant

Stone Cauldron

Level 14 Controller

Trap XP 1,000 As you approach it, the blue light shining from the Stone Cauldron begins to pulse. Trap: The area within 10 squares of the Cauldron is protected by its magical power. Perception No check is required to see the Cauldron. Additional Skills: Arcana ♦ DC 22: The character deduces the effect of the magical field protecting the Cauldron. Initiative +6

Attack: +17 vs. Will Hit: 3d6+ 12 psychic damage and the target is pushed 3 squares Miss: The trap targets the next nearest creature. Do not repeat the attack if the second attack misses. Trigger

Immediate Interrupt

When a creature teleports to a destination within 10 squares of the Cauldron, the creature instead arrives in an empty square within 2 squares of its indended destination. Countermeasure ♦ The Cauldron is destroyed if Moaran's Eye is thrown into it, or if the ritual of Alleshandros is performed within 15 squares of it.

Vyrellis Corpse (Y)

Level 13 Artillery

Medium fey humanoid (eladrin, undead)

XP 800

HP 102; Bloodied 51 Initiative +10 AC 25; Fortitude 24; Reflex 24; Will 26 Perception +9 Speed 6 Darkvision Immune disease, fear, poison; Resist 5 psychic, 10 necrotic; Vulnerability 5 radiant Saving Throws +5 against charm effects STANDARD ACTIONS m Winter's Touch (cold) * At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d6 + 9 damage, and the target takes ongoing 5 cold damage (save ends). r Freezing Ray * At-Will Attack: Ranged 12 (one creature); +18 vs. Reflex Hit: 2d8 + 8 cold damage, and the target is slowed and takes ongoing 5 cold damage (save ends both).

Trigger

R Chilling Terror (fear, psychic) * Encounter

The trap rolls initiative when an enemy moves within 10 squares of it.

Attack: Ranged 10 (one creature taking ongoing cold damage); +18 vs. Will Hit: 3d10 + 10 psychic damage, and the target is knocked prone (save ends).

Attack Standard Action Ranged 10 Target: The enemy closest to the Cauldron.

R Visions of Icy Death (fear, psychic) * Recharge 4 5 6

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Attack: Ranged 10 (one creature taking ongoing cold damage); +18 vs. Will Hit: 3d8 + 8 psychic damage, and the target is dazed (save ends). MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: Vyrellis teleports 5 squares and gains +2 to all defenses until the end of her next turn. Skills Bluff +17, Arcana +14, Diplomacy +17, History +14, Religion +14 Str 12 (+7) Dex 19 (+10) Wis 16 (+9) Con 18 (+10) Int 16 (+9) Cha 22 (+12) Alignment evil Equipment robes

Languages Common, Elven

Vard, King of All Trolls (V)

Level 16 Elite Brute

Large shadow humanoid (undead) HP 388; Bloodied 194 AC 28; Fortitude 26; Reflex 23; Will 22 Speed 8 Immune disease, poison Saving Throws +2; Action Points 1 TRAITS Regeneration

XP 2,800 Initiative +13 Perception +17

Vard regains 5 hit points whenever it starts its turn and has at least 1 hit point. When Vard takes fire or acid damage, its regeneration does not function on its next turn. Bound to the Cauldron If the Stone Cauldron is destroyed, Vard takes 40 damage and howls in pain. If the Stone Cauldron is intact when Vard is reduced to 0 hit points or fewer, the troll king’s body turns to a dark fog that flows back into the Cauldron. One round later, he reforms with 194 hp and without Moran’s Eye (so he cannot use baleful eye or smoldering eye powers). If the Cauldron is already destroyed when Vard is defeated, his essence dissipates. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +21 vs. AC Hit: 4d8 + 13 damage. If the attack bloodies the target, Vard

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P1: ORCUS CONVERSION uses claw aginst it again. C Propelling Swipe * At-Will Attack: Close blast 2 (creatures in blast); +19 vs. Reflex Hit: 4d8 + 13 damage, and the target is pushed 2 squares and knocked prone. If Vard takes acid or fire damage, propelling swipe does not function until the end of his next turn. C Smoldering Eye (fire) * Encounter Attack: Close blast 5 (creatures in blast); +19 vs. Reflex Hit: 3d10 + 8 fire damage, plus ongoing 10 fire damage and a -2 penalty to attack rolls (save ends both). Vard takes 10 psychic damage when he uses this power. MINOR ACTIONS R Baleful Eye * At-Will Attack: Ranged sight (one creature); +19 vs. Will Hit: The target is slowed and cannot teleport (save ends both). The effect ends if Vard uses baleful eye on another target. TRIGGERED ACTIONS M Necrotic Blood (necrotic) * At-Will Trigger: When Vard takes damage. Attack (Immediate Reaction): Melee 2; +19 vs. Fortitude Hit: The target takes ongoing 10 necrotic damage (save ends). Skills Athletics +21, Endurance +20, Intimidate +14 Str 26 (+16) Dex 20 (+13) Wis 18 (+12) Con 24 (+15) Int 8 (+7) Cha 13 (+9) Alignment chaotic evil Languages Common, Elven, Giant Equipment Moran's Eye, plate armor

TACTICS Vard uses smoldering eye against as many targets as he can. He uses baleful eye to let him pick and choose the targets of his propelling swipe attacks. Vard uses his propelling swipe to keep foes from closing, then focuses his wrath on a single PC. He uses his necrotic blood power on weaker-looking foes.

The ghost trolls stay on the outskirts of combat, targeting those PCs making ranged or area attacks against the troll king. Vyrellis remains in the back of the southwestern cave, using freezing ray, followed by chilling terror or vision of icy death. If killed, her soul is forced back into the orb. The orb cannot be physically destroyed. The Cauldron’s power is automatic. It pushes PCs away without regard for how that impacts the trolls’ strategy. Sharrin engages Karavakos in the battle, and commands the adventurers to deal with Vard and Vyrellis. Karavakos will not attack any PCs unless he is attacked himself. Statistics for Karavakos and Sharrin is provided just for your convenience. You as the DM should not play out their battle; it is enough describing it happening simultaneously. Adventurers are not rewarded any XP for Karavakos.

FEATURES OF THE AREA Illumination: Bright light emanating from the Stone Cauldron in the form a ghostly blue glow. Phosphorescent fungi provide dim light in the rest of the cavern. Ceiling: The rough ceiling of the cavern rises to a height of 30 feet. Rubble: These areas of loose rock and scree are difficult terrain (requiring 1 extra square of movement to enter). Pockmarked Wall: Close to the Stone Cauldron, the wall is pockmarked and cut through with holes. Creatures on either side of the wall have superior cover (–5 to attack rolls).

glowing, with a DC 21 Perception check by any character within 5 squares of its location. Head of Vyrellis: The Head of Vyrellis, or rather the orb lays on a boulder. While Vyrellis possesses the corpse, her head cannot be seen inside the orb. The orb is indestructible when Vyrellis soul is inside it, but while possessing a corpse, it can be destroyed and thereby trapping Vyrellis soul in the corpse. The orb then has AC/Ref/Fort 8, 20 hit points and resist 10 to all damage.

VARD RETURNS Vard, king of all trolls, was tied by Karavakos to the Stone Cauldron in life, as was Karavakos himself. Each time Skalmad uses the Cauldron, Vard inches closer to returning to life. Finally, with his second death, Skalmad provides the last push necessary to bring back the undead troll king. If Skalmad escaped at the end of Encounter W12, his return to the Cauldron also allows Vard to step through the veil of death and take possession of Skalmad’s body. When Vard is killed in this chamber, he returns one round later if the Stone Cauldron is still intact. However, Moran’s Eye takes up its place in the alcove to the southeast. Vard must retrieve it to make use of its powers. Vyrellis has not been idle either. She has been using dark rituals to release the soul of Karavakos from the Stone Cauldron. However, as he has no body to enter, he has returned as an insubstantial shadow creature, similar to the ghost trolls.

Moran’s Eye: If Vard is killed, Moran’s Eye teleports into an alcove to the southeast. It can be found there,

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P1: ORCUS CONVERSION Karavakos Unchained

Level 20 Elite Artillery

Medium shadow humanoid HP 292; Bloodied 146 AC 32; Fortitude 29; Reflex 32; Will 29 Speed 6 Resist 10 necrotic Saving Throws +2; Action Points 1 TRAITS Insubstantial

XP 5,600 Initiative +13 Perception +12 Low-Light Vision

necrotic until the end of Sharrin’s next turn.

Second Wind (healing) * Encounter Effect: Karavakos spends a healing surge an regains 73 hit points. He gets a +2 bonus to all defenses until the start of his next turn. MOVE ACTIONS Dimension Door (teleportation) * Recharge 6

Cloak of Resistance * Daily Effect: Karavakos gains resist 10 to all damage until the start of his next turn.

Bloodhunt

Effect: Gain +1 one attack and +3 damage to his next attack against a foe who hit Karavakos since his last turn.

r Screaming Skull (necrotic) * At-Will Attack: Ranged 20 (one creature); +25 vs. Reflex Hit: 6d4 + 13 necrotic damage. A Scorching Burst (fire) * At-Will Attack: Area burst 1 within 10 squares (creatures in burst); +25 vs. Reflex Hit: 4d6 + 15 fire damage. C Shadow Storm (necrotic) * Encounter Attack: Close blast 5 (creatures in blast); +25 vs. Fortitude Hit: 4d8 + 17 necrotic damage, and the target is pushed 4 squares; swirling area of black energy grants concealment until the end of Karavakos next turn. C Blast of Cold (cold) * Encounter Attack: Close blast 5 (creatures in blast); +25 vs. Reflex Hit: 7d6 + 11 cold damage, and the target is immobilized (save ends). Miss: Half damage and the target is slowed (save ends). R Dispel Magic * Encounter Attack: Ranged 10 (targeted zone or conjuration); +25 vs. Will Effect: +25 vs. the Will defense of targeted zone or conjuration. On a hit, destroy the zone or conjuration.

Infernal Wrath * Encounter

Skills Arcana +22, Bluff +17, Insight +17, Religion +22, Stealth +15, Diplomacy +20 Str 14 (+12) Dex 16 (+13) Wis 15 (+12) Con 20 (+15) Int 25 (+17) Cha 20 (+15) Alignment evil Equipment robes, staff

Sharrin, the Crone

Languages Common

Level 20 Elite Artillery (Leader)

Medium fey humanoid (eladrin)

Attack: Ranged 10 (one creature); +25 vs. Fortitude Hit: 3d8 + 15 necrotic damage, and any enemy adjacent to the target takes 5 cold damage. C Chilling Defiance (cold, healing) * At-Will

Effect: Teleport 10. MINOR ACTIONS

Karavakos takes half damage from all attacks, except those that deal force damage. When he takes radiant damage, he loses this trait until the start of his next turn. +1 racial bonus to attack rolls against bloodied foes. STANDARD ACTIONS

r Shadow Veil (cold, necrotic) * At-Will

XP 5,600

HP 292; Bloodied 146 Initiative +19 AC 32; Fortitude 32; Reflex 33; Will 31 Perception +15 Speed 6 Low-Light Vision Resist 10 cold, 10 necrotic Saving Throws +2 (+5 against charm effects); Action Points 1 TRAITS Raven's Blessing * Aura 3 An ally within the area gains resist necrotic 5 and a +1 bonus to attack rolls. STANDARD ACTIONS

Effect: Close burst 3 (enemies in burst); automatic hit; the target takes 10 cold damage and is slowed until the end of Sharrin’s next turn. Sharrin regains 2 hit points for each enemy who takes damage from this power. MOVE ACTIONS Fey Charge (teleportation) * Encounter Effect: Sharrin can teleport 6 squares and make a melee basic attack. TRIGGERED ACTIONS Unkind Intervention (cold, necrotic) * Recharge 4 5 6 Trigger: When an enemy within 5 squares from Sharrin hits an ally of Sharrin. Effect (Immediate Reaction): The enemy must reroll the attack and use the second result. If the attack misses, the enemy takes 5 cold and necrotic damage. Furious Dismissal (teleportation) * At-Will Trigger: When an enemy enters an adjacent square. Effect (Immediate Interrupt): The triggering creature is teleported 5 squares and Sharrin or an ally makes a basic attack against the target. Skills Arcana +20, History +21, Intimidate +23, Nature +20, Religion +21 Str 12 (+11) Dex 29 (+19) Wis 20 (+15) Con 20 (+15) Int 22 (+16) Cha 27 (+18) Alignment unaligned Languages Common, Elven Equipment Death's Dagger, robes

m Death's Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +25 vs. AC Hit: 3d6 + 11 damage, and the target gets vulnerable 5 cold or 5

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P1: ORCUS CONVERSION had reached a decision and steel himself for the consequences. He screams out, loud and clear – his voice reverberating in the cavern hall, “Orcus, Demon Prince of the Undeath – I call upon thee! Hear your servant. I am prepared to pay my part of the contract. Answer me You Lord of Blood and Shadows!” You hearts instantly grow cold. You are in the Blood Lords unholy temple. Will he answer his servant’s call? Sharrin looks equally troubled, backing away and looking around. The air seems to grow colder.

DEVELOPMENT The battle between Sharrin and Karavakos mimics the battle between the adventurers and Vard. When the adventurers have the upper hand, so has Sharrin, and so on. When they finally defeats Vard, Sharrin is about to deal the final blow to Karavakos.

Nothing happens. Only the putrid stench of decay that grows stronger. Then you gasp. Thousands of maggots emerge from the slain body of Vard, consuming the undead flesh in seconds. The worms explodes into thousands of fat blood colored flies that burst forward in a thunderous buzzing. “Take cover!” Sharrin screams on top of her lungs, her voice drowning in the blood red cloud of flies. The dark cloud seems to take shape, forming the vague resemblance of a hulking obese man, with the head of a ram and batlike wings on his towering back. From the coalescing shape a voice of nightmares can be heard, “Karavakooosszz, I have been waiting for this moment for five hundred years. I have a dept to collect – a blood oath in your name. Are you prepared to pay the price – eons of torture in the black pits of the Abyss – reckless wizard? I will have the Secret of Death’s Reach in the end anyway.”

When Karavakos is about to die, read: The Troll King of old is dead, his body laying cold at your feet. You turn to watch how the fight between Sharrin and Karavakos is going. Sharrin has multiple wounds from where Karavakos arcane energies have hit her, however Karavakos looks even worse. The shadowy shape looks torn, like a tapestry cut to pieces by the scythe of death.

Upon the appearance of Orcus’ aspect all the players immediately start to lose 5 hp per round due to his necrotic aura. Blood starts to pour from their ears and eyes. They cannot harm the avatar in any way. Time this damage well, as it is not intended to kill the PCs, just frighten them.

For the first time you see fear in the eyes of the tiefling wizard. His mind seems to be razing as his true survival finally is at stake. Suddenly his face grows hard, like as he

Karavakos takes some careful steps away from the darkening shape. “Greetings Lord of Unholy Flesh, yes I am prepared to share my secret. I have only one wish.”

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The shape of buzzing flies quivers in rage. “You have run out of wishes mortal. Face your ending.” “I wish only to serve you O Great Putrefied Lord of Undeath. I have had time to think in the Pyramid of Shadows, in more ways than one. I want to lead your legions again. To finish what I once started, but in your Great Name, only as a servant to your Unholy Will. May I be your Exarch, Dark Master? Avoiding my blood oath for five hundred years must count for something.” The noise from the mass of flies first makes you think that the Blood Lord will strike down Karavakos for his blasphemies. But then you notice hesitation – consideration. “Indeed it should. Let us discuss this were we can be undisturbed.” A wormhole opens in midair at his command, shadows leaking from it like blood from a wound. Ancient buildings are visible, rising from ashen plains like tombstones in a graveyard. “But I will not forget your betrayal. You will have to pay for that.” As Karavakos moves across the portal he is beset with pain. He screams in horror and soul-ripping agony as his body twists and turn to a demonic monstrosity. “Make that a lesson to never cross my Will again, mortal”. As the cloud of flies enter the portal they take physical form and the putrefied flesh of the demon lord becomes all to visible on the other side of the portal. His cloven foot stops, and he looks back straight at you and Sharrin. “Don’t think I have forgotten about you Crow”, he points his skull-capped wand towards Sharrin. She screams and you look into her fear studded eyes, “Learn the Secret, Ravensworn. The Mages of Saruun can help you”, then she withers and dies in front of you, until only a pile of ashes remains. Then the demon lord turns his attention towards you. “You will all die and serve me in unlife, but today you will live to be my witnesses. Spread the word of the coming of Orcus. And know Fear, because the Raven Queen will fall, and her throne will have a new

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P1: ORCUS CONVERSION Master”. The portal closes behind him and the anguished new form of Karavakos. One among you stands transfixed as the scenery disappears in wisps of shadow. His voice barely audible, “I know that place. It is Deadhold, home of the Shambling Horde – the undead army of Orcus…” The character who carried the Rod of Ruin can tell the other more about Deadhold, based on the memories he or she received while in the Pyramid of Shadows. Karavakos do not care much for Vyrellis, if she is still alive or inside the Orb you can have the following scene play out:

HOOK: DYING WISH OF THE CROW Sharrin the Crow begged the adventurers to find out the Secret of Death’s Reach, the secret Karavakos have been carrying for all these years. It might have very dire consequences for the Raven Queen and her followers if Orcus was prepared to wait for 500 years to learn its secret. Quest XP: 8,000 XP (major quest), and if Saffrenia Movrymm is informed about what happened at the Stone Cauldron, she offers them a reward (select a Level 17 Treasure Parcel from the Dungeon Master’s Guide) if they are prepared to pursue the dying wish of the Crow.

