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CREDITS

I N T R O D U C T I O '
Design
B r u c e R . Cordel l a n d Chri s S i m s

Powerful entitie s threaten reality's foundation as they


Editing
M . A l e x a n d e r J u r k a t
seek to usur p th e Raven Queen' s position . To prevent thi s

cosmic coup, adventurer s must enter th e Shadowfell's


Development an d Managin g Editin g
timeless core, wher e all thing s fin d their end .
Bil l Slavicse k

Death's Reach is a DUNGEON S & DRAGONS adventure


D & D Desig n Manage r
for character s o f 21s t to 23r d level . You nee d the Player's
J a m e s W y a t t
Handbook", Monster Manual, an d th e Dungeon Master's

Guide to play . D&D Dungeon Tiles an d D & D Miniatures


D & D Developmen t Manage r
A n d y Collin s
can enhanc e your play experience .

D & D Creativ e Manage r


Christophe r P e r k i n s
BACKGROUND

Ar t Directo r
Whil e th e Shadowfell present s a dark ech o o f th e world,

K a t e I r w i n , R y a n Sansave r
significant variation s exist betwee n th e two . On e o f th e

more terribl e difference s exist s at th e shadow plane's


Graphic Designer s

fabled core, a place calle d Death' s Reach . Onc e a place o f


So e M u r a y a m a , E m i Tanj i

purity, Death' s Reac h is now th e spiritual nadir o f exis-


Cove r Illustratio n
tence . Befor e th e rise o f th e Raven Queen, befor e th e
Stev e A r g y l e

founding o f Pluton (where Nerull onc e trappe d th e dead),

Interior Illustration s
departed souls simply move d on to a place beyon d all reck-
D a v e Allsop , W a r r e n M a h y , Le e Moyer , Matia s Tapia ,
oning. On e o f th e doorways they use d was Death' s Reach .
Eric L . W i l l i a m s , B e n W o o t t e n

W h e n th e primordial s first crafte d th e world, they ha d

Maps an d Diagram s
little regar d for th e fate o f souls . Still, some amon g the m
J a s o n A . Engle , B r e a n n e Mille r
recognize d life force as a potent power an d hungere d for

it. Thes e entitie s arrive d in Death' s Reac h an d shut th e


Publishing Productio n Specialis t
Angelik a Lokot z
doorway. Soul s continue d to b e drawn to th e Shadowfell's

core . Wit h nowher e to go, they were either consume d by


Prepress Manage r
Jefferso n D u n l a p
insatiable primordial s or, findin g n o furthe r path or final

purpose, simply dissipated .


Imaging Technicia n
Durin g th e Daw n War , when primordial s an d gods
A s h l e y B r o c k

battle d over th e world an d existence, deitie s descende d on

Production Manage r
Death's Reac h to weaken their primordia l enemies . They
Cynd a C a l l a w a y
established a beachheadNerull' s Gatethrough which

they coul d attack with masse d armies . Th e battl e was

D U N G E O N S & D R A G O N S , D & D , d20 , d2 0 System , W I Z A R D


S O F TH E lengthy an d vicious, but th e deities triumphe d in th e end .

COAST , Player's Handbook, Dungeon Master's Guide , Monste r Manual,


Still, they wer e unabl e to cleans e Death' s Reac h o f its taint .
all othe r Wizard s of th e Coas t produc t names , an d thei r respectiv e

So they seale d th e core an d devise d other fates for souls .


logos ar e trademark s of Wizard s of th e Coas t LL C i n th e U.S.A .
and othe r countries . Al l Wizard s character s an d th e distinctiv e
Given its inaccessibility, th e gods foun d Death' s Reac h
likenesses thereo f ar e property of Wizard s of th e Coas t LLC . Thi s
the ideal place to hurl th e troublesom e detritu s o f th e ages .
material is protecte d unde r th e copyright law s of th e Unite d State s
of America . Any reproductio n o r unauthorize d use of th e materia l
They use d it to store dangerou s enemie s an d artifacts .

or artwor k containe d herei n is prohibite d withou t th e expres s


Such transfer s require d elaborate an d powerful rituals,
writte n permissio n of Wizard s of th e Coas t LLC . Thi s produc t is
but, in th e right circumstances, th e gods felt such effort s
a wor k of fiction . An y similarity t o actua l people , organizations ,
places, o r event s include d herei n is purely coincidental . Printe d i n
were necessary . Over time, disposal or internmen t in
th e U.S.A . 200 9 Wizard s of th e Coas t LL C
Death's Reac h fell into disfavor . Despite bein g nearly for-

gotten, th e Shadowfell's cor e yet endures .


620-23967740-002 E N
9 8 7 6 5 4 3 2 1
Death's Reac h is a graveyar d o f dea d warrior s an d

First Printing : Apri l 200 9


damaged weapon s hailin g fro m th e Daw n Wa r an d other
ISBN : 978-0-7869-5102-4
prehistoric events . At th e close of th e Dawn War , powerful
Visit ou r websit e at www.wizards.com/dn d

entities, includin g th e primordia l Timesu s th e Black Star,

were relegate d to thi s barre n place, wher e they ar e hel d in

stasis by th e location's spiritual undertow .

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Divine safeguards, put in place by ancien t deities, long


Following thei r divine patron's direction, th e adventur-

served to prevent entry into Death' s Reach . But th e hidden


ers fin d an d explore th e Reliquary o f Timesus, th e place

doors have not proven invulnerable . Orcus' s minion s


where th e interloper s ar e makin g their greatest discover-

have foun d a way into Death' s Reach . Now narrow pas-


ies . Th e Reliquary, a necropoli s complex that contain s

sages allow defiler s to enter an d a dribble o f power to b e


many surprises, is th e prison o f the primordia l known
accessed . Thi s meddlin g ha s create d a soulfall : a handfu l
as th e Black Star . Timesu s was imprisone d in Death' s
of souls tha t shoul d go to th e Raven Quee n now fin d their
Reach w i t h hi s terribl e b l a c k s t a r h o s t . I n a n a n c i
e n t lai r
way to Death' s Reac h instead .
of death an d incarceration, amon g many ancien t horrors,
Although th e Raven Queen know s Orcu s is behin d
the adventurer s must defeat Orcus' s greatest worldly ser-
this evil, she doe s not know wh o hi s followers are, their
vant, th e self-proclaime d exarc h Elder Arantham . Th e
number, or their exac t plans . No deity, primordial,
adventurers ca n find a measur e o f victory by vanquishin g
demon lord, or exarc h ca n enter Death' s Reach, as they
Arantham . However, th e triumph is darkene d by th e dis-
are blocke d by a divine ban that, over time, ha s com e
covery that Timesu s is n o longer imprisone d here .

to possess th e weight o f cosmi c law . Yet, th e continu-

ing soulfall make s it clea r that outsiders have arrive d in

the Shadowfell's core . Thes e interloper s ar e disinterrin g


HOW T O US E THI S ADVENTUR E

relics-ancien t weapon s perhaps, but als o th e remain s o f


Death's Reach, an epic tier adventur e for th e DUNGEONS &

primeval warrior s o f unknow n strength an d power . Th e


DRAGONS Roleplaying Game, consists of four parts . It take s

Raven Queen believe s an army is bein g gathere d against


a group of five player character s (PCs) from 21s t t o 23r d

heran army compose d o f Dawn Wa r soldiers rouse d


level. You can use this adventur e as th e start of a series of

from a sleep as old as th e beginnin g o f time .


epic tier adventures, as a continuation of th e adventure s

detailed in H1-H 3 and P1-P3 , or as a stand-alone adven-

ADVENTURE SYNOPSI S
ture in your own campaign .