Vyrellis looks stricken, “But my love, we have unfinished business here. Celduilon will have to pay for what they have done to me. We were to rule them together – remember?” Karavakos looks at Vyrellis with contempt. “That was your dream Vyrellis – never mine – I have come to realize that during my imprisonment. My ambitions have always been much higher. Were I am going; you have no place. Sorry love, but it ends here.” Karavakos raises his hand and a blast of fire hits Vyrellis corpse (or the orb) consuming her in flames (making it glow until it shatters). Vyrellis goes down screaming. “But I thought you loved me…” is the last you hear from her until the screams of agony are consumed in flames. If the players have the orb or tries to stop him, he leaves her without any concern. Vyrellis serves no more purpose and has no knowledge about where Karavakos might have been taken by Orcus.

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ENDING THE ADVENTURE With the Stone Cauldron destroyed, the threat of a renewed troll kingdom is ended. Moonstair, Celduilon, the Barony of Therund, and all neighboring lands are safe.

THE VAULT Instead of the life force amulet in Skalmad’s Vault I would recommend to turning it into a divine boon of the Raven Queen. The character that played the major part in the battle, such as delivered the killing blow to Vard; made a critical hit that turned the battle; inflicted the most damage; or whatever you as a DM thought was the most worthy action in the eye’s of the Lady of Death – should receive the divine boon. The Raven Queen’s Reward

Level 17+

The Raven Queen rewards her heroes for slaying her enemies, making use of the life force of her slain foes to heal the faithful. Lvl 17

65,000 gp

Lvl 22

325,000 gp

Lvl 27

1,625,000 gp

Divine Boon Property: Gain a +4 item bonus to Fortitude, Reflex and Will. Level 22: +5 item bonus. Level 27: +6 item bonus. Property: The first time each day that you reduce an enemy to 0 hit points, increase the healing provided by the next use of this item’s power by 4 points. Power (Daily ♦ Healing): Minor Action. Target creature within 5 squares of you regains 20 hit points. Level 22: The target regains 30 hit points. Level 27: The target regains 40 hit points.

BACK TO CELDUILON The adventurers are hailed as heroes when they return to the natural world, and word of their deeds spreads rapidly across the land. They will always be welcome in Moonstair, and hold a place of honor in the history of the town. The eladrin court of Celduilon is indebted to the adventurers for their deeds and bravery. There actions have stopped a war against an ancient enemy of Celduilon and the eladrin are more than grateful. As the adventurers return to Moonstair, read: The word of your success travels ahead of you. As you return to Moonstair the city is already celebrating. It is a beautiful autumn day. There is a chill in the air, but the warmth of the sun makes the trees along the road up to Moonstair glow in yellow and red. People meet you at the old gate. You notice that much of the damages caused in the siege are already repaired. They are shouting your names, proclaiming that the heroes have returned. Children runs around you and people step up to you to tell you how grateful they are for you saving not only their lives, but also the future of Moonstair. Their shouts carries you up to Moonstair Keep, were the villagers have gathered. Colorful flags decorate the keep towers. Kelana Dhoram greets you and declares to the crowd gathered, “This is a day of celebration. Moonstair will always remember the act of the Heroes of Moonstair. Their names will never be forgotten, and their deeds will be told for generations to come. Lets celebrate their return and their Victory against Skalmad the Troll King!” The party carries you long into the night with drinking, dancing and celebration. You will always look back upon this night with fond memories. The night where your names were on everybody’s lips and the merriment knew no ending.

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In Moonstair the adventurers are awarded 2,000 gp and an emerald worth 1,000 gp for saving the village. As the adventurers return to Celduilon, read: An envoy of the Citadel Sentinel greets you as you approach the outskirts of Celduilon. Saffrenia Movrymm is there with representatives of all the ruling noble houses. With shining armor and silvery-blue pennants flying in the wind you approach the ancient city built around the magnificent wintry trees of the Silver City. Lights are shining along every street, as people have gathered in the streets and ramparts, carrying lanterns to greet the Heroes of the Troll War. They all bow solemnly as you pass and then follow the gathering behind you, as you are guided through the mist filled streets towards the Citadel of Winter. King Palenthior, Warden of the Silver City of Celduilon greets you in the Silver Halls. The hall is filled with eladrin nobles dressed in silver, white and blue. The king steps down from the crystal throne, assisted by his daughter Saffrenia. He looks young again. Filled with hope and youthful hope of a shining future for his people and city. He bows his head as he greets you, “Greetings Heroes of the Troll War, Valiant Defenders of Celduilon. I offer you and my people’s sincere thanks for saving us from a threat most dire. May this day for always be etched into our eladrin souls as a day of joy and celebration. The evil of Vard and Karavakos is finally ended. Our children can know true peace. As a token of our gratitude we bring you these small gifts. Know that you are always welcomed to Celduilon, and your legacy will never be forgotten as long as a single eladrin is alive.” In Celduilon king Palenthior rewards them 1,000 gp, 3 snow opals worth 1,000 gp each. Solemnly he also gives them sunwrath and a winterward heavy shield. The eladrin also

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P1: ORCUS CONVERSION offers to share some of their secrets to the adventurers as a reward for their efforts, see Heroes of Celduilon below. Winterward Shield

Level 16+

This icy white shield with a silver rim is chill to the touch as it draws the cold to itself. Lvl 16

45,000 gp

Lvl 26

1,125,000 gp

Item Slot: Arms Shield: Any Property: You gain resist 10 cold. Level 26: Resist 15 cold. Power (At-Will): Immediate Interrupt. Trigger: You are targeted by a cold attack. Effect: All other targets of the attack gain resist 10 cold against that attack, and you lose your resistance to cold for the attack. Level 26: Resist 15 cold. Published in Adventurer's Vault 2, page 56.

of the Crystal Rose, empowering them to act as the council’s agents. The Celduilon council can act as a patron of the PCs in future adventures.

Arcana Check Result

Portal Duration

19 or lower

1 round

Saffrenia’s Ritual Book: Saffrenia shares the ritual that allows them to open the Moon Doors that can bring the PCs to and from Celduilon.

20–39

3 rounds

40 or higher

5 rounds

HEROES OF CELDUILON

PLANAR KEY The air shimmers as the scene around you is replaced by a wholly different location. A gateway opens as the boundary between two worlds fades. Level: 13 Category: Travel Time: 10 minutes

FIGHTER POWERS

Duration: Special Component Cost: 200 gp

OPTIONAL AWARDS For their efforts in this adventure, the PCs are made Companions of Celduilon, and they are always welcome in the eladrin city. In addition, Saffrenia and the remaining council members can bestow any of the following rewards upon the PCs, at your discretion. Dresyae Tlathlyn’s Estate: If the PCs are inclined to stay in the Feywild for a time, the new council finds it only fitting that the outsiders who risked their lives to save the city be granted Dresyae’s estate. In addition to providing a base of operations, hidden rooms in the basement or journals in Dresyae’s personal library might lead the PCs to future adventures.

The following section is from the Dragon Magazine #366, and includes new options for player characters that accept the offer of training from the Battlemasters of Celduilon in reward of their services to the Silver City. The characters need to stay in Celduilon for at least a month of training to receive the power options presented in Celduilon paths of the fighter and wizard.

Market Price: 1,000 gp Key Skill: Arcana This ritual allows you to activate an existing permanent link between two planes. It otherwise functions as the Linked Portal ritual. At the DM’s discretion, specific permanent planar portals might only be operational at certain times.

The following new powers belong to the fighter class and can be taken any time a character would normally take a power of that level provided he or she meets the power’s prerequisites. These particular powers are available to all fighters, but eladrin fighters commonly take these powers (and powers like them) to take advantage of their inherent Dexterity bonus. The characters can chose to do retraining of one of their existing powers with one from the new power options below, see “Retraining” on page 28 of Player’s Handbook.

At the completion of this ritual, make an Arcana check. The result determines the duration that the portal remains open.

Titles and Patronage: Cleaning out the full extent of the corruption in the city will take time. To aid in that effort, Saffrenia and the council name the PCs as Winter Knights

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P1: ORCUS CONVERSION WIZARD POWERS The following new powers belong to the wizard class, and they can be taken any time a character would normally take a power of that level provided he or she meets the power’s prerequisites. The characters can chose to do retraining of one of their existing powers with one from the new power options below, see “Retraining” on page 28 of Player’s Handbook.

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HOUSE RULE APPENDIX MODIFIED RAISE DEAD The shadow dragon Urishtar have taken control of the Nightwyrm Fortress and started the ancient magic that steals the life force from the newly deceased, see P3: Assault on Nightwyrm Fortress for further details.

THE NEXT ADVENTURE

After the death or Etheran in this adventure P1: King of the Trollhaunt Warrens the rules for the raise dead ritual is changed. From now on the raise dead ritual is becoming more random, depending on if Urishtar has stolen the life force of the individual or not.

Saffrenia Movrymm is troubled by the death of Sharrin the Crow. As she learns the dying wish of Sharrin from the adventurers she begs them to pursue the lead.

During the casting of a raise dead ritual on a PC, the PC has to roll two death saving throws. If he or she fails both of these death saving throws, the character cannot be brought back to life (a 25% chance).

“I do not know what this Secret is Karavakos held so tight all those years, but it does not bode well. I beg you to learn the truth of this Death’s Reach. It might have very dire consequences for the Raven Queen and her followers if Orcus was prepared to wait for five hundred years to learn its secret. Go to the Mages of Saruun, they will know what to do. Celduilon will reward you richly for pursuing this last task for us.”

During the adventure P2: Demon Queen’s Enclave the PC cannot be raised if he fails a single death saving throw (a 50% chance). Showing the growing power of Urishtar. During P3: Assault on Nightwyrm Fortress the characters cannot be brought back to life with a raise dead ritual.

In P2: Demon Queen’s Enclave the characters will have to face Karavakos in a final showdown, learning the danger of Death’s Reach and the terrible secrets of the Ashen Covenant.

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UPDATED DM MAPS

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APPENDIX: CELDUILON This part has been copied for your convenience with some small changes and additions from Dragon #366 “Mithrendain Feywild Citadel” and Dungeon #157 “Dark Heart of Mithrendain”.

HISTORY Deep in the Feywild, beyond the winter storms of the White Forest, stands one of the most legendary cities of the winter eladrin: Celduilon. The city’s name is derived from the elf phrase “silver valiance,” but the word has become synonymous with the beauty and longevity of the eladrin. Home to nearly 30,000 people, almost all of them eladrin, Celduilon is a beautiful city resplendent with soaring towers and graceful architecture. In addition to its proper name, Celduilon is often referred to as the Silver City, since most of its towers are colored like winter frost, with white, silver, and crystal being common. The natural hot springs that dots the landscape around also fills the city’s streets with a warm silvery mist at all time. Celduilon was founded many hundred years ago and is one of the oldest cities of the last eladrin empire. It was founded after the Midnight Wars against the ancient fomorian king Moran, the Eye of Ruin. The terrible fomorian king that had led his armies to the surface of the Feywild where they built the fortress Mross-Kagg, meaning “Stones of Pain” in the fomorian tongue. The vile rule of Moran spread over the surrounding land, to a point were all the eladrin kingdoms had to unit in order to face this common threat. Thereby forming the basis of what would be the start of the new eladrin empire. After a bloody battle between the eladrin armies and the fomorians, the surface forces pushed their enemies back into the fortress of MrossKagg. With the help of the most powerful eladrin wizards of

the time, the eladrin unleashed terrible magics that shattered the fortress and the surrounding landscape for miles around. Unwilling to trust that the destroyed fortress of Mross-Kagg would stay empty from other fomorians, dreaming about rebuilding its power, the soldiers founded a fortress nearby, to guarantee that the eladrin would be aware of any attempts to rebuild it. At first, the fortress stood vigilant, overlooking the blasted landscape of Mross-Kagg, with soldiers patrolling the surroundings to make sure no fomorians would retake it. Over time, the vigilance of the eladrin guards and patrols grew ever weaker, to a point when many generations later, people questions the true threat of the old abandoned fortress. Soldiers brought their families to live in the fortress with them, and children were born in Celduilon with no knowledge of the original purpose of the fortress. Within a few decades, the small fortress was bursting with families, and these families built homes for themselves outside the walls of the fortress. With no attacks on the fortress, and no attempts by the fomorians to retake the Mross-Kagg, the fortress became a village, then a town, and within a few more decades the sprawl had become a city.

Feygate and found Moran’s Eye. With his new found power and insights he founded the kingdom of Vardar that grew in strength every day. In secret fomorians were gathering in Mross-Kagg again, inspired by the troll king with Moran’s Eye, who were nurturing their dream of a new fomorian and troll kingdom. When Celduilon finally acted on this new threat, it was far too late. They could not face Vard and his forces alone. Vard knew that and wanted to build his strength further, before meeting the eladrin on the battlefield. He was afraid that the eladrin kingdoms would yet again unit to face this new threat, as they had in the past. However, things changed when a powerful wizard named Karavakos suddenly arrived and promised not only an alliance, but also promises to escape the clutches of the Raven Queen, should anything go wrong. He constructed the stone cauldron on top of the Waters of Life, one other secret the eladrin had missed when destroying the fortress of Mross-Kagg long ago. The spring, hidden in the underground chambers under the fortress had survived, and with it some of the magical strength the fortress had been built upon.

Years came and went, and the original generation of soldiers who founded the fortress moved on to the next life. As the centuries passed, the true purpose of the Citadel of Silver (as the original fortress came to be called) was forgotten by all but a handful of city leaders, who then passed the secret knowledge of the history of Mross-Kagg down to their successors. With no more threats from the fomorians (at least, no more than any other eladrin city), Celduilon flourished and prospered. Eventually, the influence of soldiers waned and scholars, artists, and artisans became the new lords of the city. As the silver towers of Celduilon grew ever taller, the militant history of the city faded into history.

In spring the fomorian and troll forces joined the undead demonic hordes of Karavakos. They used the feygate of Mross-Kagg to enter into the Feywild and laid siege of Celduilon. However, as Vard had feared, the common threat of Vard and Karavakos had united the eladrin kingdoms, and their combined armies was to much even for Vard and Karavakos to face. Vard was killed in battle at Kadorhak, his body vanishing in a sheet of orange flame. The forces of good assumed he had been incinerated, as they focused on Karavakos and the remaining undead hordes. But the power of Moran’s Eye carried Vard’s body back to the Great Warren. Troll shamans later interred Vard’s remains and the Eye in a great barrow hidden in the Trollhaunt.

So, it came as a big surprise to the eladrin when the troll king Vard, entered the heart of Mross-Kagg from a

Yet again the cycle was repeated as the Mross-Kagg again fell into ruins. The eladrin empire turned its attention

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P1: ORCUS CONVERSION elsewhere and over time the threat of Mross-Kagg was yet again forgotten. With the decline and fall of the eladrin empire, not much remains of the armies of winter. Celduilon retains little that would suggest it was only three hundred years ago it almost faced destruction from the encroaching forces of trolls and fomorians. Soaring towers of gleaming crystal and shining silver reach for the clouds, and the streets of the city are filled with eladrin who have no idea that evil is yet again festering and growing in the fortress of Mross-Kagg, as Skalmad the troll-king has found Moran’s Eye and is uniting trolls and fomorians alike.

THE CITY Visitors to the Silver City from the World are likely to be struck by both how beautiful and how alien the city is. Celduilon is built in the middle of a great winter forest, seeming to spring up from the ground just like the trees throughout the city. In fact, many tall, broad trees are larger than several of the city’s eladrin-built towers, giving the impression that the towers are merely natural growths within the forest. Unlike the Citadel at its heart, the city of Celduilon has no walls, meaning that entering the city is a matter of walking wherever a gap can be found between the buildings and great trees. Hundreds of streets flow outward from the city center, allowing visitors to enter wherever is convenient upon arrival; similarly, leaving the city is a matter of finding the shortest route to the edge of the buildings. However in the center of the city rests the remains of the original fortress “Silver Vigilance” from which the city got its name. The high white walls of the fortress protect the Citadel of Winter were the eladrin rulers and highborn live. The walls are so thick and high, and guarded with fey magic which prevents all fey creatures with teleporting powers to get past it. The streets of the city, loosely paved with an extremely smooth white stone, wind their way through the city in a

rather haphazard fashion. The streets are filled with a silvery mist from all the warm springs in the city. The buildings in Celduilon are not built into city blocks, but rather cluster together in groups of three to five towers; the roads flow around them, and no dead-end streets exist in the city. Every street connects with another, or another branch of itself, and the buildings allows those, having climbed the stairs to get above the mist filled streets, looking in any direction to see for great distances with little obstruction. Though many buildings are in the city, each cluster of towers does not block line of sight over long stretches. While walking through the streets of the city, one might suspect that Celduilon is an unplanned, haphazard city due to the organic nature of its layout, though this couldn’t be further from the truth; the city’s leaders carefully approve of every new building, making sure that it still leaves enough space for unobstructed views of distant places in the city. Additionally, the city is filled with warm springs, channels and bridges, as well as beautiful frozen parks with ice sculptures towering above the eladrin that gather outside their homes to meet. The eladrin make sure that Celduilon is constantly filled with trees, gardens, streams, and small warm misty pools, which gives the impression that the city and the forest surrounding it grew up at the same time. Celduilon is ruled by a council of seven respected members of the community. Each of the councilors is considered among the best in his or her field, and has earned the admiration of the rest of the city. The seven councilors also each hold a symbol of office. When a member of the council dies, the other members of the council select a new councilor from the most deserving members of society, making sure to select a councilor that the people accept as a good choice. Walking through the streets of Celduilon can be, for newcomers, like stepping into a timeless realm of alien design. There are no clocks, no sundials, and no other

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method of keeping time found anywhere throughout the Silver City, and it can be easy to lose track of the time or even the date for those unaccustomed to this quirk. As a result of the organic layout of the city’s streets and the lack of timekeeping, visitors to Celduilon are often frustrated by both directions and descriptions of time given by the locals. “Meet me in the southeastern portion of the city, near the sculpture garden, sometime after midday,” is a perfectly reasonable appointment for the inhabitants of Celduilon, though the vagueness can sometimes confuse outsiders.

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P1: ORCUS CONVERSION Like any other city, Celduilon is broken down into a series of districts and zones. Most of these districts are identified solely by their directional relationship. Neighborhoods typically have names such as the “Southeastern” or “Below the North End,” though a few exceptions exist. The Citadel of Winter is the sole remaining structure of the original fortress that had been called Celduilon, and the Old Battery is a darker side of town that represents some of the oldest homes and settlements in the city. Likewise, the Outskirts covers all the homes and villages outside Celduilon proper, beyond which the light of civilization does not shine as brightly. Unlike most major cities, Celduilon does not have a “Merchant District” or bazaar; rather, specialty shops serve customers throughout the city, usually on the bottom floors of the homes of individual citizens. Thanks to their longevity, eladrin learn more than one trade (and the basics of many more), and the need for specialization is less common. Most eladrin learn to make their own clothing, repair their own homes, and perform the basics of several other trades.

Winter is extremely functional as a defensible structure. High towering walls surround the main grounds of the Citadel (clearly a sign of human influence), and the tower is guarded at all times, inside and out. The Citadel of Winter not only serves as the first and only defense against the threat from Mross-Kagg, it also is the central meeting place for the city’s ruling council. Within the citadels are the offices and living quarters of the seven council members, and the Citadel also serves as a barracks and gathering place for the city guard. Moreover, the Citadel of Winter serves as a base of operations for the city’s secret police force, known as the Winter’s Watch. The interior of the Citadel is well appointed, and even the most utilitarian parts of the Citadel have some amount of decoration and beauty to them. The Citadel also has a number of meeting chambers, training areas, and even a banquet hall. The Citadel of Winter is the one building in the city that resembles the castles and keeps built by humans, though eladrin consider the Citadel far superior to any human creation.

THE OLD BATTERY

THE CITADEL OF WINTER Where the original fortress of Celduilon once stood is now the towering Citadel of Winter. After the population of the fortress began to grow beyond its capacity, major sections of the original fortress were torn down, rebuilt, torn down again, and rebuilt to better accommodate the fledgling city’s expansion. At the point when Celduilon could no longer be referred to as a town, the leaders of the city organized a massive reconstruction effort for the original fortress. The entire original fortress was rebuilt around a single, looming tower that stands above all other buildings in Celduilon. This tower is the central structure of the Citadel of Winter, and it serves as the central building of government and defense in Celduilon.

As the city expanded further it did so outside the high walls of the original fortress, in the end leading to that the City of Winter became the center point of the city, not the city per se. The Citadel’s design was influenced by human architecture, which at the time was deemed worthy of study due to the human propensity for defending their cities against invasion. However, the eladrin builders took inspiration from human designs and used their own techniques to produce a magnificent structure unrivaled in its beauty. Despite its artistic appearance, the Citadel of

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Just to the northwest of the Citadel of Winter is the section of Celduilon referred to as the Old Battery. The oldest part of Celduilon, the Old Battery is the first section of the city founded when the population of the original fortress outgrew itself. Named for a line of towers that once stood in its place, the Old Battery is as close as the city of Celduilon gets to a bad part of town. As the oldest section of the city besides the Citadel, many of the towers of the Old Battery are older than any living eladrin in the city. Though most are kept in fair repair, few of the inhabitants of the Old Battery are what one would consider “wealthy.” The Old Battery has a somewhat notorious reputation primarily due to the fact that many of its inhabitants are the families of exiles. Being exiled from Celduilon is a severe

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P1: ORCUS CONVERSION punishment not only for the offender but also for the offender’s family; having a family member exiled is like having a black mark placed on your family’s reputation. Most such families are forced to move to the Old Battery by societal pressure, and while some suffer the disgrace in silence just as many more bear a grudge either against their exiled family member or against those who decided to send the relative into exile. The Old Battery is full of history, but that history is overshadowed by its reputation. Although most inhabitants of Celduilon would hesitate to call this section of the city “dangerous,” many would agree that an unwise person enters the Old Battery alone. Criminals and outcasts flock to the Old Battery, and many would look to take advantage of unwary visitors. Inhabitants of the Old Battery are usually normal people just trying to get by, but there is no doubt that the section of Celduilon is a breeding ground for dissent and chaos.

THE OUTSKIRTS Several settlements exist outside the city proper. Scattered out for several miles in every direction, these small towns and farming communities are collectively known as the outskirts. Most of the food for the city is brought in from farms in the outskirts. Like Celduilon, the farms of the outskirts are somewhat unconventional in their methods and appearance. Most of the farms appear to be little more than homes built at random in the deep snow filled forest. Farmers in the outskirts take extra care in tending the warm springs that is the source of the heat that allow them to grow plants and crops in this winter environment. The planting of certain cold- resistant crops in fields heated by an inventive network of channels carrying the hot spring water over the fields, turn these fields into green oasis in an otherwise white and snow filled landscape. The authority of the city guard rarely stretches to

the outskirts, though the small towns in the area have seen the occasional Winter’s Watch. Farmers from the outskirts harvest their crops yearround and in careful rotation. Every few weeks, an eladrin farmer brings a portion of his or her harvest to the city to sell to city-dwellers. The carts of these farmers dot the street corners throughout Celduilon at all times, and inhabitants of Celduilon have favorite farmers that they prefer to buy from whenever possible.

ARCHITECTURE No city better exemplifies eladrin architecture than Celduilon. Taking a look at the various buildings throughout the city, it becomes easy to feel like you are walking through a place built by beings with a different outlook on the world. Buildings in Celduilon expand vertically; there are no sprawling estates in the city, and when more space is needed the owner of a building adds on another floor. Most buildings in Celduilon are at least 30 feet tall, and almost all of them are circular towers with doors on the ground floor and stairs spiraling upward around the walls on the inside of the building. Eladrin buildings almost never have windows on the ground floor; it is too easy for an eladrin to teleport, and eladrin value their privacy. On the upper floors, well out of the range of a fey step, buildings have windows that are made of reflective glass, allowing those on the inside to see out but keeping those on the outside from seeing into the room. Wealthy eladrin pay to have disc-shaped platforms enchanted to hover near buildings they own, allowing an eladrin to fey step out of the upper floors of a building directly onto a platform and then descend to the ground by stairs without having to leave through their own front door. Eladrin keep their private chambers on the upper floors of their building, leaving a large, open common area on the ground floors. Eladrin homes do not have bedrooms,

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but instead have cozy, soundproof meditation chambers where the eladrin spend their resting time. Proper meditation is extremely valuable to the eladrin of Celduilon, and maintaining a small but plush meditation room is a matter of pride for most eladrin. Unfortunately, this means that inns in Celduilon often have no bedrooms; those few that do (designed to cater to outsiders) have bedrooms constructed with a uniquely eladrin viewpoint. Normally, these bedrooms are small rooms with one bed and little room for anything else. The common areas of eladrin homes are lined with bookshelves, since reading is highly valued in Celduilon society. Eladrin store their valuables in small, underground vaults, accessed by secret doors. These vaults exist to keep others from teleporting into the vault, and the vault floors are lined with thick metal and stone to prevent anything from breaking into the building from below.

DEFENSES Though Celduilon might appear to be a harmonious place, the keepers of the eladrin city must be constantly vigilant for many dangers. The city was built close to MrossKagg, and many of the city’s defenses were put in place to warn of any attacks. However, threats from the fomorians are not the only things that worry the city’s defenders; the Feywild full of mischievous and malicious creatures, many of which could do great harm to the city, also trouble them. The primary defenders of Celduilon are the members of the city guard. The city guard consists of volunteers who patrol the streets day and night, vigilant for the presence of anyone attempting to disturb the peace. Lurking in the shadows of Celduilon are also the Winter’s Watch, a secret police force that is tasked with rooting out anyone, or anything, that might pose a threat to the safety of the city from outside. See the section on Law Enforcement below for more about each of these organizations.

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P1: ORCUS CONVERSION As mentioned before, Celduilon has no outer walls, and the buildings most distant from the Citadel of Winter are without protection against anything coming from the forest. The inhabitants of these buildings take their defense into their own hands, though, and outlying buildings are full of surprises to ward off invaders from the outside. In many cases, those that dwell on the outskirts of Celduilon keep a bow or a spear close to the door, and those that can afford it have magical wards placed on their homes. Buildings on the outskirts also have arrow slits carved out of the walls on the upper floors (at least, those sections of the building facing the edge of the city), allowing their owners to fire upon intruders from the relative safety of their homes. As one approaches the center of the city, the buildings have fewer defenses raised by their owners, and the city’s own defenses become more prominent.

burst. Powers with the teleportation keyword can’t be used within the burst and powers with the teleportation keyword can not end any teleportation within the area of the burst, any attempts puts the teleporting individual at the nearest square outside of the burst area.

LAWS AND ENFORCEMENT The Silver City has a code of laws similar to that found in most civilized areas. Theft, murder, and trespassing are all just as illegal in Celduilon as they are elsewhere. However, what distinguishes Celduilon from other cities is the code of punishments that accompanies its laws. Imprisonment is not an option for punishment in eladrin cities, since keeping an eladrin prisoner is extremely difficult. Though many of the guard stations throughout the city have small holding areas for detaining a prisoner temporarily, no real prisons exist in Celduilon.

The Citadel of Winter’s two primary defense mechanisms come in the form of revelation spheres and teleportation wards. Revelation Spheres: Invented at the creation of the original fortress, revelation spheres are solid marble spheres roughly 8 feet in diameter set into the indentations in the ground. They are only present within the boundaries and walls of the Citadel of Winter. Each revelation sphere is covered in glowing runes that pulse with arcane energy; these runes cause the spheres to give off waves of magical energy that disrupt illusions, including invisibility. In the Feywild, invisible threats pose extreme danger, since they could otherwise walk into the Citadel of Winter and kill the guards and ruling council; given the number of creatures in the Feywild capable of turning invisible, it is no wonder the city’s founders ensured that revelation spheres were placed at intervals throughout the citadel, ensuring that their zones of influence overlapped to cover almost the entire Citadel of Winter.

Teleportation Wards: Consisting of elaborate runes placed on enchanted stones set into the ground, teleportation give off waves of magical energy that disrupt teleportation. These wards prevent potential attackers from teleporting up, over or through the great walls surrounding the Citadel of Winter.

Revelation spheres take up an entire square as blocking terrain. Each revelation sphere radiates a continual 20-

A teleportation ward takes up an entire square. Each teleportation ward radiates a continual 20-square close

square close burst. Powers with the illusion keyword can’t be used within the burst and powers with the illusion keyword end upon entering the area of the burst.

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If a crime calls for punishment beyond simple restitution, that punishment comes in the form of disfigurement. For some crimes, a symbol is branded on the offender’s face, not only to rob the offenders of a clean appearance but also to warn others that he or she is a criminal. In more severe cases, crimes call for one of the offender’s hands to be maimed beyond use, or sometimes twisted with magic to uselessness. The most extreme form of punishment, at least to the inhabitants of the Silver City, is exile. When an offender is banished from Celduilon, it signifies his or her complete removal from eladrin society. The exile and family are forever shamed, and the offender is forbidden from ever entering Celduilon again. Many bitter exiles have fled into the Underdark, and some exiles make their treason complete by serving as agents of the fomorian kings there.

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P1: ORCUS CONVERSION Celduilon Guard

Level 2 Soldier

Medium fey humanoid (eladrin)

XP 125

HP 38; Bloodied 19 AC 18; Fortitude 14; Reflex 15; Will 14 Speed 6 STANDARD ACTIONS

Initiative +6 Perception +8 Low-Light Vision

m Longsword (weapon) * At-Will

Celduilon Guard Captain

Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d8 + 5 damage. Attack: Melee 1 (one creature); +7 vs. AC Hit: 2d8 + 5 damage, and the target is marked until the end of the Celduilon guard's next turn. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: The Celduilon guard can teleport 5 squares.

Alignment unaligned

Level 5 Soldier (Leader)

Medium fey humanoid (eladrin)

M Protective Swing (weapon) * Recharge 5 6

Skills Arcana +4, History +4 Str 11 (+1) Dex 17 (+4) Con 14 (+3) Int 12 (+2)

mobility in the Guard. The most promising members of the city guard are given the chance to train to become part of the elite corps of defenders – the Citadel Sentinel. The defenders set with the task of guarding the Citadel of Winter.

XP 200

HP 63; Bloodied 32 AC 21; Fortitude 17; Reflex 18; Will 17 Speed 6 TRAITS

Initiative +8 Perception +10 Low-Light Vision

Eladrin Courage * Aura 5 Any eladrin ally within the aura that succeeds on a saving throw gains 5 temporary hit points. STANDARD ACTIONS m Longsword (weapon) * At-Will

Wis 14 (+3) Cha 10 (+1)

Languages Common, Elven

THE CITY GUARD The Celduilon city guards are the primary keepers of the peace in the Silver City. Unlike in human cities, the guards in Celduilon are mostly lightly armored, nimble swordwielders who rely on their speed and dexterity to take down their opponents. They wear armor made of small overlapping plates, larger than scales but offering the flexibility and mobility of most leather armors. The city guard is headquartered in the Citadel of Winter, but smaller guard posts exist throughout the Silver City, which allows the guard to react quickly to any disturbance. The city guard is made up of paid volunteers, most of whom are young people without families of their own. City guards serve for as long as they wish, though there is little upward

XP 800

HP 196; Bloodied 98 AC 25; Fortitude 21; Reflex 22; Will 21 Speed 6 Saving Throws +2; Action Points 1 STANDARD ACTIONS

Initiative +11 Perception +12 Low-Light Vision

m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d8 + 8 damage, and the target is marked until the end of the citadel sentinel's next turn. M Drive Back (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d8 + 8 damage, and the target is pushed 3 squares. MOVE ACTIONS Fey Step (teleportation) * Encounter

M Shield Riposte * At-Will

M Protective Swing (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +10 vs. AC Hit: 3d8 + 6 damage and the target is marked until the end of the Celduilon guard captain's next turn. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: The Celduilon guard captain can teleport 5 squares. MINOR ACTIONS C Guard Captain's Poise * At-Will Effect: Close burst 10 (targets one eladrin ally within burst); the target makes an immediate saving throw against one effect that a save can end. Wis 16 (+5) Cha 13 (+3)

Alignment unaligned Languages Common, Elven Equipment scale armor, longsword

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Level 9 Elite Soldier

Medium fey humanoid (eladrin)

Effect: The citadel sentinel can teleport 5 squares. TRIGGERED ACTIONS

Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage.

Skills Arcana +5, History +5 Str 12 (+3) Dex 18 (+6) Con 15 (+4) Int 13 (+3)

Citadel Sentinel

Requirements: Requires shield. Trigger: When hit by a melee attack. Attack (Immediate Interrupt): Melee 1 (one creature); +12 vs. Fortitude Hit: 2d6 + 5 damage, and citadel sentinel gains a +2 bonus to AC and Reflex until the end of its next turn. Sentinel Step * Encounter Trigger: When an enemy moves into a position flanking the citadel sentinel. Effect (Immediate Reaction): The citadel sentinel can teleport 5 squares. Skills Arcana +7, History +7 Str 16 (+7) Dex 20 (+9) Con 18 (+8) Int 12 (+5)

Wis 16 (+7) Cha 11 (+4)

Alignment unaligned Languages Common, Elven Equipment chainmail, longsword, heavy shield

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P1: ORCUS CONVERSION THE WINTER’S WATCH The Winter’s Watch are a secret police force within Celduilon responsible for keeping a wary eye out for anyone or anything endangering the city. Originally established as a group of elite guard and spies designed to root out anyone enemies that tried to re-establish MrossKagg, ranging far into enemy territories, the Winter’s Watch slowly withdraw from the wilds and their jurisdiction changed to cover the eladrin city and the surrounding outskirts. Despite their humble origins, the Watchers have become an influential organization in the Silver City. The Watchers of the night are a secret police force in that they search out traitors to the city in secret. Each Watcher is given a signet ring that allows him or her to ignore the city’s defenses. Winter’s Watch can turn invisible and use illusion spells as normal, even within the range of the revelation spheres, and as a result they spend their time watching the day-to-day activities of citizens throughout Celduilon. The Watchers are mostly unobtrusive, but many feel uncomfortable with the secret observation of the Watchers. In fact, the Watchers’ own name has something of a double meaning; on the one hand, they are vigilant against threats from the eternal night of the Underdark and its fomorian dark masters, but by the same token they are observers that peer at the people of Celduilon from the shadows. The Watchers are rarely seen, and few people in Celduilon have ever encountered one; those that do usually keep quiet about the fact as well. Though no Watcher has ever revealed how he or she became a Winter’s Watch, many suspect that the Watchers are culled from the ranks of exceptionally talented criminals who know how to move about the Silver City unseen. Watchers wear leather armor that has been dyed to pitch black, and they carry ornate daggers given to them when their training is complete.