The tw o booklets included in this adventur e ar e for th e


Thi s adventure ha s four distinct parts, with various side

Dungeon Master (DM). If you're planning t o experienc e th e


treks an d restin g points scattere d throughout . Th e four

adventure as a player, stop reading now.


parts ar e Zvomarana, Citadel o f th e Raven Queen, Death' s

Death's Reach contains thes e components :


Reach, an d th e Reliquary o f Timesus .

After a mysterious attack an d summons, th e adven-


turers must seek out Letherna, th e Real m o f th e Raven
1. Adventure Book One (this booklet) provides th e Dun-

geon Master ( D M ) with an overview of th e adventure . This


Queen . They enter Lethern a through Zvomarana, the

includes descriptions of th e four adventur e areas-Zvoma -


Temple o f Temples, wher e powerful servant s o f th e Raven
rana, Citadel of th e Raven Queen, Death' s Reach, and th e
Queen dwell . Th e adventurer s arrive to fin d terribl e forces

Reliquary of Timesus, This booklet also provides illustra-


laying siege to th e temple groundsthe spiritual tests they
would have undertaken becom e a serie s o f brutal battle s
tions of key locations and adversaries for th e D M t o show

t o th e players, descriptions of several new monsters, an d


against Orcus' s elite .

new magic items .


If th e character s brea k th e siege, they have th e

opportunity to speak with th e Raven Quee n amon g th e

2 . Adventure Book Two contain s th e bulk of th e adventure,


sky-piercing icy mountain s o f Letherna, wher e souls o f th e

including many possible encounter s within th e four adven-


world's dea d congregate to learn their fates .

ture area s describe d in Adventure Book One.


Th e Raven Quee n provides a metho d for th e adventur-

ers to travel into Death' s Reach . A soul gate is one o f th e

3 . A poster ma p depicting tw o of th e adventure's most


few passages to that dark place left open by th e gods . I f

important encounter areas, rendere d in a scale that allows


the adventurer s manag e to traverse thi s perilou s route not

you t o place your D&D Miniatures directly on th e map .


meant to b e use d by living creatures, they arrive in a vast

crater fille d with th e debri s o f th e Dawn War . Charge d


with findin g an d stopping th e intruder s that have invaded
4 . A folder t o hold th e booklets and th e poster map .

this place, th e adventurer s must mak e their way through


a blaste d landscap e punctuate d by horrifyin g undead,
Getting Starte d

war monsters, relic s o f an earlier age, mighty servant s o f


Begin th e adventur e by providing your players with on e

Orcus, an d secretive servant s o f anothe r power who ha s


or mor e hooks from "Adventure Hooks " (page 4), and

an interest in thi s conflictVecna . Upon reachin g Nerull's


then procee d t o Encounter A1 : Deat h Calls on page 8 of

Gate an d liberatin g it from its guardians, th e adventurer s


this book.

summon th e Raven Queen' s aspec t to point the m further


along thei r way. It is then they discover that they have
roused th e wrath o f Orcus !

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A D V E N T U R E H O O K S
hasn't been seen for months. A one-eyed stranger whispered this

secret while we drained tankards at the Broken Sword. Word is,

Mauglurien is leading a force against Zvomarana, the Raven

Queens holiest temple.' The Raven Queen or her exarchs would


Thi s section provides a serie s o f adventure hook s that you

give much to learn about this plot. Of everyone I deal with, I


can use to involve th e player character s in th e events that

believe you can best work this news to your advantage. Perhaps
are about to unfold . Th e mino r quest s ar e tie d to epic des-

you can even procure a favor from Fate herself."


tinies, an d one or mor e o f the m ca n b e distribute d amon g

the characters . I f a characte r ha s an epic destiny other

Th e P C wh o receive s thi s messag e ca n begin to investigate


than th e ones presente d below, use thes e to mode l a new

this rumor, with th e hel p o f th e other PC s (see page 6) .


hook mor e in keepin g with th e specifi c epic destiny .

Minor Quest : 3 , 2 0 0 X P (mino r quest) for bringin g

whatever th e characte r discover s o f thi s plot to th e Raven


HOOK;

Queen an d successfully bargainin g for a favor in return .

STUDIE S OE THE ARCHMAG E


Provide a characte r with th e Archmag e epic destiny th e
HOOK :
following quest, playing it out as th e characte r perform s a
ASCENSION O F A DEMIGO D

ritual .

Provide a characte r with th e Demigo d epi c dmii w th e

instead of the result you expected, as the ritual is completed


the

take an extende d rest .


image of a cloaked humanoid standing in a pile of broken
skulls

appears before you. In a cracked voice reverberating with


veiled

As sleep closes in on you, you suddenly become aware ofa prev


power, the figure speaks:

ence. Sitting besideyou is afigmn mithgbrwmggnUcnflesh


"Pay heed, mortal. I sense great potential inyou. It would

a divine aura that you know you will someday share, ft takes a
please me to witness such potential come to fruition, so mark
my
words well.
moment, and then you realize mat mis divine visitor looks just

like you. The visitor smiles at your realization and says:


"A secret place exists that contains relics of primordial vin-

"You might one day achieve what I represent but your des-
tage. This place has been walled away from creation since the

tiny is by no means certain. Challenges he before you, some of


elder gods willed it so, but its walls have been breached. Even

which may seem, at first glance, beyond your power and skill to
now, fell creatures loot this ancient trove of its treasures. If
you

deal with. Perhaps you will succeed, perhaps not. Either way, one
would secure any of its wonders before they are all carted away

task is surely set before you, a deed aU who seek godhood must
to serve an abyssal master, seek the Raven Queen in Letherna.

do. You must petition the Raven Queen to acknowledge your des-
Claim for yourself and yours a relic of the dawn time, see a

tiny and relinquish her claim on the ultimate disposition of your


place lost since the first days, and move closer to unlocking the

soul. Seek out the Raven Queen at Zvomarana, the Temple of


secrets of reality. In doing so, you help many besides
yourself..,

Temples."
including me."

A P C wh o receive s thi s vision know s that it is true, an d


Thi s arcan e vision is sent directly by Vecna, though th e

that it come s from a bein g that transcend s timea bein g


god is able to cover hi s track s well enough that determin-

the characte r might soon become . Th e characte r shoul d


ing its origin is impossible . Th e P C recognize s tha t th e

begin to seek knowledge about Letherna, th e Raven


message wasn't unlik e a Sendin g ritual, though vastly

Queen's dominion, an d th e Temple o f Temples, befor e th e


more powerful, an d vastly mor e significant .

adventure begins .
Quest X P : 3 , 2 0 0 X P (minor quest) for travelin g to

Death's Reac h an d claimin g any artifact within .

HOOK.- A DEADL Y
TRICKSTER'S REWAR D
hooks while th e adventurer s ar e still in th e paragon tier.

Such revelations stres s th e fact that as eac h character


Provide a characte r with th e Deadly Trickster epic destiny

the following quest, playing it out as th e characte r wander s


resonate with tha t fate . You might ask th e players t o choos e

around any settlement .


a destiny earlier than level 2 1 to facilitate this pir>vii:w .

At mid-paragon tier, th e adventurers might begin t o


One of your many contacts approaches you and nonchalantly
have dream s an d visions o f th e icy peak s o f Letherna, th e

offers the following tale:


burned-out crater o f Death' s Reach, an d th e skull o f Orcus' s

"As sly fingered and silver-tongued as you are, I'm


surprised wand . A characte r likely t o choos e th e Archmag e
destiny

you didn't already know this. Something big is going down. Mau-
might se e an old, one-eye d beggar ranting abou t a plac e

glurien the Black Dragon, dwarven leader of the Ebon Riders


that later can b e recognize d a s Death' s Reach .