Winter’s Watch

Level 12 Elite Lurker

Medium fey humanoid (eladrin) HP 194; Bloodied 97 AC 26; Fortitude 22; Reflex 24; Will 22 Speed 6 Saving Throws +2; Action Points 1 TRAITS Combat Advantage

XP 1,400 Initiative +16 Perception +15 Low-Light Vision

A Winter’s Watch deals 2d6 extra damage against any target granting combat advantage to it. STANDARD ACTIONS m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 4d4 + 10 damage. M Double Attack (weapon) * At-Will Effect: The Winter’s Watch makes two dagger attacks. M Arcane Blade (weapon, varies) * Encounter Attack: Melee 1 (one creature); +15 vs. Reflex Hit: 4d6 + 16 damage; the Winter’s Watch can choose to do normal damage with this attack, or have the attack deal cold, fire, lightning, or thunder damage instead. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: The Winter’s Watch can teleport 5 squares. MINOR ACTIONS C No More Secrets * Encounter Effect: Close burst 10 (targets one creature); the target gains 10 vulnerability to cold, fire, lightning, or thunder (Winter’s Watch choice) until the end of the Watch’s next turn. Watch's Signet * Encounter Effect: The Winter’s Watch gains a +5 bonus to Stealth checks until the end of its next turn. TRIGGERED ACTIONS Night's Embrace (illusion) * Recharge 5 6 Trigger: When hit or missed by a melee attack. Effect (Immediate Reaction): The Winter’s Watch gains total

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concealment from the attacking creature until the end of the Watch’s next turn. The Winter’s Watch can use this power even in the radius of a revelation sphere and this power does not end when the Winter’s Watch enters the radius of a revelation sphere. Skills Arcana +10, History +10, Stealth +17 Str 14 (+8) Dex 22 (+12) Wis 19 (+10) Con 19 (+10) Int 14 (+8) Cha 13 (+7) Alignment unaligned Languages Common, Elven Equipment watch's signet, leather armor, dagger

CITIZENS AND DENIZENS Celduilon is populated almost entirely by eladrin, and most of the inhabitants are happy to keep it that way. Celduilon’s population is mostly peaceful, and society moves at its own pace. The denizens of the Silver City take their time with everything, and they rarely are in any kind of hurry. To the long-lived eladrin, each day can be taken at one’s own pace. Two eladrin might agree to meet “after lunch,” which could mean that their meeting is any time from right after lunch to just at sunset. Since most artisans work from their homes, there are no business hours; if the artisan is in, the shop is open for business. Everything takes place at a casual pace, which can be frustrating to outsiders. Many a visitor has commissioned an eladrin-made sword, only to find that the blacksmith’s definition of “soon” and his own are different. As a result, inhabitants of Celduilon see outsiders as too tightly wound, and prefer not to deal with the exasperating, impatient visitors. Outsiders visiting Celduilon might find themselves taken aback by aspects of the Silver City’s society. The eladrin inhabitants frequently consider outsiders to be novelties or curiosities. In a society obsessed with beauty, a race that doesn’t share their smooth aesthetics is practically hideous, and many eladrin cannot help but gawk at visitors

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P1: ORCUS CONVERSION from the World. The eladrin of Celduilon operate on their own schedules and yet seem obsessed with maintaining the beauty of their society and their city, two aspects that can combine to frustrate visitors to the Autumn City who need something from one or more of its inhabitants.

NOTABLE INHABITANTS The following notable inhabitants of Celduilon. The characters background stories have been reworked using the old Birthright product Player’s Secrets of Tour as inspiration and source.

King Palenthior, Warden of the Silver City of Celduilon King Palenthior is an old man, even for eladrin, and was once a wise and resourceful ruler. He was a fair man and dangerous in battle. King Palenthior’s regin began over three hundred years ago when he had been a promising and popular prince. Palenthior’s rule was powerful and proud until the time of the War of the Dead. Palenthior only had two daughters, Saffrenia and Vyrellis – no son, both of them grew up to be fair and beautiful. Saffrenia was raised as his heir and grew up to be both wise and goodhearted, while her sister grew dark hearted and envious of her station. The later something Palenthior never saw or choose to see, until it was to late, as he loved both his daughter with his whole heart. Vyrellis worked behind her fathers back and tried to mount a rebellion against him, but failed. Palenthior could not find it in his heart to punish his daughter, which later proved to be a big mistake. Vyrellis convince her father to send her as an envoy to negotiate peace with Karavakos, the ambitious tiefling wizard. Her wish was granted against the ruling of the council. King Palenthior was shamed and heart broken when he learnt that his daughter had betrayed

not only him, but also her own people in her ambition to grow her power. Many now speculate that it was his daughter’s betrayal that caused Palenthior’s declining health. Once robust and hardy, his health slowly degenerated until even his mental faculties began to fade. Now he is a shell of a man who is completely lucid and passive about a third of a time. The rest of the time he is conscious, but barely capable to taking the necessary actions or decisions for Celduilon. This fact has been used by Jelvistra to “control” the council through her influence and stop it from taking necessary actions against the growing fomorian threat or even assigning a new ruler over the Silver City.

Saffrenia Movrymm Saffrenia Movrymm has royal blood and is one of the oldest council members in Celduilon, only king Palenthior, her father can claim to be older and more experienced than she. She is the first-born sister having lived for over three hundred years. She possesses a keen mind that gives her insights that others need decades to develop. She is small of build but well muscled, and she usually wears her long silver hair free of ornament. Saffrenia saw humans for the first time when she was only a child. An embassy of humans from Moonstair, came to her father’s court to visit and to discuss various matters of state. Like most eladrin children, she had learned the history and legends, not only of the Feywild but also of the natural world. These tales had always delighted her, and she became fascinated with humans and their hectic and ambitious lives. While her sister lusted for power, Saffrenia lusted for knowledge.

was well beyond the age when most eladrin women had found a man and had children. So Saffrenia rebelled in her own way against her father and her duties. Thirty years ago, when Saffrenia learned that Spiremrul guilders were sending a trade mission to the distant barony of Therund, she disguised herself as a caravan scout and went along. The tales she had heard as a child, however, could not prepare her for what she experienced on her travels through the natural world. She discovered harsh lands were people fought against the darkness left after the fall of the Nerath Empire. Saffrenia was introduces to baron Perenon of Therund by Laemu Spiremrul who had found out about her true identity. She and baron Perenon became very close over the course of the next year. Their relationship was frown upon by the eladrin of Celduilon, her father hoping it was nothing more than a crazy affair. They were taken completely by surprise, therefore, when baron Perenon announced that Saffrenia had agreed to be his consort and were pregnant with their child. Many of the older eladrin were saddened by their princess decision, for they knew the heartache that inevitably follows when one of the immortal eladrin loves a human. Others were outraged that Saffrenia should risk her immortal bloodline of the house of Movrymm in a liaison with a human. House Tlathlyn was particularly vehement in its rejection of Saffrenia; it remains her principal enemy. Throughout the storm of reaction to her lover’s announcement, Saffrenia has maintained her calm. Together they raised their child, a baby boy they named Etheran. Three years later they announced that Saffrenia had agreed to become his consort. They married and tried to settle down in the barony of Therund.

But those needs she had to put aside and instead commit herself to rebuilding Celduilon after the War of the Dead. Centuries went past in service of her nation and later as part of the council. But inside Saffrenia was empty, she

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P1: ORCUS CONVERSION Saffrenia Movrymm

Level 13 Controller (Leader)

Medium fey humanoid

XP 800

HP 122; Bloodied 61 AC 27; Fortitude 23; Reflex 25; Will 27 Speed 6 Saving Throws +5 against charm effects STANDARD ACTIONS

Initiative +8 Perception +8 Low-Light Vision

m Staff (weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d6 + 9 damage, and the target is dazed (save ends). R Gust of the Frozen North (cold) * At-Will Attack: Ranged 10 (one creature); +16 vs. Fortitude Hit: 3d8 + 8 cold damage, and ongoing 5 cold damage (save ends). R Autumn's Lure (charm) * At-Will Attack: Ranged 10 (one creature); +16 vs. Will Hit: The target slides 5 squares. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: Saffrenia can teleport 5 squares. MINOR ACTIONS Healing Touch (healing) * Encounter Effect: With a touch, Saffrenia allows the target to spend a healing surge and regain an additional 2d6 hit points. Skills Arcana +14, Bluff +11, Diplomacy +11 Str 10 (+6) Dex 15 (+8) Wis 14 (+8) Con 10 (+6) Int 16 (+9) Cha 11 (+6) Alignment good Languages Common, Elven Equipment robes, staff implement

She misses her husband terribly, but for the sake of her son’s birthright she will not give in to despair. She knows there are forces working against Celduilon that wants to weaken the eladrin city of winter, enemies that believe they can scare her away from Celduilon. But she has sworn to

put her son, prince Etheran on the crystal throne of the Silver City, securing a strong ruler again, and that she will.

Jelvistra The fomorian dark master Musagzi who is working together with Skalmad has dispatched the lamia Jelvistra on a mission to the Silver City of Celduilon, charging her with corrupting and co-opting Celduilon’s ruling council. By controlling the city’s leadership, the fomorian hopes to weaken Celduilon, delaying or even stopping decisions in the council to take action against the growing threat of trolls and fomorians at Mross-Kagg. Jelvistra poses as an eladrin noble woman, having arrived more than five years back in Celduilon. To maintain her cover, she rents luxurious apartments in the city, though she spends most of her time influencing the right people in the city. Jelvistra has wasted no time getting close to four of Mithrendain’s seven councilors. The first to fall was Laemu Spiremrul who got very rich through Jelvistras trade contacts, which he never understood was coming from the fey Underdark and its fomorian master, not until it was to late. At that point Jelvistra arranged the murder of Laemu’s brother – the councilor Llytha Spremrul, arranging for it to look like princess Saffrenia Movrymm’s only son Etheran was behind it. Driven by revenge Laemu fell deeper into the tangle of Jelvistra’s plot, as he was selected new councilor after his brother. Dresyae Tlathlyn was the second to fall. He despised Saffrenia and her bastard son, and soon found an ally in Jelvistra that could help him clean out the Movrymm family and put Tlathlyn on the crystal throne again. They soon became lovers.

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P1: ORCUS CONVERSION The lonely Serriay Celshil, ill suited for her position in the council was the third to fall. Jelvistra got Dresyae and Laemu to support her and help her in her role, while she herself befriended the young woman. She soon considered Jelvistra a close friend giving her good advice on every subject, helping her fulfill her councilor role. However, over time Jelvistras support has turned more into requests, that Serriay fulfills, not wanting to risk their friendship. Jelvistra knew she would never be able to influence Vyndra Sysvani, she was to close to princess Saffrenia. Amon Bassiri, Lord Marshal of the Winter’s Watch was also a target with a network she did not want to wake, so she turned her charms towards Flaeorn, but his mercurial moods have so far thwarted her. She know she needs to get control over a fourth member in order to get control over the council – to achieve it maybe another councilor will have to die. However, the taint of corruption within the city’s leadership has aroused the suspicions of Councilor Saffrenia Movrymm. Her quiet investigation threatens Jelvistra’s plans, and the lamia is considering sending a force of assassins to end the councilor’s threat. Achieving two things with one blow, maybe even three? Maybe the old King Palenthior would die from grief if he lost his last daughter as well? Jelvistra, Lamia (J)

Level 12 Elite Controller (Leader)

Medium fey magical beast (shapechanger)

XP 1,400

HP 244; Bloodied 122 Initiative +8 AC 26; Fortitude 23; Reflex 22; Will 24 Perception +13 Speed 6, climb 6 Resist takes half damage from melee and ranged attacks; Vulnerability 10 to close and area attacks Saving Throws +2; Action Points 1 TRAITS

Any enemy that ends its turn in the aura takes 10 damage. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. STANDARD ACTIONS m Cursed Touch (healing) * At-Will Attack: Melee 1 (one creature); +15 vs. Fortitude Hit: 2d6 + 8 damage, and the target is dazed (save ends). In addition, the lamia regains a number of hit points equal to the amount of damage dealt. M Devouring Swarm * At-Will Attack: Melee 5 (one creature); +15 vs. Fortitude Hit: 3d8 + 12 damage. Sustain (minor): When the lamia sustains this power, the devouring swarm deals 3d8+12 damage to the target (no attack roll required). The target must be within this power's range for the lamia to sustain the power. C Pacifying Burst (psychic) * Recharge 5 6 Attack: Close burst 5 (creatures in burst); +15 vs. Will Hit: The target is stunned (save ends). MINOR ACTIONS Change Shape (polymorph) * At-Will Effect: Jelvistra can alter her physical form to appear as a Medium humanoid, usually an attractive human woman, until she uses change shape again or until she drops to 0 hit points. To assume a specific individual's form, Jelvistra must have seen that individual. Other creatures can make a DC 33 Insight check to discern that the form is a disguise. Skills Arcana +14, Bluff +16, Insight +13 Str 13 (+7) Dex 14 (+8) Wis 14 (+8) Con 18 (+10) Int 17 (+9) Cha 21 (+11) Alignment evil

Languages Common, Elven

Swarm’s Embrace * Aura 1

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Lord Marshal of the Winter’s Watch The commanding officer of the Winter’s Watch is a slender eladrin male named Amon Bassiri. Though little is known of his past (the same goes for all the Watchers), Amon holds the rank of Lord Marshal. He not only commands the Watchers but is also a member of the city’s ruling council. Like many of the city rulers, Amon lives in his apartments in the Citadel of Winter, and it is said that he spends his nights prowling the city—and keeping the secrets he finds from the city guard. Amon is a wiry male with ever-moving eyes, long black hair and pale skin; though he puts on an air of friendliness, his smile is oily and one could sense that the Lord Marshal is weighing every word being spoken carefully for any hint of treason. Amon Bassiri has devoted his life to defending Celduiolon from incursions. He has spent centuries tracking down and killing any who despoil the the city or its surrounding forests. To him the Silver City belongs to the eladrin, and only the Winter’s Watch can be trusted to protect the city from harm. Amon has little faith in humans and tieflings, as he sees them as guilty for the War of the Dead. It is in their nature to destroy and covet power. Treaties with them are worthless, as the outsiders do not honor their agreements. In Amon’s eyes all Moon Doors to the natural world should be sealed. Amon hates humans and tieflings, but he reserves his greatest hatred for the fomorian and their likes. He was chief war captain during the War of the Dead and saw the fomorian threat grow until their armies marched on Celduilon accompanied with Karavakos hordes. He trapped the riders in the valleys between Mross-Kagg and Celduilon and ambushed them from the high ground. He put entire legions to the sword. Amon constantly speaks out to council about the threat of the fomorian and the humans, but to deaf ears as nobody shares his fears.