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Minor Quest : 3 . 2 0 0 X P (minor quest) for travelin g to


The P C can investigate th e visions . Certai n rituals, such as

Letherna an d convincin g th e Raven Queen to relinquish


Consult Oracle, ar e effective, as is findin g a sage to explain

her power over th e potential Demigod' s soul .


the drea m symbol s (see page 6) .
Minor Quest : 3 , 2 0 0 X P (minor quest) i f th e PC s

HOOK :
successfully discover th e meanin g o f th e drea m an d its dis-

turbing symbology, an d i f they learn that th e great black


THE ETERMAL SEEKER' S PATH

rock is th e primordial Timesus .


Provide a characte r with th e Eternal Seeke r epic destiny

the following quest, playing it out as th e characte r sleeps


HOOK : DEAT H CALL S

and dreams .

Regardless o f other options, th e exploits o f th e adventur-

ers have garnere d th e attention o f th e Raven Queen . Sh e


An ominous dream comes to you in flashes as you sleep.

sends a representative to summo n th e adventurer s to an


You see a temple on a mist-covered mountain, where thou-

audience in order to offer the m an opportunity to perform


sands of ravens circle above its slender spires.

a service for th e spinner o f fate an d th e patron o f winter .


The scene shifts to inside, where a knight in black armor atop

As thi s encounte r unfolds, th e Ebon Rider s attack .


a black steed pounds on a doorway beyond a mirrored altar. His

See Encounte r A l : Deat h Call s on page 8 for details .


crimson shield is adorned with the head of a black dragon.

The scene shifts, andyou see yourself and your companions

locked in battle with an ebony dragon as ghosts wail in agony


CUSTOMIZING T R E A S U R E

and the dragon cuts you down one by one.

Some treasur e in this adventure is specific, and som e is gen-


The scene shifts, andyou are alone in an endless darkness.

eral. For general treasur e identified by item level, choos e


After long moments, you spot a dimly lit corridor containing a

an item appropriat e for th e player characters . You should


succession of seven locked gates. You try to open the first gate

also feel free t o chang e specific treasur e t o fit your needs .


and the scene shifts.
For example, Mauglurien's battleax e Boneshredder ca n b e a
Now you are on a wide, desolate plain, watching helplessly as

bastard sword, or Uganon's pact blade can b e a wand .


a great black rock the size of the moon hurtles out of the sky. It

The only treasure s you shouldn't chang e without care-


strikes the land with a world-shattering impact.

ful consideration ar e th e artifacts . Thes e items play an


Sweat soaked, you awaken, these scenes of future doom still

important part in th e story of th e adventure . Unless you're


bouncing withinyour mind .

prepared t o alter th e story in an appropriate manner, keep

th e artifacts as they ar e presente d herein.

----------------------- Page 7-----------------------

After th e initial destiny introduction s (as presente d in


Tyrr the Bloo d Knight (a huma n paladin); Kieln o Vari m

Adventure Hook s on page 4) , an d even mor e so after the


the Ma d (a tieflin g warlock); an d Shonvurr u th e Bloo d

Ebon Rider s attack (see Encounte r A l on page 8), the


Serpent (a marilith rewarde d with undeath through ser-

adventurers might want to engage in some researc h to fin d


vice to Orcus) . Each o f thes e leader s advance s hi s or he r
out mor e about what's going on . Thi s section reveal s what
own schem e to elevate Orcus .

they ca n learn through their efforts .


D C 2 9 : Th e Ashen Covenant ha s foun d a caus e th e
Investigating any o f thes e topics openly might attract
factions can unite behind . Elder Arantha m ha s breache d
the attention o f powerful being s who want to mak e sure
Death's Reac h an d even now unearth s terribl e secret s
that certain information remain s secret . You ca n add
from th e tim e o f th e Dawn Wa r when th e gods battle d th e
encounters with such force s i f you wish, or to buil d tension
primordials . Elder Arantha m ha s purposefully exclude d
simply have wor d get back to th e curiou s P C that h e or
some o f th e covenant's member s from thi s plot, so th e
she ha s arouse d th e suspicion or interest o f someon e with
entire movement won't b e wipe d out i f h e fails .

more tha n a modicu m o f influenc e an d power .


D C 3 1 : Th e ultimat e han d behin d thi s movemen t is

Th e lore in thi s section offers clue s to wh o might car e


Orcus himself, who ha s been workin g on a gran d schem e
about those investigatin g specifi c topics, as well as thos e
of conquest an d power sinc e th e events that happene d at
that might seek to avenge th e death s o f servant s dis-
the Kee p on th e Shadowfell several month s ago .

patche d by th e adventurer s along th e way. I n fact, th e

research done by th e Eternal Seeke r or th e Deadly Trick-


DEATH S REAC H LOR E

ster might b e th e caus e o f th e Ebon Rider attack in th e

A characte r know s th e following information about


opening encounter o f thi s adventure .

Death's Reac h with a successful Arcan a check .


The lore addresse d in thi s section crosse s over in

D C 2 4 : Death' s Reac h is a mythica l place . It was onc e


numerou s ways, openin g new avenues o f investigation

a doorway for th e souls o f th e dea d that le d to an unknow n


and research . For simplicity's sake, th e information is pre-

final reward, but primordial s corrupte d it . They trappe d


sented in alphabetica l order .

souls ther e so they coul d consum e them . Th e gods wage d

war against th e primordial s at Death' s Reach, but they


R i l l J A L S
could not und o what ha d bee n wrought . So th e gods seale d

I f th e adventurers ' skills fail them, ther e are powerful ritu-


the place forever, leavin g th e fallen an d th e machine s o f

als tha t can help the m uncover mor e information . Consult


war behind . Som e o f th e abandone d are primordials .

Mystic Sages provides a metho d for usin g Religion to


D C 2 9 : Although sealed, Death' s Reac h ha s acces s

determine what th e adventurer s couldn't figure out using


points . Although th e gods, their exarchs, an d being s o f

the History or Arcan a skills . Consult Oracl e allows the


similar power can't fully enter th e place, mortal s can . Fur-

adventurers to lear n any fact they want, as long as they


thermore, th e gods use doorways into Death' s Reac h to

can formulate solid question s base d on what they already


discard what canno t or shoul d not b e destroyed .

know . In thi s adventure, information helps buil d tension,


D C 3 1 : Orcus' s followers breache d Death' s Reach,

so rewar d wise an d clever use s o f rituals .


where they now uneart h unspeakabl e power . Thei r med-
dling ha s cause d some souls to fall int o Death' s Reach,

As m M Covi".WAN ;* Loi<r
where they ar e beyon d th e power an d influenc e o f th e

Raven Queen .
A characte r know s th e followin g information about the

Ashen Covenant with a successful Arcan a or Religion

EBO N RIDER S LOR E


check .

D C 2 2 : Orcus, th e Demo n Princ e o f th e Undead, ha s


A characte r know s th e following information about th e

inspired numerou s an d varie d cults . Rarely do any of


Ebon Rider s with a successful History or Streetwis e check .

these groups deal with th e others, but recently a disturb-


D C 14 : A black dragon on a crimso n fiel d serves as th e

ing movement ha s arisen amon g Orcus' s mos t devoted


symbol o f th e Ebo n Riders . Thi s elite mercenar y company
followers . Several cult leader s have bande d together with
consists mostly o f heavy cavalry an d shock troopers . A

the expres s purpos e o f findin g a way to replace th e Raven


dwarf known as Mauglurien th e Blac k Dragon lead s th e

Queen with their Bloo d Lord . Thi s movement amon g th e


Riders .

faithful is known as th e Ashen Covenant .


D C 2 2 : Comba t magi c specialists, such as Ghovran

D C 27 : Elder Arantha m leads th e Ashen Covenant .


Akti an d th e cambion Tannerli, ar e importan t member s

Other cult leader s in accor d with th e covenant include


of th e Ebon Riders . Certai n Rider s have special mounts .
Mauglurien o f th e Ebo n Rider s (a dwar f warlord); Ghovran
Ebon Rider s fight for th e highest bidder, an d they've bee n

Akti th e Planeweaver (an eladrin necromancer) ; Sitha s


known to chang e sides in th e middle o f a battl e i f thei r

----------------------- Page 8-----------------------

price is met . They support n o great cause, unles s that cause


he ha s tie s to th e Demo n Prince . Ghovran als o ha s a cam -

is their own .
bion disciplea magu s name d Tannerli .

D C 27 : Rumo r suggests that th e Ebon Rider s ar e dedi-


D C 2 9 : Ghovran Akti is a lich dedicate d to Orcus,
cated to evil gods . Numerou s leaders amon g the m af e
although h e maintain s hi s living form so that he ca n pass

undead-possibly even Mauglurien-an d th e knight s an d


for one o f th e living . H e hope s to help Mauglurien slay th e

mounts o f th e group are known to reanimat e as undea d


Raven Queen, to elevate Orcus, an d thereby to becom e an

after fallin g on th e battlefield .


exarch o f bitterest winter .

D C 2 9 : Th e Ebon Rider s forces include death knights,

liches, wights, an d vampires, many o f who m maintai n th e


MAUGLURIEN LOR E

appearance o f living beings . Th e Rider s ultimately serve

A characte r know s th e following information about Mau-


the caus e o f Orcus, an d they gladly rally to th e cal l o f th e

glurien with a successful History or Streetwis e check .


Ashen Covenant .

D C 14 : Mauglurien th e Black Dragon is a mighty dwar f


D C 3 1 : Th e Ebon Rider s plan to assault Zvomarana,

warlord . H e is a savage, bloodthirsty, an d remorseles s


the Raven Queen' s holiest o f temple s an d the gateway to

fighter wh o seek s glory in battl e an d wealth above all else .


Letherna, th e Raven Queen' s dominion . Such an attack

His battleaxe, Boneshredder, is as well known as he is .


can only serve th e foul purpose s o f Orcus, an d must b e

D C 2 2 : Mauglurien's history is a dark one . It begin s


opposed at all costs .

with hi s exil e from hi s own clan long ago, but th e crime s

that occasione d that punishmen t ar e long forgotten . Th e


ELDE R ARANTHAM LOR E

dwarf is ancien t now, atteste d by hi s wizene d appearance,

A characte r know s th e following information about Elder


though hi s bear d bear s n o hint o f gray . Nonetheless, he

Arantha m with a successful History or Religion check .


continues to lea d th e Ebon Rider s to victory upon victory

D C 2 4 : Elder Arantha m was onc e a high priest in


on th e broken bodie s o f innumerabl e fallen foes .

Bahamut's church, but after a mysteriou s crisi s o f fate, he


D C 27 : It is said that Mauglurien onc e worshipe d Kord .
turne d to Orcus . He is a rare form o f divinely empowere d
In hi s thirst for bloodshed, he turne d to Gruumsh . It is

undea d known as a huecuva, which he becam e to pur-


unclear i f he still revere s a wicke d patron, but th e warlor d

posely she d his humanity .


is clearly evil, insane, or both .

D C 2 9 : As an undea d priest o f Orcus, Elder Aran-


D C 2 9 : Despite hi s appearance, Mauglurien is a death

tham is hel d in high estee m by worshiper s throughout th e


knight, an d he ha s turne d to th e worship of th e demon

demon lord's cults . H e claim s to b e an exarc h o f th e Bloo d


lord Orcus . Workin g in th e Ashen Covenant, he plan s to

Lord, although thi s assertion might b e little mor e than


put Orcu s on th e Raven Queen' s thron e by slaying th e god

self-aggrandizement . H e forme d th e Ashen Covenant to


of death an d winter .

organize th e efforts o f Orcus's followers an d to fulfill th e

mission he claim s cam e to hi m in a divine vision .


ZVOMARANA LOR E

D C 3 1 : Elder Arantha m ha s a lofty goal-t o chang e th e

A characte r know s th e following information about Zvo-


nature o f death itself . Accordin g to Arantham , undeat h

maran a with a successful Religion check .


should be th e natural en d to life . All creature s that die

D C 2 2 : Zvomaran a is th e Raven Queen' s holiest


should rise again an d endur e in a world that th e undea d

temple . Locate d in th e Shadowfell on th e edge o f Letherna,


eventually com e to dominate . Th e mean s to accomplish

the temple feature s several monumenta l gates . Being s wh o


this goal rest s in Orcu s takin g on th e divine power o f th e

wish to petition th e Raven Queen must pass through Zvo-


god o f deatha goal that all of Orcus' s followers ar e dedi-

marana's gates an d perfor m th e require d rites . Only then


cated to seein g com e to fruition .

can th e high priest o f Zvomaran a open th e final portal to

the Raven Queen' s citadel .


GHOVRAN AKT I LOR E
D C 27 : Th e gates o f Zvomaran a appear in more than

A characte r know s th e following information about


one heroic legend . In most tales, th e heroe s pass through

Ghovran Akt i with a successful History or Arcan a check .


the Seven Veile d Gate s o f Fate on a journe y to their ulti-

D C 14 : Ghovran Akti, a powerful eladrin mage an d a


mate destiny . Zvomaran a holds only five o f th e gates-th e

membe r o f th e Ebon Riders, ha s always been focuse d on


final two gates ar e always different an d always locate d

combat an d th e martia l application s o f magic . He ha s sur-


in different places . Every story describe s Zvomaran a as a

vived against impossible odds . Som e say h e ha s returne d


high place on a mountain, its path s covere d in cold mist .

from th e dead .

D C 2 2 : Clearly dedicate d to winter, Ghovran' s studies

also exten d into planar topics an d death . H e is a known

necromancer, an d hi s powers suggest he venerate s or onc e

venerate d th e Raven Queen .

D C 27 : Ghovran Akti often rides a nightmar e creatur e

from Orcus' s Abyssal real m o f Thanatos, suggesting that

----------------------- Page 9-----------------------

ENCOUNTER Al: DEATH CALLS

E n c o u n t e r L e v e l 2 0 ( 1 5 , 6 0 0 X P )
"You are honored above all others, for you have earned an audi-

ence with the spinner of fate and the patron of winter. She who
SETU P
marks the end of each mortal life would meet with you over a
I
matter of extraordinary significance. Time is of the essence-
Ghovra n Akt i (riding a shadowclaw)
tarry not overlong inyour coming. I leave you with a passage

Tannerli, Ebo n Ride r Magu s (T )


to the doorstep of'Zvomarana, high temple of the Raven Queen

2 Ebo n Rider s (riding shadowclaws)


and the gateway to Letherna. Whenyou come, come prepared,

3 Shadowclaw s (S)
lest the capriciousness of fate overwhelm you."

After establishin g one or mor e o f th e hook s presente d


on page 4 , use thi s encounte r to kick of f thi s adventure .
The concordan t gives th e adventurer s a bon e scroll cas e

Only th e adventurer s begin on th e map, as they wander


with th e symbol o f th e Raven Queen seare d into its cap .

near th e fountain, th e encounter begins .


It holds a ritual scroll o f Plana r Portal keyed to carry th e

Fresh from amazin g exploits (perhap s even th e defeat


adventurers to th e teleportation circl e o f Zvomaran a (see

of th e dragon Urishtar, as detaile d in th e P3: Assault on


page 10) .
Nightwyrm Fortress adventure), th e adventurer s have com e
The maru t depart s as it came , th e statue onc e again in

to th e attention o f th e Raven Queen . Whil e they ar e rest-


place above th e fountain .

ing an d restockin g at a town or city, they receive a strange


Minor Quest : 3 , 2 0 0 X P (minor quest) i f th e adventur-

visitor . Wit h a soun d like ravens takin g flight, a maru t


ers answer th e summon s an d eventually speak with th e

concordant (see Monster Manual, page 185) , servant of


Raven Queen .

the Raven Queen, appear s in th e presenc e o f th e party . It

appears in th e cente r o f th e city street, replacin g th e statue


As soon as the marut departs, th e Ebon Riders attack .

that jus t moment s befor e adorne d th e fountain .