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P1: ORCUS CONVERSION

Amon Bassiri

Level 17 Elite Lurker (Leader)

Medium fey humanoid (eladrin) HP 246; Bloodied 123 AC 31; Fortitude 27; Reflex 30; Will 27 Speed 6 Saving Throws +2; Action Points 1 TRAITS Combat Advantage

XP 3,200 Initiative +19 Perception +18 Low-Light Vision

Amon Bassiri deals 3d6 extra damage against any target granting combat advantage to him. STANDARD ACTIONS m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +22 vs. AC Hit: 4d6 + 11 damage. M Double Attack (weapon) * At-Will Effect: Amon Bassiri makes two dagger attacks. M Arcane Blade (weapon, varies) * Encounter Attack: Melee 1 (one creature); +20 vs. Reflex Hit: 6d6 + 17 damage; Amon Bassiri can choose to do normal damage with this attack, or have the attack deal cold, fire, lightning, or thunder damage instead. M Rush to Action (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +22 vs. AC Hit: 4d8 + 20 damage; Amon Bassiri can shift 2 squares both before and after making this attack. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: Amon Bassiri can teleport 5 squares. MINOR ACTIONS C No More Secrets * Encounter Effect: Close burst 10 (targets one creature); the target gains 10 vulnerability to cold, fire, lightning, or thunder (Amon’s choice) until the end of Amon’s next turn. Watch's Signet * Encounter

Effect: Amon Bassiri gains a +5 bonus to Stealth checks until the end of his next turn. Swift Watcher * At-Will 1/round Effect: One eladrin ally within 5 squares of Amon (and in his line of sight) can shift 2 squares as a free action. TRIGGERED ACTIONS Night's Embrace (illusion) * Recharge 5 6 Trigger: When hit or missed by a melee attack. Effect (Immediate Reaction): Amon Bassiri gains total concealment from the attacking creature until the end of the creature’s next turn. Amon can use this power even in the radius of a revelation sphere and this power does not end when Amon enters the radius of a revelation sphere. Skills Arcana +13, Bluff +15, History +13, Stealth +20, Thievery +20 Str 20 (+13) Dex 24 (+15) Wis 21 (+13) Con 15 (+10) Int 16 (+11) Cha 14 (+10) Alignment unaligned Languages Common, Elven Equipment watch's signet, leather armor, dagger

valuable ally to anyone visiting Celduilon, especially given the way humans, dwarves, and many other races are treated in the Silver City. Vyndra is an eladrin female in her later years whose beauty has not been diminished with the years. She wears her long blonde hair tied back at the nape of her neck, and she is extremely diplomatic even in the most troubling situations. Vyndra Sysvani

Level 8 Elite Artillery

Medium fey humanoid (eladrin) HP 139; Bloodied 70 AC 20; Fortitude 19; Reflex 21; Will 22 Speed 6 Saving Throws +2; Action Points 1 STANDARD ACTIONS

XP 800 Initiative +7 Perception +8 Low-Light Vision

m Dagger * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d4 + 7 damage. A Fire Burst (fire) * Encounter

Vyndra Sysvani Another prominent member of the city’s ruling council, Vyndra Sysvani is a female eladrin diplomat who has reputedly spent more time outside the Feywild than any other inhabitant of Celduilon. She therefore shares the views of Saffrenia in many ways, especially on openness to the outsiders of the natural world. They are both close personal friends. Vyndra stood by Saffrenia’s side when her only son Etheran was banished from Celduilon. Vyndra made a name for herself as a liaison between Celduilon and Moonstair, and other human cities outside the Feywild. After years abroad, Vyndra moved back to Celduilon to serve on the city’s ruling council, but she is still extremely knowledgeable about the world and its inhabitants. Vyndra is friendly to outsiders, and eager to hear news of the places she once visited. She can be a

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Attack: Area burst 2 within 20 (creatures in burst); +13 vs. Reflex Hit: 3d6 + 10 fire damage. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: Vyndra Sysvani can teleport 5 squares. TRIGGERED ACTIONS C Reactive Blast (arcane, fire) * At-Will Trigger: When targeted by a melee attack. Attack (Immediate Interrupt): Close blast 3 (creatures in blast); +13 vs. Reflex Hit: 2d6 + 9 fire damage. A Bloodied Burst (fire) * Recharge 6 Trigger: When first bloodied. Effect (Free): Vyndra Sysvani’s fire burst recharges, and she uses it. Skills Arcana +15, Diplomacy +14, History +15

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P1: ORCUS CONVERSION Str 11 (+4) Con 14 (+6)

Dex 16 (+7) Int 18 (+8)

Wis 19 (+8) Cha 20 (+9)

Alignment good

Languages Common, Draconic, Dwarven, Elven Equipment fine clothes, dagger

Serriay Celshil Serriay is a young eladrin who wants to be an effective leader on council but is ill suited to her position. She has a good heart but neither the leadership or administration skill needed for the position. Her father, Tareyak Celshil a member of the council during his lifetime, managed to persuade the council to take in his only heir and daughter. However, Serriay has a burning interest in architecture and arts, and contributes well when it comes to city planning. Jelvistra has managed to exert control over Serriay by feeding her suggestions for policy and protocol that Serriay has passed off as her own. Now indebted to Jelvistra, Serriay finds herself taking orders from her “friend.”

Dresyae Tlathlyn Dresyae Tlath comes from a very old and respected family line in Celduilon, the strong House of Tlathlyn. Dresyae used to be Palenthior’s most trusted companion for centuries. From the time they played together as children, they were nearly inseparable. They learned magic under the same teacher, studied the business of statecraft together, and fought side by side in the defense of Celduilon during the War of the Dead. When Palenthior ascended the crystal throne of the Silver City, it was only natural that his friend Dresyae Tlathlyn became his chief counselor and Lord Commander of the winter eladrin army. But since King Palenthior’s both daughters “betrayed” the eladrin, Vyrellis to the tiefling wizard Karavakos, and Saffrenia by marrying an “outsider” – a human. He has

turned against his former friend and become his worst antagonist in the council. Dresyae has high ambitions and sees himself as more worthy than anybody else in the council to lead Celduilon and replace the old king, an ambition that has been growing stronger by the years. He thinks king Palenthior, Warden of the Silver City of Celduilon, to be weak and old, not worthy of the office anymore. His daughter Saffrenia has betrayed her kindred and her bastard son is not worthy of the crystal throne. Dresyae was an easy target for Jelvistra’s seduction, nurturing his high ambitions. He is now Jelvistra’s secret lover, fully corrupted by the lamia and his own desire for power. Dresyae has made it his chief goal to remove Saffrenia from the council and Celduilon. He is tireless in his efforts to awaken opposition to her rule. He portrays her as a betrayer of the eladrin, bent on destroying the Silver City if her bastard son ever was put on the throne. Many listen to him. Not enough are yet in his camp to make him act, but soon, he insists, soon. He plans to use Jelvistra’s talents and contacts to marginalize the other councilors. He understand the Jelvistra represents the troll and fomorian army, but believe his army will easily take care of the threat. Once leading his army to victory, he will be a hero and well positioned to order both Saffrenia and the other council members into exile. Who is better to defend Celduilon than those who truly understand the culture and ancient traditions of the winter eladrin? Dresyae Tlathlyn (D)

Level 12 Soldier (Leader)

Medium fey humanoid

XP 700

HP 117; Bloodied 58 Initiative +14 AC 28; Fortitude 24; Reflex 26; Will 22 Perception +7 Speed 5 Low-Light Vision Saving Throws +5 to end charm, immobilize, restrained, or

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slowed conditions* TRAITS Feywild Tactics * Aura 5 Fey allies can score a critical hit on rolls of 19-20 while in the aura. STANDARD ACTIONS m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +17 vs. AC Hit: 3d8 + 7 damage. M Rage of the Wild (weapon) * Recharge 5 6 Attack: Close burst 1 (enemies in burst); +17 vs. AC Hit: 3d8 + 7 damage, and the target is knocked prone. MINOR ACTION R Feywild Challenge (radiant) * At-Will Effect: Close burst 5 (one enemy in the burst). Dresyae marks the target until the end of the encounter or until Dresyae uses this power again. While the enemy is marked by Dresyae, it takes 4 radiant damage whenever it ends its turn without attacking Dresyae. MOVE ACTIONS Fey Step (teleportation) * Encounter Effect: Dresyae teleports up to 5 squares. TRIGGERED ACTIONS Turn the Tide * At-Will Trigger: When an ally within 5 squares of Dresyae fails a saving throw. Effect (Immediate Interrupt): The ally makes a new saving throw, using the second result. Skills Athletics +15, Arcana +10, History +10, Nature +12 Str 18 (+10) Dex 22 (+12) Wis 13 (+7) Con 13 (+7) Int 14 (+8) Cha 16 (+9) Alignment evil Languages Common, Elven Equipment longsword, ring of freedom of movement*

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P1: ORCUS CONVERSION Laemu Spiremrul

Flaeorn Marnon

Councilor Laemu is a respectable eladrin sitting in the council as a representative of Celduilon’s trade and craft guilds. He replaced his younger brother Llytha Spremrul who was killed five years ago by Etheran Movrymm, the King Palenthior’s own grandchild.

The extravagant Flaeorn is given to bursts of unusual behavior. One day he might insist that purple is a foul color; the next, he orders his home painted in bright lilac hues. He is manic and random, and the people of Celduilon love him for it. Flaeorn gives grand gifts to even the lowest of the common folk, and his pavilion is always packed.

Laemu and the House of Spiremrul is since the crime of the bastard son of Saffrenia not supporting Palenthior but have instead joint forces with the House of Tlathlyn and Dresyae Tlathlyn who want to replace the king. Lameu is a fast talker and quick thinker; those who have dealt with him will swear that they have never seen him at a loss for words. He is known to be able to bargain for the best deals and still leave his trade partners feeling that they got the best end of the exchange. Laemu Spiremrul never walks away from a deal until he is completely satisfied. Laemu seeks only to advance himself by the collection of wealth and power. The Spiremrul family is among the most rich and influential family in Celduilon. Some misjudge his age and belive him to be senile and ineffective, not realizing that he has spent more than two-thirds of his life wheeling and dealing, and his mind is as sharp as ever. He was the first to fall to Jelvistra’s plots, he was tricked into lucrative dealings with Jelvistra’s “trade partners” and went along too far. Now he is in to deep to be able to pull out without risking his family name and reputation. When his brother was killed by prince Etheran he took his place in the council to cover up his dealings with Jelvistra, as well as seek revenge on the House of Movrymm. But he is starting to questions the true motives of Dresyae Tlathlyn and Jelvistra, as everything might not be as they have been portrayed. He is trying to convince himself that things are not as bad as they look.

Flaeorn is recognized as a fine leader by most, but his gregarious nature and colorful manners take many who meet him by surprise. Anyone who takes the time to observe him at work, however, will quickly recognize his talents. Flaeorn’s nature has a distinct purpose to the council. The winter eladrin has a streak of seriousness in them, especially in times of trouble were a dark mood might beset them, but Flaeron’s activities often serve as comic relief in too-tense meetings. In gatherings that deteriorate into doom and gloom, Flaeorn’s personality usually brings involved parties to their senses and to more accurate assessments of the facts. Flaeorn is singe and considered an eligible bachelor by the women of Celduilon. He is enjoying life to well for be too serious in any courtship. Jelvistra has repeatedly tried to corrupt Flaeorn, but his mercurial moods have so far thwarted her. However, he is only interest in culture and festivals and leaves all other dealings of the city in the ‘capable’ hands of Dresyae Tlathlyn, a fact that have so far played to Jelvistra’s favor.

Etheran Vel’Movrymm of Therund Etheran Vel’Movrymm is heir to the barony of Therund where his aging father still rules. His eladrin origin on his mothers side is seen as a blessing in Therund, while the same does not hold true in Celduilon, the winter eladrin city of his mother, were he is not welcomed.

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Etheran’s father Perenon of Therund became enamored with the eladrin princess Saffrenia of the ruling eladrin House of Movrymm. Etheran was born in Therund and came to Celduilon as a young boy to learn of his mother’s people. The councilor Dresyae Tlathlyn was enraged that the princess brought her half-breed into the Winter Citadel, but the old king Palenthior, Warden of the Silver City of Celduilon took a liking to him; he became his ward in Celduilon. He sent him to Gylvain Movrymm, and old historian to learn the path of the eladrin. He spent many years in study and training. Palenthior had meant for Etheran to become the heir to the crystal throne of Celduilon, as did his mother Saffrenia. But councilor Dresyae Tlathlyn recently put an end to those ambitions. Dresyae claimed that Etheran would try to steer Celduilon toward a more conciliatory stance towards humans and tieflings of the natural world, who just three hundred years ago had tried to invade the Feywild and concur Celduilon. So he engineered with the help of Jelvistra his banishment by falsely accusing him of the murder of Llytha Spremrul, the head of the eladrin trade delegation. Embarrassed by the incident but unwilling to accept that Etheran could have done such thing, despite the evidence presented against him, King Palenthior ordered him to leave Celduilon and the Feywild within a day. Etheran have spent the last five years in Therund, using his tactical skills to help his father ruling the barony and keeping the trolls at bay. But with the recent activities of the trolls indicating that something evil is brewing in the Trollhaunts, Etheran has secretly returned to Celduilon to seek advice from his grandfather, the king. The king sent him on a secret mission into the Trollhaunt, very few know about his mission, and both Etheran and the king prefers to keep it that way.

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P1: ORCUS CONVERSION Sharrin “The Crone” Sharrin is the high-priestess of the Raven Queen in Celduilon, or actually, the only priestess of the Daughter of Winter. Sharrin is old, old even in eladrin eyes. No one knows her real age, some even curse her for being a lich. What is known is that she served a key role in the War of the Dead. Karavakos had sent in hordes of undead and demons through Mross-Kagg, that poured down the valley of Mar-Kilean until they met the joint eladrin armies at Kadorhak – Stone’s End, where the invasion was brought to a halt. However the eladrin forces were heavily outnumbered and Karavakos kept on bringing through hordes of undead through the Feygate at Mross-Kagg. Sharrin was seen meeting the hordes of undead with the words of the Raven Queen, but even her magical powers could not overcome the invaders. Desperate to save her home and her people Sharrin called upon powers best left undisturbed. Through a grueling ordeal lasting several days, she summoned the power of shadow. Opening a rift to her goddess realm in the Shadowfell that she has since been unable to completely close. When the ritual was over, no creature was left alive in the vale and Mross-Kagg. Plants and animals alike were all dead, so was demons, elves and the undead hordes. There were no remains to even suggest that a battle had ever occurred, and no sound of any creature could be heard anywhere. Only Sharrin escaped this fate, but she was no longer the person she once was; the ritual had irrevocably changed her.

Since the battle, she has lived alone in the valley, now called Death’s Gate by the eladrin. She wanders the empty streets of abandoned viallages, climbing its hills and listening in vain for the sound of even a single bird. The eladrin view her with revulsion, and even the dark master’s of the fomorians are utterly terrified of her and her goddess. Sharrin want only for other to leave her alone. No animal will come near the valley; only the most foolhardy of people will attempt to enter this haunted place.

Sharrin, the Crone

Level 20 Elite Artillery (Leader)

Medium fey humanoid (eladrin)

XP 5,600

HP 292; Bloodied 146 Initiative +19 AC 32; Fortitude 32; Reflex 33; Will 31 Perception +15 Speed 6 Low-Light Vision Resist 10 cold, 10 necrotic Saving Throws +2 (+5 against charm effects); Action Points 1 TRAITS Raven's Blessing * Aura 3 An ally within the area gains resist necrotic 5 and a +1 bonus to attack rolls. STANDARD ACTIONS m Death's Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +25 vs. AC Hit: 3d6 + 11 damage, and the target gets vulnerable 5 cold or 5 necrotic until the end of Sharrin’s next turn. r Shadow Veil (cold, necrotic) * At-Will Attack: Ranged 10 (one creature); +25 vs. Fortitude Hit: 3d8 + 15 necrotic damage, and any enemy adjacent to the target takes 5 cold damage. C Chilling Defiance (cold, healing) * At-Will Effect: Close burst 3 (enemies in burst); automatic hit; the target takes 10 cold damage and is slowed until the end of Sharrin’s next turn. Sharrin regains 2 hit points for each enemy who takes damage from this power. MOVE ACTIONS Fey Charge (teleportation) * Encounter

From that day on the old crone has existed in both the Feywild and the Shadowfell. The forces she unleashed has turned her into a creature neither fully living, nor dead. Her hair is dull black, her eyes are dead white and her ash gray skin and angular features have made her fellow eladrin call her a lich or even ghost – neither true. She is a creature of the Raven Queen, having pledged her soul to the Daughter of Winter to save her people.

Effect: Sharrin can teleport 6 squares and make a melee basic attack. TRIGGERED ACTIONS Unkind Intervention (cold, necrotic) * Recharge 4 5 6 Trigger: When an enemy within 5 squares from Sharrin hits an ally of Sharrin. Effect (Immediate Reaction): The enemy must reroll the attack and use the second result. If the attack misses, the enemy takes 5 cold and necrotic damage.

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P1: ORCUS CONVERSION Furious Dismissal (teleportation) * At-Will Trigger: When an enemy enters an adjacent square. Effect (Immediate Interrupt): The triggering creature is teleported 5 squares and Sharrin or an ally makes a basic attack against the target. Skills Arcana +20, History +21, Intimidate +23, Nature +20, Religion +21 Str 12 (+11) Dex 29 (+19) Wis 20 (+15) Con 20 (+15) Int 22 (+16) Cha 27 (+18) Alignment unaligned Languages Common, Elven Equipment Death's Dagger, robes

Kagen the Blackknife A truly odd sight in Celduilon, Kagen the Blackknife is a drow innkeeper that runs one of the only genuine outsider-friendly inns in Celduilon, a place called the Waystop in the Old Battery. Kagen is well-known throughout the entire city as a smiling drow who tells some of the wildest stories. Though many eladrin regard him as an oddity—a drow that is not a bloodthirsty killer—few truly know him well enough to make much of a judgment. Kagen’s nickname, the Blackknife, comes from one of his incredible tales about a dagger he once owned that had a pitch-black blade that crumbled to ash when he came up to the surface. Few believe Kagen’s tales, and most see them as little more than fanciful stories designed to entertain his patrons and keep them in the inn for a little while longer. Despite his friendly exterior, Kagen keeps all his patrons at arm’s length at all times. He might seem friendly, but no one really knows about his past, and Kagen would like to keep it that way.

Kagen the Blackknife

Level 6 Elite Skirmisher

Medium fey humanoid (drow) HP 138; Bloodied 69 AC 20; Fortitude 17; Reflex 18; Will 16 Speed 6 STANDARD ACTIONS

XP 500 Initiative +9 Perception +5 Darkvision

m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage. r Hand Crossbow (weapon) * At-Will Attack: Ranged 10/20 (one creature); +9 vs. AC Hit: 2d6 + 7 damage. R Clear the Bar (weapon) * At-Will Effect: Kagen the Blackknife makes two hand crossbow attacks. MINOR ACTIONS C Cloud of Darkness (zone) * Encounter Effect: Close burst 1; the burst creates a zone of darkness that lasts until the end of Kagen the Blackknife’s next turn. This cloud blocks line of sight for all creatures except Kagen the Blackknife. Any creature (except Kagen the Blackknife) is blinded while it is entirely within the cloud. TRIGGERED ACTIONS R Deal with the Rabble (weapon) * At-Will Trigger: When missed by a melee attack. Effect (Immediate Reaction): Kagen the Blackknife can shift up to 2 squares and make a hand crossbow attack. Skills Bluff +9, Intimidate +11, Stealth +14 Str 16 (+6) Dex 19 (+7) Wis 15 (+5) Con 13 (+4) Int 11 (+3) Cha 12 (+4) Alignment unaligned Languages Common, Elven Equipment short sword, hand crossbow

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P1: ORCUS CONVERSION

XP ANALYSIS I have made a small analysis of the XP in the main adventure and the changes introduced in this conversion. For the PCs to remain at the proper level after completing P1, I would suggest you as a DM to reduce the XP handed

out during the adventure with -20%, i.e. multiply the Encounter XP with 0.80, if you are planning to use all the changes made. This will keep the balance in the adventure.

Main Adventure Encounters E1: The Messenge

Conversion Encounters Intro removed Hag of the Fens Meeting Etheran New E1: The Messengers Changed to Hook: Escorting Vyrellis Hook: Delivering the Orb Quickling Ambush Etheran's Fate

Level 11

XP 3 000

Progression 26 863

Hook: Aid the Baron

10

500

26 963

T1: Into the Trollhaunt T2: Lights in the Night W1: The Trollmaw W2: Marrowmaw Warrens W3: Marrowmaw Chief Lair W4: Mound of Skulls W5: Dragon's Den W6: Trall Pits I1: The Wrath of Skalmad W7: The Foundry W8: Grell Nest W9: Corkscrew Cave W10: Collecting Cave W11: Crowcage Cavern W12: Throne Cavern Hook: Commanding the Watch Hook: Restoring Confidence R1: Farmstead R2: Landing Raid R3: Airborne Assault R4: Wall Siege R5: Blightborn Invaders

10 11 11 11 12 12 11 12 13 12 13 12 13 13 14 10 9 10 11 11 13 12

2 500 3 000 3 000 3 050 3 500 3 700 3 000 3 600 4 000 3 500 4 050 3 600 4 000 4 400 5 400 500 400 2 700 3 000 3 000 4 400 3 600

27 463 28 063 28 663 29 273 29 973 30 713 31 313 32 033 32 833 33 533 34 343 35 063 35 863 36 743 37 823 37 923 38 003 38 543 39 143 39 743 40 623 41 343

C1: Cliffside Portal C2: Outpost

12 13

3 600 4 000

42 063 42 863

C3: Waterfall C4: Guardhouse

13 13

4 000 4 500

43 663 44 563

C5: Entrance Cavern C6: Cauldron Cavern Hook: Death of the Troll King Hook: Recover Sunwrath Hook: Destroy the Stone Cauldron

13 16 13 11 13

4 000 7 000 4 000 3 000 4 000 113 500

45 363 46 763 47 563 48 163 48 963

11th

For detailed XP breakdown, see below. Level 11 10 12 14 10 10 10 10

XP -3 000 2 500 3 500 4 700 -500 2 500 2 500 2 620

W7 Removed

12

-3 500

W9 Removed

12

-3 600

W11 Removed W12 Removed

13 14

-4 400 -5 400

New XP 0 2 000 2 800 3 760 0 0 2 000 2 096 2 000 2 400 2 400 2 440 2 800 2 960 2 400 2 880 3 200 0 3 240 0 3 200 0 0 400 320 2 160 0 2 400 3 580 2 880 0 2 800 2 240 3 360 4 240 3 200 2 880 3 200 3 600 2 800 5 040 3 200 5 600 3 200 2 400 3 200

12th

13th

-3 000 R4 Modifications

13

75

R6: Shipwreck R7: Hold the Wall The Council Celebrations Dresyae's Escape C1 Modifications

12 12 12 13 14

0 3 500 2 800 4 200 1 700

C2½: Corkscrew Track

12

3 600

C4.1: The Foundry C4.2: Throne Room

12 15

3 500 6 300

14th

20 595

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-20%

New Progression 25 751 26 151 11th 26 711 27 463 27 463 27 463 27 863 28 283 28 683 29 163 29 643 30 131 30 691 31 283 31 763 32 339 12th 32 979 32 979 33 627 33 627 34 267 34 267 34 267 34 347 34 411 34 843 34 843 35 323 36 039 36 615 36 615 37 175 37 623 38 295 39 143 13th 39 783 40 359 40 999 41 719 42 279 43 287 43 927 45 047 45 687 46 167 46 807

105 276

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P1: ORCUS CONVERSION

PLAYER’S HANDOUTS THE CRONE’S STORY Celduilon was founded many hundred years ago and is one of the oldest cities of the last eladrin empire. It was founded after the Midnight Wars against the ancient fomorian king Moran, the Eye of Ruin. The terrible fomorian king that had led his armies to the surface of the Feywild where they built the fortress Mross-Kagg, meaning “Stones of Pain” in the fomorian tongue. The vile rule of Moran spread over the surrounding land, to a point were all the eladrin kingdoms had to unit in order to face this common threat. Thereby forming the basis of what would be the start of the new eladrin empire. After a bloody battle between the eladrin armies and the fomorians, the surface forces pushed their enemies back into the fortress of MrossKagg. With the help of the most powerful eladrin wizards of the time, the eladrin unleashed terrible magic that shattered the fortress and the surrounding landscape for miles around. Unwilling to trust that the destroyed fortress of Mross-Kagg would stay empty from other fomorians, dreaming about rebuilding its power, the soldiers founded a fortress nearby, to guarantee that the eladrin would be aware of any attempts to rebuild it. At first, the fortress stood vigilant, overlooking the blasted landscape of Mross-Kagg, with soldiers patrolling the surroundings to make sure no fomorians would retake it. Over time, the vigilance of the eladrin guards and patrols grew ever weaker, to a point when many generations later, people questions the true threat of the old abandoned fortress. Soldiers brought their families to live in the fortress with them, and children were born in Celduilon with no knowledge of the original purpose of the fortress. Within a few decades, the small fortress was bursting with families, and these families built homes for themselves outside the

walls of the fortress. With no attacks on the fortress, and no attempts by the fomorians to retake the Mross-Kagg, the fortress became a village, then a town, and within a few more decades the sprawl had become a city. Years came and went, and the original generation of soldiers who founded the fortress moved on to the next life. As the centuries passed, the true purpose of the Citadel of Silver (as the original fortress came to be called) was forgotten by all but a handful of city leaders, who then passed the secret knowledge of the history of Mross-Kagg down to their successors. With no more threats from the fomorians (at least, no more than any other eladrin city), Celduilon flourished and prospered. Eventually, the influence of soldiers waned and scholars, artists, and artisans became the new lords of the city. As the silver towers of Celduilon grew ever taller, the militant history of the city faded into history.

eladrin kingdoms, and their combined armies was to much even for Vard and Karavakos to face. Vard was killed in battle at Kadorhak, his body vanishing in a sheet of orange flame. The forces of good cherished and focused on Karavakos and the remaining undead hordes. Yet again the cycle was repeated as the Mross-Kagg again fell into ruins. The eladrin empire turned its attention elsewhere and over time the threat of Mross-Kagg was yet again forgotten. With the decline and fall of the eladrin empire, not much remains of the armies of winter. Celduilon retains little that would suggest it was only three hundred years ago it almost faced destruction from the encroaching forces of trolls and fomorians. Soaring towers of gleaming crystal and shining silver reach for the clouds, and the streets of the city are filled with eladrin who have no idea that evil is yet again festering and growing in the fortress of Mross-Kagg.

So, it came as a big surprise to the eladrin when the troll king Vard, entered the heart of Mross-Kagg from a Feygate and found Moran’s Eye. With his new found power and insights he founded the kingdom of Vardar that grew in strength every day. In secret fomorians were gathering in Mross-Kagg again, inspired by the troll king with Moran’s Eye, who were nurturing their dream of a new fomorian and troll kingdom. When Celduilon finally acted on this new threat, it was far too late. They could not face Vard and his forces alone. Vard knew that and wanted to build his strength further, before meeting the eladrin on the battlefield. He was afraid that the eladrin kingdoms would yet again unit to face this new threat, as they had in the past. However, things changed when a powerful wizard named Karavakos suddenly arrived and promised an alliance. In spring the fomorian and troll forces joined the undead demonic hordes of Karavakos. They used the feygate of Mross-Kagg to enter into the Feywild and laid siege of Celduilon. However, as Vard had feared, the common threat of Vard and Karavakos had united the

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Dresyae Tlathlyn’s Letter

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Skalmad Coin In rellanic it reads: ”KINGDOM OF VARDAR” ”SKALMAD THE CONQUEROR”

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BATTLE MAPS

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Cloudwatch Inn Original work by unknown artist. I have just made some small changes to it.

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MONSTER UPDATES

Speed 0, fly 6 (hover; altitude limit 2) Resist insubstantial STANDARD ACTIONS

Low-Light Vision

3 Warren Trolls (T)

3 Chuuls (C)

Attack: Melee 2 (one creature); +13 vs. Reflex Hit: 2d6 + 11 radiant damage.

Level 10 Soldier

Large aberrant magical beast (aquatic)

XP 500

HP 109; Bloodied 54 AC 26; Fortitude 23; Reflex 20; Will 21 Speed 6, swim 6 TRAITS Aquatic

Initiative +10 Perception +9 Darkvision

M Spirit Drain (healing, psychic) * Encounter Requirment: Bloodied targets only. Attack: Melee 3 (one creature); +13 vs. Fortitude Hit: 2d8 + 9 psychic damage, the target is weakened (save ends), and the wisp regains 14 hit points. C Luring Glow * At-Will

The chuul can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Tentacle Net (poison) A creature hit by a chuul’s opportunity attack is immobilized until the end of the chuul’s next turn. STANDARD ACTIONS

Fey Light * At-Will

Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d6 + 6 damage, or 4d6 + 6 if the target is immobilized. M Double Attack (poison) * At-Will

Blink Out (teleportation) * At-Will

Effect: The chuul uses claw twice. If both attacks hit the same creature, the chuul makes a secondary attack against it. Secondary Attack: +13 vs. Fortitude Hit: The target is immobilized until the end of the chuul’s next turn.

Trigger: When missed by an attack. Effect (Immediate Interrupt): The will-o’-wisp teleports 5 squares and extinguishes its fey light.

Str 22 (+11) Con 21 (+10)

Dex 16 (+8) Int 4 (+2)

Alignment unaligned

Wis 18 (+9) Cha 14 (+7)

Skills Stealth +16 Str 4 (+2) Con 13 (+6) Alignment evil

Dex 22 (+11) Int 8 (+4)

Small fey magical beast HP 57; Bloodied 29 AC 22; Fortitude 19; Reflex 24; Will 22

Wis 12 (+6) Cha 18 (+9)

Languages Elven

Languages Deep Speech

3 Will-o’-Wisps (W)

XP 600

HP 120; Bloodied 60 AC 22; Fortitude 23; Reflex 20; Will 19 Speed 8 TRAITS

Initiative +9 Perception +13

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing)

Attack: Close burst 20 (one target in the burst); +13 vs. Will Hit: The target is pulled 3 squares and dazed (save ends). Special: Blind targets are immune FREE ACTIONS Effect: A will-o’-wisp can give off light as a torch or extinguish this light. Fey light must be on for the will-o’-wisp to make any attack. When darkened, the will-o’-wisp has concealment and can make a Stealth check to remain unnoticed. TRIGGERED ACTIONS

m Claw * At-Will

Level 11 Brute

Large natural humanoid

m Glimmer Wisp (radiant) * At-Will

T2: LIGHTS IN THE NIGHT

W1: THE TROLLMAW

Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll uses claw against it again. m Powerful Bite (poison) * Encounter Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save ends). Miss: Half damage, and ongoing 5 poison damage (save ends). Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Con 20 (+10) Int 5 (+2) Alignment chaotic evil

Wis 16 (+8) Cha 10 (+5)

Languages Common, Giant

Level 10 Lurker XP 500 Initiative +15 Perception +11

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P1: ORCUS CONVERSION 3 Marrowmaw Impalers (I)

Level 9 Artillery

Medium natural humanoid (reptile)

XP 400

HP 81; Bloodied 41 AC 24; Fortitude 24; Reflex 21; Will 20 Speed 5 TRAITS

Initiative +6 Perception +10 Darkvision

Troglodyte Stench * Aura 1 Living enemies in the aura take a -2 penalty to attack rolls. STANDARD ACTIONS m Spear (weapon) * At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 1d8 + 8 damage. m Claw * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d4 + 8 damage. r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +14 vs. AC Hit: 2d6 + 6 damage. R Impaling Shot (weapon) * Recharge 3 4 5 6 Requirements: Requires Javelin. Attack: Ranged 10 (one creature); +14 vs. AC Hit: 2d8 + 8 damage, and the troglodyte makes a secondary attack against the same target. Secondary Attack: +12 vs. Fortitude Hit: The target is restrained (save ends). Skills Athletics +13, Endurance +14 Str 19 (+8) Dex 14 (+6) Con 21 (+9) Int 7 (+2)

Wis 13 (+5) Cha 9 (+3)

Alignment chaotic evil Languages Common, Draconic Equipment spear, javelin x6

W2: MARROWMAW WARRENS 2 Nothic Stalkers (N)

Troglodyte Stench * Aura 1

Level 11 Skirmisher

Medium aberrant humanoid

XP 600

HP 115; Bloodied 58 Initiative +11 AC 25; Fortitude 23; Reflex 23; Will 21 Perception +7 Speed 6 Darkvision, Truesight 10 TRAITS

Living enemies in the aura take a -2 penalty to attack rolls. STANDARD ACTIONS m Greatclub (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 7 damage, and the target is marked until the end of the troglodyte mauler’s next turn.

Combat Advantage

m Claw * At-Will

When the nothic stalker has combat advantage, its melee attacks deal an extra 2d6 damage on a hit. STANDARD ACTIONS

Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d4 + 7 damage.

m Claw * At-Will

R Javelin (weapon) * At-Will

Attack: Melee 1 (one creature); +16 vs. AC Hit: 3d6 + 9 damage.

Attack: Ranged 10/20 (one creature); +13 vs. AC Hit: 2d6 + 5 damage. MINOR ACTIONS

C Dazing Gaze (necrotic) * At-Will

M Bite * At-Will (1/round)

Attack: Close blast 3; +14 vs. Reflex Hit: 2d8 + 5 necrotic damage, plus the target is dazed until the end of the nothic stalker’s next turn. The nothic stalker loses this power while blinded. TRIGGERED ACTIONS

Requirements: Requires combat advantage. Attack: +11 vs. Fortitude Hit: 2d6 + 5 damage, and until the end of the troglodyte mauler’s next turn, healing on the target restores only half the total amount.