They ride in from the north an d west . Place the attackers on

In Supernal, which every characte r present hear s in hi s


the map as shown at this point an d roll initiative . Ghovran

or her native tongue, it says :


and an Ebon Rider, each atop a shadowclaw, approach from

the north . An Ebon Rider atop a shadowclaw approaches

from the west, as Tannerli flies in behin d him .

W h e n th e Ebo n Rider s attack , read :

The clatter of claws on stone attractsyour attention as riders

on large shadow creatures come hurtling into view from two


directions. From the north, a gaunt eladrin in blacfe robes and

a knight in blacfe plate carrying a blood-red shield emblazoned

with a black dragon. From the west, another black knight and a

woman with dark crimson skin, leathery wings, and the horns of

a devil. Instead of riding, the woman flies.

The eladrin points and rasps, "They are the ones we seek. For

the glory of the Ebon Riders and the Covenant, slay them all!"

TACTICS

Tannerli begin s th e battle by hurlin g a soul burn into th e

midst o f th e adventurers . The n she land s on a rooftop to

fire balefire ray attack s until soul burn recharges .

Th e Ebon Riders charg e in with longsword attacks,

gaining +1 0 to damage . The n th e rider s maneuver to

protect Ghovran an d Tannerli . At this point, th e riders dis-

mount an d their mount s move to set up flank s with their

riders . Note that th e shadowclaws requir e two hit s to take

down, unlik e most minions .

Ghovran rides close to th e party, usin g a move action

while atop hi s shadowclaw . He then use s deadwinter step

to teleport to a place from which he ca n spen d hi s action


point to use lifesapping hate. On hi s next turn, he fearlessly

makes mele e or range d attacks .

----------------------- Page 10-----------------------

Ghovran Akti (G) Level 21 Elite Controller


2 Ebon Riders (E) Level 1 8
Soldier

Mediu m fey humanoi d (undead) , eladri n lic h X P


6,40 0 Mediu m natura l humanoid , huma n
X P 2,00 0 eac h

Initiative +18 Sense s Perceptio n +19 ; darkvisio n


Initiative +14 Sense s Perceptio n +14

Necromantic Aur a (Necrotic ) aur a 5 ; any livin g enem y tha t enter s o r


H P 170 ; Bloodie d 8 5

starts it s tur n withi n th e aur a take s 5 necroti c damage .


A C 34 ; Fortitud e 3 1 , Refle x 28 , W i l l 3 0

H P 392 ; Bloodie d 19 6
Spee d 6

Regeneratio n 1 0 (if Ghovra n take s radian t damage , regeneratio n


Longswor d (standard ; at-will) W e a p o n

doesn't functio n unti l th e en d of hi s next turn)


+25 vs . AC ; 1d 8 + 9 damage .

A C 35 ; Fortitud e 33 , Refle x 36 , W i l l 3 6
Deat h Mar k (standard ; recharg e g)(n)) W e a p o n

Immun e disease , poison ; Resis t 1 5 necrotic , 1 5 col d


+25 vs . AC ; 3d 8 + 9 damage , an d th e targe t is marke d (sav e

Savin g Throw s +2 , i-5 against char m effect s


ends). W h i l e marked , th e targe t grant s comba t advantage .

Spee d 6 ; se e also deadwinte r ste p


Alignmen t Evi l Language s Abyssal , Commo n

Actio n Point s 1
Skill s Athletic s +20 , Enduranc e +18 , Intimidat e +16

0 Deadwinte r Touc h (standard ; at-will) Cold , Necroti c


St r 2 3 (+15) Dex16(+12 ) W i s 2 0 (+14)

+26 vs . AC ; 2d 6 + 7 col d an d necroti c damage , an d th e targe t i s


Co n 18 (+13) Int12(+10 ) Cha15(+11 )

slowed (sav e ends) .

f Deadwinte r Ra y (standard ; at-will) 4- Cold , Necroti c

3 Shadowclaw s (S) Level 2 1 Minion


Ranged 10 ; +24 vs . Reflex ; 3d 8 + 7 col d an d necroti c damage ,

Large shadow beas t (mount , undead ) X P 80 0


eac h
and th e target is immobilize d (sav e ends) .

Initiative +13 Sense s Perceptio n +13


Double Attac k (standard ; at-will) Cold , Necroti c

H P 1 ; a misse d attac k neve r damage s a minion .


Ghovra n make s tw o deadwinter touch attack s o r tw o deadwinte
r

A C 33 ; Fortitud e 36 , Refle x 33 , W i l l 3 3
ray attacks .

Resist 1 0 necroti c
'<? Lifesappin g Hat e (standard ; encounter ) Cold , Necroti c

Spee d 8
Close blast 5 ; target s enemies ; +24 vs . Fortitude ; 4d 8 + 7 col d

Cla w (standard ; at-will)


and necroti c damage , an d th e targe t take s ongoin g 1 0 col d an d

+26 vs . AC ; 8 damag e (1 2 damag e afte r reanimation) .


necrotic damag e (sav e ends) . Ghovra n gain s 5 temporar y hit

Charge r (whil e mounte d by a friendly rider) Moun t


points fo r eac h enem y h e damage s wit h thi s power .

Shadowclaw grant s ride r +10 t o damag e roll s o n charg e attacks .


Deadwinte r Ste p (move ; encounter ) Teleportatio n

Reanimatio n
Ghovra n ca n telepor t 5 squares . A t th e en d of tha t move ,

O n th e tur n afte r it is first reduce d t o 0 hit points , th e


enemie s adjacen t t o hi m tak e 1 0 col d an d necroti c damage .

shadowclaw rise s agai n wit h 1 hit point .


Indestructible

Shadow J u m p (move ; recharge s wit h reanimation ) Teleportatio


n
W h e n Ghovra n is reduce d t o 0 hit points , hi s body an d

Shadowclaw teleport s 3 square s an d become s immun e t o al l


possessions crumbl e int o dust , but h e is not destroyed . H e

damage unti l th e star t of it s nex t turn .


reappears (alon g wit h it s possessions) i n 1 d1 0 day s withi n 1 squar
e

Alignmen t Evi l Language s -


of it s phylactery , unles s th e phylactery is also foun d an d
destroyed .
St r 2 5 (+16) Dex18(+13 ) W i s 1 8 (+13)
Spellmaste r (minor ; recharg e (X)(Uj )

Co n 2 0 (+14) In t 2 (+5) Ch a 9 (+8)


Ghovra n regain s th e us e of a n expende d encounte r power .

Alignmen t Evi l Language s Abyssal , Common , Elve n

Skill s Arcan a +19 , History +19 , Religio n +19

Str15(+12 ) Dex26(+18 ) W i s 19 (+14)


FEATURES OE THE A R E A
Co n 2 0 (+15) Int18(+14 ) Cha27(+18 )
Illumination : Bright light from th e daytim e sky .

Market Stalls : Th e stall s o f th e various vendors ar e dif-


Tannerli, Ebon Rider Magus (T) Level 2 0 Artillery
ficult terrain .
Mediu m immorta l humanoi d (devil) , cambio n X P
2,80 0 Buildings : Th e various shops an d residence s ar e
block-
Initiative +1 5 Sense s Perceptio n +15 ; darkvisio n
ing terrain . Character s ca n enter a buildin g as a move

H P 144 ; Bloodie d 7 2

action . Climbin g to a rooftop require s a D C 15 Athletic s


A C 32 ; Fortitud e 30 , Refle x 32 , W i l l 3 4
Resist 1 5 fire ; 10 against effect s tha t targe t A C o r Refle x whil e
check . Flat-top building s ar e 1 0 feet high . Slanted-roof

bloodied
buildings ar e 2 0 feet high .