Retaliate * Encounter

Skills Athletics +13, Endurance +13 Str 18 (+8) Dex 12 (+5) Con 18 (+8) Int 6 (+2)

Trigger: When hit by a melee or close attack. Effect (Immediate Reaction): The nothic shifts and makes a claw attack or a dazing gaze attack against the triggering attacker. Skills Stealth +14 Str 18 (+9) Con 19 (+9)

Dex 18 (+9) Int 8 (+4)

Alignment unaligned

Wis 14 (+7) Cha 9 (+4)

Medium natural humanoid (reptile) HP 90; Bloodied 45 AC 24; Fortitude 23; Reflex 20; Will 21 Speed 5 TRAITS

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Alignment chaotic evil Languages Draconic Equipment greatclub, javelin x2

Kasszt (K)

Level 9 Elite Controller (Leader)

Medium natural humanoid (reptile)

Languages Deep Speech

3 Marrowmaw Maulers (M)

Wis 15 (+6) Cha 8 (+3)

Level 8 Soldier XP 350 Initiative +6 Perception +6 Darkvision

HP 202; Bloodied 101 AC 23; Fortitude 21; Reflex 17; Will 20 Speed 5 Saving Throws +2; Action Points 1 TRAITS

XP 800 Initiative +5 Perception +13 Darkvision

Troglodyte Stench * Aura 1 Living enemies in the aura take a -2 penalty to attack rolls. STANDARD ACTIONS

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P1: ORCUS CONVERSION m Quarterstaff (weapon) * At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d8 + 7 damage. m Claw * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d4 + 7 damage. R Poison Ray (poison) * At-Will Attack: Ranged 10 (one creature); +12 vs. Fortitude Hit: 2d6 + 5 poison damage, and the target is weakened (save ends). R Double Ray (poison) * At-Will Effect: Kasszt makes two poison ray attacks. R Cavern Curse (necrotic) * Recharge 3 4 5 6 Attack: Ranged 5 (one creature); +12 vs. Fortitude Hit: The target takes 1d6 + 5 damage, plus ongoing 5 necrotic damage and is slowed (save ends both). C Chant of Renewal (healing) * Encounter Effect: Close burst 5; bloodied allies in the burst regain 15 hit points. MINOR ACTIONS C Tunnel Grace * Recharge 4 5 6 (1/round) Effect: Close burst 10; all allies in the burst gain +5 speed until the end of the troglodyte shaman’s next turn. Skills Dungeoneering +13, Endurance +14, Religion +9 Str 15 (+6) Dex 12 (+5) Wis 18 (+8) Con 21 (+9) Int 10 (+4) Cha 14 (+6) Alignment chaotic evil Languages Common, Draconic Equipment robes, skull mask, quarterstaff

W3: MARROWMAW CHIEF LAIR 6 Troglodyte Maulers (M)

Level 6 Soldier

Medium natural humanoid (reptile)

XP 250

HP 74; Bloodied 37 AC 22; Fortitude 21; Reflex 18; Will 19 Speed 5 TRAITS

Initiative +6 Perception +5 Darkvision

Living enemies in the aura take a -2 penalty to attack rolls. STANDARD ACTIONS m Greatclub (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage, and the target is marked until the end of the troglodyte mauler’s next turn. m Claw * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d4 + 7 damage.

M Bite * At-Will (1/round) Requirements: Requires combat advantage. Attack: +9 vs. Fortitude Hit: 1d6 + 7 damage, and until the end of the troglodyte mauler’s next turn, healing on the target restores only half the total amount. Wis 15 (+5) Cha 8 (+2)

m Claw * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d4 + 8 damage. r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +14 vs. AC Hit: 2d6 + 6 damage.

Skills Athletics +13, Endurance +14 Str 19 (+8) Dex 14 (+6) Con 21 (+9) Int 7 (+2)

Wis 13 (+5) Cha 9 (+3)

Alignment chaotic evil Languages Common, Draconic Equipment spear, javelin x6

Ssark, Battle Champion

Level 11 Elite Soldier (Leader)

Medium natural humanoid (reptile)

Alignment chaotic evil Languages Draconic Equipment greatclub, javelin x2

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Attack: Melee 1 (one creature); +14 vs. AC Hit: 1d8 + 8 damage.

Requirements: Requires Javelin. Attack: Ranged 10 (one creature); +14 vs. AC Hit: 2d8 + 8 damage, and the troglodyte makes a secondary attack against the same target. Secondary Attack: +12 vs. Fortitude Hit: The target is restrained (save ends).

Attack: Ranged 10/20 (one creature); +11 vs. AC Hit: 1d6 + 7 damage. MINOR ACTION

Medium natural humanoid (reptile)

Troglodyte Stench * Aura 1 Living enemies in the aura take a -2 penalty to attack rolls. STANDARD ACTIONS

R Impaling Shot (weapon) * Recharge 3 4 5 6

R Javelin (weapon) * At-Will

3 Marrowmaw Impalers (I)

Initiative +6 Perception +10 Darkvision

m Spear (weapon) * At-Will

Troglodyte Stench * Aura 1

Skills Athletics +12, Endurance +12 Str 18 (+7) Dex 12 (+4) Con 18 (+7) Int 6 (+1)

HP 81; Bloodied 41 AC 24; Fortitude 24; Reflex 21; Will 20 Speed 5 TRAITS

Level 9 Artillery XP 400

HP 230; Bloodied 115 AC 27; Fortitude 23; Reflex 19; Will 21 Speed 5 Saving Throws +2; Action Points 1 TRAITS

XP 1,200 Initiative +8 Perception +8 Darkvision

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P1: ORCUS CONVERSION Troglodyte Stench * Aura 1 Living enemies in the aura take a -2 penalty to attack rolls. Battle Champion Tactics The battle champion and its allies deal an extra 2d6 damage against enemies that the battle champion flanks. Battle Talent The battle champion scores critical hits on attack rolls of natural 19 and 20. Inspiring Assault Whenever the battle champion scores a critical hit, the battle champion and its allies within 5 squares of it regain 5 hit points. STANDARD ACTIONS m Greatclub (weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 3d6 + 9 damage, and the target is marked until the end of the troglodyte mauler’s next turn. R Double Attack (weapon) * At-Will Effect: Ssark makes two greatclub attacks.

Alignment unaligned

3 Blackfire Flameskulls (F)

Level 10 Artillery

Tiny natural animate (undead)

XP 500

HP 82; Bloodied 41 Initiative +7 AC 23; Fortitude 20; Reflex 25; Will 23 Perception +11 Speed 0, fly 10 (hover) Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant TRAITS Illumination

Attack: Ranged 10/20 (one creature); +16 vs. AC Hit: 2d6 + 7 damage. MINOR ACTIONS M Bite * At-Will (1/round) Requirements: Requires combat advantage. Attack: +14 vs. Fortitude Hit: 2d8 + 5 damage, and until the end of the troglodyte mauler’s next turn, healing on the target restores only half the total amount. Wis 17 (+8) Cha 9 (+4)

Alignment chaotic evil Languages Draconic Equipment greatclub, javelin x2

Level 11 Elite Brute

Large natural beast

XP 1,200

HP 276; Bloodied 138 AC 23; Fortitude 23; Reflex 20; Will 21 Speed 8 Saving Throws +2; Action Points 1 STANDARD ACTIONS

Initiative +8 Perception +9

m Claw * At-Will

Regeneration

Attack: The dire bear makes two claw attacks. If both claw attacks hit the same target, the dire bear makes a secondary attack against the target. Secondary Attack; +14 vs. AC Hit: The target is grabbed (until escape).

The flameskull regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the flameskull takes radiant damage, its regeneration does not function on its next turn. STANDARD ACTIONS

R Blackfire Ray (fire) * At-Will

R Javelin (weapon) * At-Will

Dire Bear (B)

Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 6 damage.

Attack: Melee 0 (one creature); +13 vs. AC Hit: 1d4 + 6 damage plus 1d8 fire damage.

Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d4 + 9 damage.

Languages Common, one other

The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.

m Fiery Bite (fire) * At-Will

m Claw * At-Will

Skills Athletics +15, Endurance +14 Str 20 (+10) Dex 13 (+6) Con 19 (+9) Int 7 (+3)

W4: MOUND OF SKULLS

M Maul * At-Will

M Ursine Crush * At-Will Effect: The cave bear deals 4d8 + 11 damage to a grabbed creature (no attack roll required). Str 23 (+11) Con 18 (+9)

Dex 16 (+8) Int 2 (+1)

Wis 18 (+9) Cha 16 (+8)

Attack: Ranged 10 (one creature); +15 vs. Reflex Hit: 2d8 + 9 fire damage, plus target is blinded (save ends).

Alignment unaligned

A Fireball (fire) * Encounter

Troll Vinespeaker (T)

Attack: Area burst 3 within 20 (creatures in burst); +15 vs. Reflex Hit: 3d8 + 9 fire damage. Miss: Half damage. The flameskull can exclude two allies from the effect. MINOR ACTIONS

HP 142; Bloodied 71 AC 28; Fortitude 26; Reflex 23; Will 21 Speed 8 TRAITS

Mage Hand (conjuration) * At-Will

Dex 16 (+8) Int 22 (+11)

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Level 14 Controller

Large natural humanoid

XP 1,000 Initiative +12 Perception +14

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn.

Effect: As the wizard power mage hand. Skills Stealth +12 Str 5 (+2) Con 16 (+8)

Languages —

Wis 14 (+7) Cha 20 (+10)

Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage

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P1: ORCUS CONVERSION reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +19 vs. AC Hit: 3d6 + 12 damage. R Ray of Thorns (implement) * At-Will Attack: Ranged 10 (one creature); +17 vs. Reflex Hit: 3d8 + 9 damage. C Chant of Power (healing, implement) * Encounter Effect: Close burst 5 (allies in burst); the target gains 10 temporary hit points and a +4 bonus to damage rolls while it has the temporary hit points. A Thorny Burst (implement, zone) * At-Will Attack: Area burst 1 within 10 (creatures on burst); +17 vs. Reflex Hit: 2d10 + 5 damage, and the target is immobilized (save ends). The burst creates a zone of thorns and brambles that lasts until the end of the encounter. The zone is difficult terrain, and each creature that enters the zone or starts its turn there takes 1d10 damage. TRIGGERED ACTIONS M Frenzied Strike * Encounter Trigger: When the troll vinespeaker's attack bloodies an enemy. Effect (Free): The vinespeaker makes a claw attack. Skills Athletics +16, Endurance +15 Str 18 (+11) Dex 20 (+12) Con 22 (+13) Int 16 (+10)

Wis 14 (+9) Cha 10 (+7)

Alignment chaotic evil Languages Common, Giant Equipment mantle of thorny vines, gnarled staff

W5: DRAGON’S DEN Gloomfang, Adult Black Dragon

Level 11 Solo Lurker

Large natural magical beast (aquatic, dragon) HP 432; Bloodied 216 AC 24; Fortitude 22; Reflex 24; Will 22 Speed 8 (swamp walk), fly 8, swim 8 Resist 10 acid Saving Throws +5; Action Points 2 TRAITS Acidic Blood (acid)

XP 3,000 Initiative +15 Perception +13 Darkvision

Whenever the dragon takes damage while it is bloodied, each creature adjacent to it takes 10 acid damage.

Hit: 3d8 + 5 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (save ends). Shroud of Gloom * Recharge 6 Effect: Close burst 5 (enemies in the burst). Each target gains vulnerable 10 acid and takes a -2 penalty to attack rolls until the end of the encounter. A character can use a standard action to attempt a DC 13 Heal check to end this effect on himself or herself or an adjacent ally. TRIGGERED ACTIONS M Tail Sweep * At-Will

The dragon can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.

Trigger: An enemy misses the dragon with a melee attack. Attack (Opportunity Action): Melee 3 (triggering enemy); +14 vs. Reflex Hit: 2d6 + 3 damage, and the target falls prone. In addition, each of the target's allies adjacent to the target takes 5 damage.

Instinctive Devouring

Bloodied Breath * Encounter

On an initiative of 10 + its initiative check, the dragon can use a free action to charge or to use bite. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it.

Aquatic

Action Recovery Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. STANDARD ACTIONS

Skills Nature +13, Stealth +21 Str 18 (+9) Dex 22 (+11) Con 12 (+6) Int 14 (+7) Alignment evil

Wis 16 (+8) Cha 12 (+6)

Languages Common, Draconic

m Bite (acid) * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 6 damage, and ongoing 10 acid damage (save ends). Miss: 10 acid damage. m Claw * At-Will Attack: Melee 2 (one or two creatures); +16 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature. Hit: 3d6 + 9 damage. C Breath Weapon (acid) * Recharge 5 6 Attack: Close blast 5 (enemies in the blast); +14 vs. Reflex

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3 Nothic Gazers (N)

3 Warren Trolls (T)

Level 11 Brute

Large natural humanoid

XP 600

HP 120; Bloodied 60 AC 22; Fortitude 23; Reflex 20; Will 19 Speed 8 TRAITS

Initiative +9 Perception +13

Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll uses claw against it again. m Powerful Bite (poison) * Encounter Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save ends). Miss: Half damage, and ongoing 5 poison damage (save ends). Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Con 20 (+10) Int 5 (+2) Alignment chaotic evil

Level 11 Artillery

Medium aberrant humanoid

XP 600

HP 91; Bloodied 46 Initiative +8 AC 23; Fortitude 24; Reflex 23; Will 21 Perception +6 Speed 6 Darkvision, Truesight 10 STANDARD ACTIONS m Claw * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d6 + 7 damage.

Languages Common, Giant

Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Claw * At-Will

R Rotting Gaze (necrotic) * At-Will Attack: Ranged 10 (one creature); +16 vs. Fortitude Hit: 2d10 + 8 necrotic damage, plus the target is slowed and takes a -2 penalty to attack rolls (save ends both). The nothic gazer loses this power while blinded. TRIGGERED ACTIONS

Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 7 damage. If the attack bloodies the target, the troll uses claw against it again. m Powerful Bite (poison) * Encounter

Retaliate * Encounter

Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d10 + 4 damage, and ongoing 10 poison damage (save ends). Miss: Half damage, and ongoing 5 poison damage (save ends).

Trigger: When hit by a melee or close attack. Effect (Immediate Reaction): The nothic shifts and makes a claw attack or a rotting gaze attack against the triggering attacker.

Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Con 20 (+10) Int 5 (+2)

Skills Stealth +13 Str 18 (+9) Con 19 (+9)

Dex 17 (+8) Int 8 (+4)

Alignment unaligned

Alignment chaotic evil

Wis 12 (+6) Cha 9 (+4)

Medium aberrant humanoid

INT 1: THE WRATH OF SKALMAD 3 Warren Trolls (T)

Level 11 Brute XP 600

HP 120; Bloodied 60 AC 22; Fortitude 23; Reflex 20; Will 19 Speed 8 TRAITS Regeneration

Initiative +9 Perception +13

The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn.

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Wis 16 (+8) Cha 10 (+5)

Languages Common, Giant

3 Nothic Gazers (N)

Languages Deep Speech

Large natural humanoid Wis 16 (+8) Cha 10 (+5)

Troll Healing (healing)

Level 11 Artillery XP 600

HP 91; Bloodied 46 Initiative +8 AC 23; Fortitude 24; Reflex 23; Will 21 Perception +6 Speed 6 Darkvision, Truesight 10 STANDARD ACTIONS m Claw * At-Will Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d6 + 7 damage. R Rotting Gaze (necrotic) * At-Will Attack: Ranged 10 (one creature); +16 vs. Fortitude Hit: 2d10 + 8 necrotic damage, plus the target is slowed and takes a -2 penalty to attack rolls (save ends both). The nothic gazer loses this power while blinded. TRIGGERED ACTIONS

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P1: ORCUS CONVERSION Hit: 13 damage, or 16 damage if the target is bloodied.

Retaliate * Encounter

C Toppling Swing * Recharge 4 5 6

Trigger: When hit by a melee or close attack. Effect (Immediate Reaction): The nothic shifts and makes a claw attack or a rotting gaze attack against the triggering attacker.

Requirements: Requires greataxe. Attack: Close blast 2 (creatures in blast); +18 vs. AC Hit: 3d6 + 12 damage, and the target is knocked prone.

Skills Stealth +13 Str 18 (+9) Con 19 (+9)

C Smoldering Eye (fire) * Encounter

Dex 17 (+8) Int 8 (+4)

Alignment unaligned

Wis 12 (+6) Cha 9 (+4)

Languages Deep Speech

Skalmad the Troll King

Level 13 Elite Soldier

Large natural humanoid HP 240; Bloodied 120 AC 29; Fortitude 25; Reflex 23; Will 22 Speed 8 Saving Throws +2; Action Points 1 TRAITS

XP 1,600 Initiative +12 Perception +8

Aura of Rage * Aura 5 Bloodied allies within the aura gain +2 to attack rolls. Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. STANDARD ACTIONS m Greataxe * At-Will Attack: Melee 2 (one creature); +18 vs. AC Hit: 3d6 + 10 damage. m Claw * At-Will Attack: Melee 2 (one creature); +18 vs. AC Hit: 2d10 + 5 damage.

Str 17 (+10) Con 14 (+9)

Dex 12 (+8) Int 7 (+5)

Wis 15 (+9) Cha 9 (+6)

Alignment evil Languages Common, Deep Speech Equipment greataxe

Attack: Close blast 5 (creatures in blast); +16 vs. Reflex Hit: 3d12 + 7 fire damage, plus ongoing 10 fire damage and a -2 penalty to attack rolls (save ends both). Skalmad takes 10 psychic damage when he uses this power. MINOR ACTIONS R Baleful Eye * At-Will Attack: Ranged sight (one creature); +16 vs. Will Hit: The target is slowed and cannot teleport (save ends both). The effect ends if Skalmad uses baleful eye on another target. TRIGGERED ACTIONS M Frenzied Strike * At-Will Trigger: When Skalmad's attack bloodies an enemy. Effect (Free): Skalmad makes a greataxe or claw attack.

2 Grimlock Berserkers (B)

Level 13 Brute

Medium natural humanoid

XP 800

HP 156; Bloodied 78 AC 25; Fortitude 27; Reflex 22; Will 23 Speed 6 Immune blinded, gaze effects TRAITS Grimlock Rage

Initiative +7 Perception +8 Blindsight 10

Whenever its attack bloodies an enemy, the grimlock gains 10 temporary hit points. STANDARD ACTIONS m Greataxe (weapon) * At-Will

Skills Athletics +19, Endurance +17, Intimidate +14 Str 26 (+14) Dex 19 (+10) Wis 14 (+8) Con 23 (+12) Int 11 (+6) Cha 17 (+9)

Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d12 + 13 damage, or 2d12 + 37 on a critical hit.