Spee d 6 , fly 8 (clumsy )

Fier y Claw s (standard ; at-will) Fir e


CONCLUSION

+27 vs . AC ; 1d 8 + 5 fire damage , an d th e targe t slide s 2 squares


.

Y Balefir e Ra y (standard ; at-will) Fire , Necroti c


The adventurer s might not know their attackers, but they
Ranged 20 ; +2 5 vs . Reflex ; 3d 6 + 8 fire an d necroti c damage .
can investigate to fin d out more . Th e rider's shields, words
f Sou l Bur n (standard ; recharg e i :) Fire , Necroti c
and language, an d name s all provide clue s (see page 6) .
Are a burst 1 withi n 10 ; target s enemies ; +2 3 vs . Reflex ; 2d 8 + 8
Ghovran's phylactery reside s with Mauglurien, so th e

fire damage , an d ongoin g 1 0 necroti c damag e (sav e ends) .

adventurers will nee d to battl e th e lich again later in th e


Necrotic Mantl e

adventure . Wit h th e battle ended, they ca n use th e Planar


A mantl e of necroti c energy protect s Tannerli , givin g he r resist
10 against effect s tha t targe t A C o r Refle x whil e bloodied .
Portal ritual to travel to Zvomaran a as soon as they are

Alignmen t Evi l Language s Abyssal , Common , Superna l


ready to depart . G o to Encounte r Z l : Doom' s Approach ,
Skill s Arcan a +21 , Bluff+23 , Insight +20
on page 4 o f Adventure Book Two.

Str16(+13 ) Dex20(+15 ) W i s 1 9 (+15)

Co n 1 8 (+14) lnt22(+16 ) Cha27(+18 )

----------------------- Page 11-----------------------

ZVOMARANA
Departin g Souls : Whe n a creatur e dies here, its soul

departs visibly through th e mist towar d Letherna .

Illumination : Bright light . Glowin g crystal s provide

silvery illumination throughout th e area .

Paths : Crisscrossin g Zvomaran a are wide, frosty

streets cobble d in white stone, aged in place s an d perfect

in others . Hidden path s to th e fifth gate location, th e Inne r

Sanctuary, appear only after th e four Fate Pillar s ar e lit .

Areas outside th e paths ar e obscure d by mists .

W e a t h e r an d Environment : Th e environmen t is

desolate, an d th e weather is cold . Thic k mist covers th e

temple grounds, an d dome s eac h encounter site startin g

at a height o f 3 0 feet . Navigating the mist without a path is

difficult (D C 2 7 Nature check) . Failin g thi s chec k leads to


'UK

wandering, possibly tumblin g over one o f th e cliffs .

THE EBO N RIDER S

Elder Arantha m ordere d th e Ebon Rider s to storm Zvo-

m X hi
marana . In truth, Arantha m know s that Mauglurien can't
take or hold th e temple, but that doe s not concern him . He

jus t want s to mak e sure that th e Raven Queen' s attention

is focuse d on th e siege an d not on other events happenin g

in th e Shadowfell .

Th e Ebon Rider s know th e adventurer s through divina-

tions, an d they act accordingly .

FATE PILLAR S

Four fate pillar s rise 9 0 feet into th e mist-shroude d air

at th e cente r o f Zvomarana . Each pillar is 2 0 feet wide .

W h e n th e adventurer s complet e a Gat e o f Fate test, th e

pillar with th e matchin g numbe r illuminate s with silvery

brillianc e that only they ca n see . They ca n see th e glowin g

pillar in th e distance, a beaco n in th e mist . Whe n a gate

Zvomarana, th e Raven Queen' s holiest of temples, provides


task is completed, a hidden path to th e gate's correspond-

a pathway to Letherna, th e death god's realm . Th e Temple


ing pillar is revealed . Onc e all four pillar s ar e glowing, th e

of Temple s stands near th e summi t o f Zvoma Mountain,


hidden path s to th e Gat e to th e Inne r Sanctuary appear .

occupying a broad, flat expans e an d bordere d by sheer


Whil e a pillar glows, it provides thos e that ca n see th e

precipices on thre e sides . Th e mai n feature s o f th e temple,


glow with a safe restin g place . Th e court aroun d th e pillar

at least for th e purpose s o f thi s adventure, ar e th e five


remain s free o f monster s an d other threats, an d th e water

Gate s o f Fate an d th e four Fate Pillar s that rise from th e


flowing at th e pillar's bas e is pure an d refreshing .
center o f the temple plateau . (Two mor e gates exist beyon d

the temple grounds, but they ar e only accesse d by th e


W h e n th e adventurer s approac h a pillar, read :

souls o f legendary individuals seekin g special destinies.)


An immense, round pillar of black crystal rises into the mist here,

Architecture : Th e structure s throughout th e temple


a dim light glowing subtly at its core. A small court surrounds

grounds radiate holiness, an d are purposefully designe d


the pillar, and clear water flows in a wide pool around its base.

to represent the cycle of life and deatli with aged (rather

than destroyed) ruins, pristin e structures, an d edifice s in


THE FIRS T GAT E

various states between . Everythin g is richly carve d with


After meetin g the image o f Felidha, high priest o f Zvo-

ornamentation, religious symbols, an d panorami c scenes .


marana, th e adventurer s arrive jus t outside th e strange

Since th e building s ar e monumenta l rather tha n practical,


buildin g that appear s hal f in ruin s an d hal f bran d new .

many o f the m lack roofs an d walls .


Hertrud, an Ebon Rider deathpriest, ha s led a squa d o f

Cliffs: Sheer precipice s boun d Zvomarana's ground s on


troops her e an d is turnin g th e place into an altar to Orcus .

the east, north, an d west, descendin g 1,00 0 feet to tundra .


The adventurer s have two tasks here : stop Hertru d an d

Falling is a concern only i f th e adventurer s wander from


his troops, an d then enter th e shadowthorn s that grow

the paths though th e mists .


among th e ruin s to receive a vision from th e Raven Queen .

----------------------- Page 12-----------------------

See Encounte r Z l : Doom' s Approach , on page 4 o f


library for lore to increas e hi s power an d discardin g th e

Adventure Book Two.


rest into a roarin g fire .

The adventurer s have two tasks here : put an en d to


THE SECON D GAT E
Gukat, and secur e any of th e holy writings .

Th e adventurer s arrive at th e secon d gate from th e west .


See Encounte r Z 4 : Los t Library, on page 10 o f Adven-
Uganon, an Ebon Rider necromancer, has taken control
ture Book Two.

of thi s location an d is pollutin g Zvomaran a an d creatin g


monstrosities for Orcus' s glory .
THE FIET H GAT E

The adventurer s have two tasks here : stop Uganon, an d


Thi s gate is situated at th e northernmos t point o f Zvoma-

then willingly bath e in one o f th e cistern s locate d here .


rana . Th e hidden paths leadin g to thi s Inne r Sanctuary

See Encounte r Z2 : Vil e Workings , on page 6 o f


are reveale d only after four Fate Pillar s ar e lit .

Adventure Booh Two.


Unfortunately, the hidden paths did not dissuade

Mauglurien . After deploying his troops, h e successfully

THE THIR D GAT E


navigated th e mist s through th e use o f magic provide d by

Th e adventurer s reach th e thir d gate fro m th e east or


Orcus to arrive at th e final gate ahea d o f th e adventurers .

west by traversing th e cobble d pathways . Thi s monastery


The adventurer s have two tasks here : defeat Mau-

was onc e hom e to Zvomarana's monks . Now Hertru d an d


glurien, an d then free Felidh a so that she ca n sen d the m

Uganon have turne d it into a stable for their shadowclaws .


on to th e Raven Queen' s Citadel .

Th e adventurer s have two tasks here : clea r th e are a


See Encounte r Z5 : Deat h an d Destiny, on page 1 2 o f

of shadowclaws an d other Ebon Rider forces, an d then


Adventure Book Two.

recover th e bloodcrystal raven skull (see page 2 4 for informa-


tion on thi s item) .
TREASUR E

See Encounte r Z 3 : Profan e Stables, on page 8 o f


Th e Ebon Rider s have destroye d or absconde d with many

Adventure Book Two.


of Zvomarana's valuables . Th e bulk o f th e treasur e in thes e

encounters, provided by th e riders, belong s to th e temple .

THE FOURTH GAT E


Th e adventurer s might leave such riche s behin d out o f rev-

Th e adventurer s arrive at th e fourth gate to fin d Gukat,


erence . I f they do, th e Raven Queen present s it all to them,

a death giant devoted to Orcus, sifting through a temple


with her thanks, after they reach her Citadel .

C I T A D E L O F T H E R A V E N Q U E E
N

Whe n mortal s perish, their life forcetheir soulstravel


upon th e notion o f paying th e Go d o f Death a call . Deter-

to th e Shadowfell . There , they pass through th e Raven


mine d visitors wh o avoid Zvomaran a coul d fin d their way

Queen's Citadel in Letherna . Recently, however, th e natu-


to Lethern a through th e winter-shroude d woods an d up
ral proces s ha s bee n disturbed, an d a troublin g numbe r o f
the steep-side d slopes o f th e mountai n chain . There, they

souls ha s evaded th e fate decree d by th e Raven Queen .


might attempt entry through th e sam e gates use d by th e

The Raven Queen' s Citadel reside s in th e real m o f


dead. O f course, th e potent guardian s wh o protect th e Cit-

Letherna, nestle d amon g the peak s o f jagge d mountain s


adel from casual caller s would have to b e dealt with .

that sprout from th e center o f a wintry forest . Her mighty


Those creature s wh o arrive by way o f th e Temple o f

stronghold is a maz e o f reachin g towers an d graceful


Temples, however, bypass th e long approach through th e

bridges cut from stone an d ice . Above th e Citadel, a mael-


forested plain . Such worthie s avoid th e potentially lethal

strom o f star s spin, eac h bright pinpoint a soul . From thi s


showdown outside the Citadel against its numerou s an d

maelstrom, a gri m procession o f souls descend s to learn


devastating defendin g forces . I f the priest s an d guardian s

their final fates .


of Zvomaran a allow it, travelers nee d merely step through

the activate d portal at th e Fifth Gate . Thi s teleportation

VISITING THE CITADE L


circle deposits travelers directly into th e chambe r wher e

the Raven Quee n holds court .


Most intelligent being s visit th e Raven Queen once, as a
See Encounte r C I : Fate' s Guardians , Interlude :

departed soul, when their life ends . Epic character s have


Citadel o f th e Rave n Queen , an d Encounte r C2 :
a way o f chartin g thei r own destinies, however . In th e
Th e Sou l Gate, on pages 14-1 9 in Adventure Book Two for

course o f their adventures, such character s might strike


more information .

----------------------- Page 13-----------------------

Death's Reach is an emotionally taxin g an d depressin g


A ritual's performer take s a - 5 penalty to any Hea l

place for living creature s to visit . Thi s atmospher e ha s no


check require d to perform a ritual .

game mechani c effect, but gloom shoul d pervade any role-


Commun e with Nature works, but performin g it costs

playing aspect s o f encounter s here .


the participant s a total o f thre e healin g surges . Spirits

surviving in thi s place ar e few, so th e ritual's performer


SOUL S IN DEATH S REAC H
takes a -1 0 penalty to th e Nature check .

The most commo n fate o f a soul loose d into Death' s Reac h


Consult Oracl e works, but even th e oracle s have dif-

is annihilation . A few malevolent an d strong-wille d souls


ficulty manifestin g in Death' s Reach . Th e ritual's

survive by inhabitin g a corps e from th e Dawn Wa r or


performer take s a -1 5 penalty to the Religion check,

becomin g a virulent ghostly manifestation . Such souls are


and n o oracle appear s on a result o f 0 or lower . Each

the rar e exception .


question costs a ritual participant one healin g surge .

Loremaster' s Bargain an d Voice o f Fate work only at

DYING IN DEATH'S REACH


Nerull's Gate . Even there, the ritual's performer take s a

A creatur e that dies in Death' s Reach suffers death o f th e


-1 0 penalty to th e Religion check .

soul. Its soul pulls, screaming, from its body an d slides into
Traveler's Feast ha s a duration o f 1 2 hours, not 24 .

the deadly ground, survivin g for a short whil e as luminou s

dust. Th e bloodcrystal raven skid] (see page 24 ) ca n protect


DEATH'S REAC H ENVIRONS

the adventurers . A Gentl e Repos e ritual or Rais e Dea d


ritual ca n tie th e soul to th e body i f th e ritual is begun
Bounded by treacherou s cliffs an d a deadly sky, Death' s

within 1 0 minute s o f a creature' s death .


Reach is a wastelan d o f gray dust . Th e Dawn Wa r left it

Th e adventurer s don't know thes e facts until they kill a


polluted an d littere d with th e lost an d th e dead .

creature or one o f the m dies . At that point, a D C 15 Reli-


Illumination : Death' s Reach is full o f dim light with

gion chec k reveals what's going on . I f th e character s don't


spots o f darknes s an d occasiona l flashe s o f bright light .

know th e soul-protectin g property o f th e bloodcrystal raven


Signs o f th e W o r m : As th e adventurer s travel, they

skull, play th e soul death up for horror, then us e th e magic


find bizarr e tunnel s in th e ash an d rock o f th e wasteland,

item's property to surprise th e group .


hintin g at th e existenc e o f some great, tunnelin g beas t

(see Rando m Encounter s on page 2 o f Adventure Book Two).

A D C 2 5 Dungeoneerin g or Nature chec k determine s


SOULFALL

that a creatur e similar to a purple worm left thes e stable


In th e open barren s o f Death' s Reach, souls fall fro m th e

channels .
sky intermittently, wailin g as they plummet . Most strike

the ground, wher e they dissipate, leavin g only vague

luminescence behin d an d th e lingerin g shriek o f ultimat e


COMING AND GOING

loss . Describ e th e soulfall regularly whil e th e adventurer s


travel . Thes e souls ar e beyon d saving .
Once th e adventurer s endur e th e first passage t o Death's
Soulfall is attracte d to intens e activity . Wheneve r th e
Reach through th e Raven Queen' s Soul Gat e ritual, they

adventurers engage in battle, roll ld4 . Th e result is th e


gain a connection t o that dark place that allows the m t o

numbe r o f souls that fall durin g th e ongoing battle .


com e an d g o with less hardship. Each character can teleport

t o a known location in th e world, or t o th e Raven Queen' s

*/? Soulfal l Necroti c


Court, onc e in a 24-hou r period, staying in that safe place
Are a burst 1 withi n SO ; +2 5 vs . Will ; 2d1 0 + 5 necroti c damage .
for no longer than 2 4 hours before returning. On e or mor e

adventurers can travel together or eac h can arrive at sepa-

RITUALS IN DEATH'S REAC H


rate locations . In this way, they have a chanc e t o rest an d

replenish away from th e danger s of Death' s Reach .