Alignment chaotic evil Languages Common, Giant Equipment greataxe, hide armor

Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d12 + 19 damage, or 2d12 + 43 damage on a critical hit.

M Power Attack (weapon) * At-Will

M Frenzied Attack (weapon) * At-Will Effect: The grimlock uses greataxe twice against a bloodied enemy.

W8: GRELL NEST 5 Grimlock Minions (M) Medium natural humanoid

Level 14 Minion XP 250

HP 1; a missed attack never damages a minion Initiative +8 AC 26; Fortitude 27; Reflex 25; Will 26 Perception +9 Speed 6 Blindsight 10 Immune blinded, gaze effects STANDARD ACTIONS

Skills Athletics +17 Str 22 (+12) Dex 12 (+7) Con 16 (+9) Int 7 (+4)

Wis 15 (+8) Cha 9 (+5)

Alignment evil Languages Common, Deep Speech Equipment greataxe

m Greataxe (weapon) * At-Will Attack: Melee 1 (one creature); +19 vs. AC

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P1: ORCUS CONVERSION Grell Philosopher (P)

Level 11 Elite Controller

Medium aberrant magical beast (blind)

XP 1,200

HP 224; Bloodied 112 AC 25; Fortitude 21; Reflex 24; Will 23 Speed 1 (clumsy), fly 6 (hover) Immune blinded, gaze; Resist 20 lightning Saving Throws +2; Action Points 1 STANDARD ACTIONS

Initiative +10 Perception +12 Blindsight 12

W10: COLLECTING CAVE 5 Marrowmaw Impalers (I)

Roper (R)

Level 9 Artillery

Medium natural humanoid (reptile)

XP 400

HP 81; Bloodied 41 AC 24; Fortitude 24; Reflex 21; Will 20 Speed 5 TRAITS

Initiative +6 Perception +10 Darkvision

Troglodyte Stench * Aura 1

m Tentacle Rake (poison) * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d8 + 6 damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both).

Living enemies in the aura take a -2 penalty to attack rolls. STANDARD ACTIONS

R Lightning Lance (lightning) * At-Will

Attack: Melee 1 (one creature); +14 vs. AC Hit: 1d8 + 8 damage.

Attack: Ranged 10 (one creature); +14 vs. Reflex Hit: 2d6 + 3 lightning damage, and the target is blinded (save ends). C Venomous Mind (psychic) * At-Will Attack: Close burst 3 (enemies in burst); +14 vs. Will Hit: 2d8 + 5 psychic damage, and when the target makes a melee attack, it must choose its target at random from all potential targets in range (save ends). A Psychic Storm (psychic, zone) * Recharge 6 Attack: Area burst 2 within 10 (creatures in burst); +14 vs. Will Hit: 3d8 + 3 psychic damage, and the target is dazed (save ends). Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that ends its turn in the zone is dazed until the end of its next turn. Skills Arcana +13, Stealth +20 Str 14 (+7) Dex 21 (+10) Con 16 (+8) Int 16 (+8) Alignment evil

Wis 14 (+7) Cha 13 (+6)

Languages Deep Speech

m Spear (weapon) * At-Will

HP 284; Bloodied 142 AC 28; Fortitude 28; Reflex 23; Will 25 Speed 2, climb 2 (spider climb) Saving Throws +2; Action Points 1 TRAITS Tentacle Release

XP 2,000 Initiative +8 Perception +10 Darkvision

Before a creature makes an attack roll against the roper, it can choose to target one of the roper's tentacles. The tentacles use the same defenses as the roper. If the attack hits, it does not deal damage or otherwise affect the roper, but one of the roper's grabs end (of the attacker's choice). Stony Body The roper can retract its tentacles and closes its eye and mouth to resemble a natural rock formation. While the roper is on a horizontal rock surface, a creature must succeed at a DC 30 Perception check to see through the roper's disguise. STANDARD ACTIONS

m Claw * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d4 + 8 damage. r Javelin (weapon) * At-Will Attack: Ranged 10/20 (one creature); +14 vs. AC Hit: 2d6 + 6 damage. R Impaling Shot (weapon) * Recharge 3 4 5 6 Requirements: Requires Javelin. Attack: Ranged 10 (one creature); +14 vs. AC Hit: 2d8 + 8 damage, and the troglodyte makes a secondary attack against the same target. Secondary Attack: +12 vs. Fortitude Hit: The target is restrained (save ends). Skills Athletics +13, Endurance +14 Str 19 (+8) Dex 14 (+6) Con 21 (+9) Int 7 (+2)

Level 14 Elite Controller

Large elemental magical beast (earth)

Wis 13 (+5) Cha 9 (+3)

Alignment chaotic evil Languages Common, Draconic Equipment spear, javelin x6

m Tentacle * At-Will Requirement: The roper must have fewer than two creatures grabbed. Attack: Melee 10 (one creature); +17 vs. Reflex Hit: 3d6 + 10 damage, and the roper grabs the target (escape DC 21). Until the grab ends, the target is weakened. M Double Attack * At-Will Effect: The roper uses tentacle twice. M Bite * At-Will Attack: Melee 1 (one creature grabbed by the roper), +19 vs. AC Hit: 4d12 + 16 damage. Miss: Half damage. MINOR ACTIONS M Reel * At-Will (1/round) Attack: Melee 10 (each creature grabbed by the roper); +19 vs. Fortitude Hit: The roper pulls the target up to 5 squares. Skills Stealth +13

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P1: ORCUS CONVERSION Str 19 (+11) Con 22 (+13) Alignment evil

Dex 12 (+8) Int 11 (+7)

Wis 16 (+10) Cha 9 (+6)

C2: OUTPOST Level 13 Solo Controller

Huge fey humanoid (giant) HP 520; Bloodied 260 AC 27; Fortitude 25; Reflex 22; Will 24 Speed 8 Resist 10 necrotic, 10 poison Saving Throws +5; Action Points 2 STANDARD ACTIONS

takes fire damage, its regeneration does not function on its next turn. STANDARD ACTIONS

R Evil Eye (illusion) * At-Will

Languages Primordial

Fomorian Dark Initiate (F)

occupied before teleporting. MINOR ACTIONS

XP 4,000 Initiative +7 Perception +13 Truesight 6

m Necrotic Staff (necrotic) * At-Will Attack: Melee 3 (one creature); +16 vs. Reflex Hit: 2d10 + 5 necrotic damage, and the target is pushed 1 square. A Black Flame (fire, necrotic) * At-Will Attack: Area burst 1 within 10 (creatures in burst); +16 vs. Reflex Hit: 4d8 + 8 fire and necrotic damage. C Mind Wrack (psychic) * At-Will Attack: Close blast 5 (creatures in blast); +16 vs. Will Hit: 3d6 + 10 psychic damage, and the target is dazed (save ends). C Double Spell * Recharge 4 5 6 Effect: The dark initiate makes a black flame attack and a mind wrack attack. MOVE ACTIONS C Dark Step (necrotic, teleportation) * Encounter Attack: Close burst 1 (creatures in burst); +16 vs. Fortitude Hit: 2d10 + 5 necrotic damage and the target is immobilized (save ends). The dark initiate teleports 10 squares, and can teleport creatures in the burst into a square the dark initiate

Attack: Ranged 5 (one creature); +16 vs. Will Hit: And the dark initiate is invisible to the target until the start of the dark initiate’s next turn. If the dark initiate uses this power against a new target, the previous target is no longer affected. TRIGGERED ACTIONS Bloodied Invisibility (illusion) * Encounter Trigger: When first bloodied. Effect (Immediate Reaction): The dark initiate teleports 10 squares and becomes invisible until the end of its next turn. Shadow Gaze (teleportation, necrotic) * At-Will Trigger: When damaged by an attack. Effect (Immediate Reaction): The triggering attacker is teleported 3 squares and takes ongoing 5 necrotic damage (save ends). Skills Insight +13, Stealth +12 Str 20 (+11) Dex 12 (+7) Wis 14 (+8) Con 18 (+10) Int 13 (+7)Cha 24 (+13) Alignment evil

Languages Common, Elven

C3: WATERFALL 2 Feymire Crocodiles (C)

Level 10 Elite Soldier

Huge fey beast (reptile)

XP 1,000

HP 216; Bloodied 108 AC 26; Fortitude 25; Reflex 21; Will 22 Speed 6, swim 8 Saving Throws +2; Action Points 1 TRAITS

Initiative +9 Perception +8 Low-Light Vision

m Bite * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d8 + 9 damage, plus the target is grabbed (until escape). The feymire crocodile cannot make bite attacks while grabbing a creature, but it can use clamping jaws. M Clamping Jaws * At-Will Attack: If a feymire crocodile begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature; +15 vs. AC Hit: 4d8 + 9 damage. Miss: Half damage. M Swallow * At-Will The feymire crocodile attempts to swallow a bloodied Medium or smaller creature it is grabbing; +13 vs. Fortitude Hit: On a hit, the target is swallowed and dazed and restrained (no save) and takes 10 damage on subsequent rounds at the start of the crocodile’s turn. The only attacks the swallowed target can make are basic attacks. If the feymire crocodile dies, any creature trapped in the gullet can escape as a move action, ending that action in a square formerly occupied by the crocodile. Skills Stealth +12 Str 22 (+11) Con 20 (+10)

Dex 15 (+7) Int 5 (+2)

Alignment unaligned

Wis 17 (+8) Cha 8 (+4)

Languages —

2 Quickling Zephyrs (Q) Small fey humanoid

Level 14 Lurker XP 1,000

Enemies treat the area within the aura as difficult terrain

HP 82; Bloodied 41 AC 30; Fortitude 26; Reflex 29; Will 23 Speed 12, climb 6 TRAITS

Regeneration

Combat Advantage

The feymire crocodile regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the feymire crocodile

With a successful melee attack, the zephyr deals 2d6 extra damage against any creature granting combat advantage to it,

Feymire * Aura 2

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Initiative +20 Perception +10 Low-Light Vision

131

P1: ORCUS CONVERSION and the creature is dazed (save ends).

Con 20 (+12)

Unstoppable

Alignment unaligned Languages Elven Equipment hide armor, heavy shield, battleaxe

The zephyr ignores difficult terrain and can move across any solid or liquid surface. STANDARD ACTIONS m Short Sword * At-Will

Blinding Speed (illusion) * Recharge 4 5 6 Effect: The zephyr moves up to 12 squares and becomes invisible until it attacks or until the end of its next turn. Skills Acrobatics +26, Bluff +13, Stealth +21 Str 12 (+8) Dex 28 (+16) Wis 17 (+10) Con 22 (+13) Int 16 (+10) Cha 12 (+8)

3 Cyclops Impalers (I)

Level 14 Artillery XP 1,000

HP 111; Bloodied 56 AC 28; Fortitude 28; Reflex 25; Will 26 Speed 8 TRAITS Truesight

Initiative +10 Perception +16

The cyclops can see invisible creatures and objects. STANDARD ACTIONS

R Impaling Volley (weapon) * Recharge 6 XP 250

HP 1; a missed attack never damages a minion Initiative +10 AC 26; Fortitude 28; Reflex 25; Will 25 Perception +15 Speed 6 STANDARD ACTIONS m Battleaxe (weapon) * At-Will Attack: Melee 2 (one creature); +19 vs. AC Hit: 14 damage. TRIGGERED ACTIONS M Evil Eye * At-Will Trigger: An enemy misses the cyclops with a melee attack. Effect (Immediate Reaction): The cyclops uses battleaxe against the triggering enemy.

XP 1,600 Initiative +14 Perception +15 Low-Light Vision

When a melee or a ranged attack hits the pack lord, if the player rolled an odd number on the attack roll, the attack misses. If the player rolled an even number on the attack roll, the attack hits as normal, and the beast loses this trait until the start of its next turn. The displacer beast packlord ignores difficult terrain and speed penalties for squeezing.

Attack: Ranged 10/20 (one creature); +19 vs. AC Hit: 2d12 + 9 damage.

Large fey humanoid

HP 258; Bloodied 129 AC 27; Fortitude 25; Reflex 26; Will 24 Speed 12 Saving Throws +2; Action Points 1 TRAITS Displacement (illusion)

Nimble Stride

R Spear (weapon) * At-Will

Level 14 Minion Brute

Level 13 Elite Skirmisher

Huge fey magical beast

Attack: Melee 2 (one creature); +19 vs. AC Hit: 2d12 + 4 damage.

C4: GUARDHOUSE

Dex 16 (+10)

Displacer Beast Packlord (D)

m Spear (weapon) * At-Will

Alignment evil Languages Elven Equipment short sword

Str 22 (+13)

C5: ENTRANCE CAVERN

Cha 11 (+7)

Large fey humanoid

Attack: Melee 1 (one creature); +19 vs. AC Hit: 1d6 + 9 damage. MOVE ACTIONS

6 Cyclops Guards (G)

Int 11 (+7)

Attack: Ranged 10 (one creature); +19 vs. AC Hit: 3d12 + 7 damage, and ongoing 5 damage (save ends). Miss: Half damage. MINOR ACTIONS

Threatening Reach The displacer beast packlord can make opportunity attacks against enemies within 3 squares of it. STANDARD ACTIONS m Tentacle * At-Will Attack: Melee 3 (one creature); +18 vs. AC Hit: 3d8 + 7 damage.

R Evil Eye * At-Will

M Bite * At-Will

Effect: Ranged sight; the cyclops impaler gains a +2 bonus to ranged attacks made against the target. It can designate only one target with its evil eye at a time.

Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d12 + 10 damage. M Cunning Blitz * At-Will

Skills Athletics +18 Str 23 (+13) Dex 16 (+10) Con 21 (+12) Int 10 (+7)

Effect: The pack lord shifts up to half its speed. At any point during that movement, it uses tentacle once, or two times against different creatures.

Wis 19 (+11) Cha 12 (+8)

Alignment unaligned Languages Elven Equipment leather armor, spear x12

Wis 17 (+10)

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C Clear the Path * Recharge when first bloodied Attack: Close burst 3 (enemies in the burst); +16 vs. Reflex Hit: 2d6 + 7 damage, and the pack lord slides the target up to 3 squares. Miss: Half damage, and the pack lord can slide the target 1

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P1: ORCUS CONVERSION square. TRIGGERED ACTIONS

Ghost Troll Devourer

Superior Shifting Tactics * At-Will

HP 109; Bloodied 54 AC 27; Fortitude 27; Reflex 24; Will 23 Speed fly 7 (hover); phasing Immune disease, poison TRAITS Insubstantial

Trigger: An attack misses the pack lord. Effect (Free Action): The pack lord shifts 1 square. Before or after the movement, it uses tentacle. Skills Stealth +17 Str 24 (+13) Con 17 (+9)

Level 13 Lurker

Large shadow humanoid

Dex 23 (+12) Int 10 (+6)

Alignment unaligned

Wis 18 (+10) Cha 12 (+7)

Languages —

2 Ghost Troll Renders

Level 13 Brute

Large shadow humanoid (undead)

XP 800

HP 161; Bloodied 80 AC 25; Fortitude 27; Reflex 24; Will 23 Speed fly 7 (hover); phasing Immune disease, poison TRAITS Insubstantial

Initiative +10 Perception +14

XP 800 Initiative +14 Perception +14

The ghost troll takes half damage from all attacks, except those that deal force damage. When it takes acid, fire, or radiant damage, it loses this trait until the start of its next turn. STANDARD ACTIONS m Spirit Bite (necrotic) * At-Will Attack: Melee 2 (one creature); +16 vs. Fortitude Hit: 3d10 + 5 damage, and ongoing 5 necrotic damage (save ends). M Entrapping Jaws * Recharge 5 6

The ghost troll takes half damage from all attacks, except those that deal force damage. When it takes acid, fire, or radiant damage, it loses this trait until the start of its next turn. STANDARD ACTIONS

Attack: Melee 1 (one creature); +18 vs. AC Hit: 4d6 + 12 damage, plus the target is restrained (save ends) and the ghost troll devourer gains +2 to all defenses. The restrained condition and defense bonus end automatically when the ghost troll is no longer adjacent to the target. TRIGGERED ACTIONS

m Spirit Claw * At-Will

Frenzied Jaws * At-Will

Attack: Melee 2 (one creature); +16 vs. Reflex Hit: 3d10 + 10 damage. M Terror Strike (psychic) * Recharges if the power misses Attack: Melee 2 (one bloodied creature); +16 vs. Will Hit: 5d6 + 12 psychic damage, and the target is slowed (save ends). First Failed Saving Throw: The target is knocked unconscious instead of slowed (save ends). If the target takes damage, the effect also ends. Str 24 (+13) Con 21 (+11)

Dex 18 (+10) Int 5 (+3)

Alignment chaotic evil

Trigger: When the ghost troll's attack bloodied an enemy. Effect (Free): The ghost troll recharges entrapping jaws. Str 20 (+11) Con 25 (+13)

Dex 18 (+10) Int 5 (+3)

Alignment chaotic evil

Wis 16 (+9) Cha 11 (+6)

Languages Giant

Wis 16 (+9) Cha 11 (+6)

Languages Giant

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