Certain ritual s function differently in Death' s Reach . A
This boon should not be abused, however. If th e adven-

ritual's performer intuit s any limitation s on a ritual after


turers mak e mor e than tw o trips out of Death's Reach,

beginnin g it, but befor e any component s are expended .


they draw dire attention . Through his connection t o Orcus,

A ritual or ritual result automatically fails i f it require s


Elder Arantham quickly learns wher e th e adventurer s g o t o

a creatur e or objec t to enter Death' s Reach, require s or


rest betwee n engagement s against his forces . He arrange s

allows communication with or observation o f a crea-


for a suitable "welcome. "

ture or objec t not in Death' s Reach, or would allow exit


See Interlude : Unexpecte d Ambus h on page 3 4 of

from or entry int o Death' s Reach .


Adventure Book Two.

----------------------- Page 14-----------------------

Sky: Above th e ominou s landscap e stretche s a brood-

ing twilight sky . Th e cloud s start roughly 2 0 0 feet above

the ground, no matter what that ground' s height, an d th e

area within the m is heavily obscured . Thi s make s th e

atmosphere uneven above Death' s Reach, an d th e clou d

cover ca n obscur e th e view from one are a to th e next . Th e

clouds contain rolling flashe s o f lightnin g that occasionally

flar e brightly .

The churnin g vapors separate Death' s Reac h from th e

rest o f th e Shadowfell (D C 2 5 Arcan a or Religion chec k to

realize that movin g close to th e sky is dangerous) . Flyin g


within 10 0 feet o f th e clouds invites soul-scourgin g strike s

of astral lightning . Every minut e a creatur e travels at 10 0

feet above th e groun d or higher, a cloud strike attacks .

<- Death' s Reac h Clou d Strik e

Are a burst 2 withi n 20 ; +2 5 vs . Will ; 3d1 0 + 5 lightnin g an d

radiant damage . Miss : Hal f damage .

Travel : Th e plain s an d ridges o f Death' s Reach are

trackless, an d covere d in dust an d rubble . Th e most

common landscap e feature s ar e tumble d black rock with

spires o f th e sam e materia l juttin g skyward .

W e a t h e r an d Environment : Th e environmen t is

barren, an d n o food or water ca n b e foun d here .

IMMORTAL RIDGE S

Durin g th e Dawn War, th e primordial s raise d defensive

ridges . Ruin s an d th e refuse o f war litter th e ridges, reduc-

ing lan d spee d to 3/4 normal .

NERULL'S GAT E
ENCOUNTERS IN

Thi s ancien t gate, which th e gods onc e use d to assault

DEATH'S REAC H
Death's Reach, stands in th e middle o f a bowl-shape d

valley on th e top o f the largest ridge . Nerull's Gate ca n b e


Encounters are tie d to th e location s shown on th e map .

seen from about a mile away as a faint glow . Adventurer s


Thes e encounters, labele d as D1-D8 , ca n b e found in

who approach carefully usin g th e ridge's point s for cover


Adventure Book Two, startin g on page 19 .

can get close without bein g observed .

Shonvurru, an undea d marilith an d membe r o f th e


DAWN W A R PRESERV E

Ashen Covenant, has already use d th e gate to brin g Orcus's


If th e adventurer s learn o f th e cache s o f ancient weapon s
aspect here . She's now workin g on connectin g th e gate to

(probably from Calah), they ca n look for one o f thes e stor-


Thanatos . Othe r creature s guar d th e are a whil e she works .

age places . Th e vault ca n b e seen from a rise about 5 mile s


The adventurer s must wait before performin g th e

from its actual location .


Summon Raven Aspec t ritual . Whe n they finally do so,

they talk briefly with a weak aspect o f th e Raven Queen .


W h e n th e adventurer s ca n se e th e vault, read :
Attracte d by th e knowledge that Shonvurru' s work

You crest a rise that descends into another broad valley. A few
stopped, Orcus' s aspect shows up to sow carnage .

miles off, a great spire of black rock has been neatly cut into near

the base, as if by the sword of a god. The surface sparkles with


RELIQUARY OE TIMESU S

a soft silver glow issuing from a rectangular hole in its middle.

The giant monolith s that mark th e entry to th e reliquary


This glow is a subtle beacon in the#loom of Death's Reach .

are visible from 2 0 mile s away . Thes e black shafts appear

to cut int o th e sky, which respond s with angry flashe s o f


The adventurer s have to reach th e slice d spire an d ascen d

white light . Se e th e next page for detail s on thi s location


75 feet to th e top (D C 2 2 Athletic s chec k to climb), assum-

and th e encounter s associate d with it .


ing they can't fly .

----------------------- Page 15-----------------------

E L 1 Q U A R Y OF TIMES

Wit h perseveranc e an d th e Raven Queen' s aid, th e adven-


As relate d in th e history carve d on th e interior surface s

turers eventually discover thi s location hidden in Death' s


of th e Reliquary, every membe r o f th e blackstar host is a

Reach . Th e entir e Reliquary complex, burie d below


fragment broken or carve d from Timesus' s mighty form

ground, serves as a prison for Timesus, one o f th e many


and animate d with supernatura l vigor . Elder Arantha m
primordials defeate d by th e gods durin g th e Dawn War .
hopes to present thi s powerful army, alon g with th e Black
The adventurer s might learn th e nam e Timesus, or
Star itself, to Orcus . Elder Arantha m believes that, after
the Black Star, from NPCs, creatures, or location s in
his liege lord uses th e primordial to press hi s clai m over
Death's Reach prior to findin g th e Reliquary . However,
Death, h e will b e duly rewarded . Indeed, th e leader o f th e
it's unlikely th e adventurer s ca n discover too many detail s
Ashen Covenant hope s to becom e exarc h to the new god
about thi s long-defeate d primordial, even with exceptiona l
ofDeath .

skill checks . Tha t is, until they discover th e history o f th e

primordial sculpte d in garish detail on every surfac e o f th e


INSIDE THE RELIQUAR Y

Reliquary's interior .
As th e adventurer s explore th e Reliquary, they face still-

active Reliquary guardians, a s well as creature s an d


ELDE R ARANTHAM
cultists o f th e Ashen Covenant . They ca n also learn some
IN THE RELIQUAR Y
of th e backgroun d an d history o f Timesu s an d th e Dawn

Wa r by studying th e wall sculpture s throughout th e


Th e adventurer s have already encountere d agents o f th e

complex .
Ashen Covenant, notably Mauglurien an d Shonvurru . As

the adventure culminates, th e PC s mee t th e hea d o f thi s

REMAINING TOO LONG IN ONE PLACE


cult o f Orcu s worshippers, Elder Arantham , as h e finally

Th e adventurer s might be tempte d to hole up in on e o f th e


stepped out o f th e shadows .

chamber s o f th e Reliquary onc e they clea r it o f threats . I f


Elder Arantha m know s that releasin g Timesu s from

the adventurer s choos e any o f th e following location s to


the Reliquary will increas e th e numbe r o f souls that fall

use as a restin g place, they ar e unlikely to b e disturbe d


beyon d th e Raven Queen' s purview into Death' s Reach .

by Ashen Covenant forces : Location s 3 , 5, 7, an d 8 . Othe r


He expend s muc h o f hi s strength in breachin g th e

parts o f th e Reliquary ar e not as safe for campin g out,


defenses o f th e Reliquary to achieve this aim .

however . For every hour th e adventurer s remain in a


In th e process, Arantha m ha s als o freed dozen s of

chamber not note d above, roll l d 2 0 + 2 . I f th e result is 2 0


Timesus's soldiers, th e so-calle d blackstar host, turnin g

or higher, th e adventurer s encounter an Ashen Covenant


some o f thes e creature s to his service . Other s remain

Patrol (see Adventure Book Two, page 2) .


hostile to all intruders . Many, many more lie trappe d

throughout Death' s Reach an d in th e Reliquary .

HISTORY SUMMARY
GENERA L RELIQUAR Y DETAIL S
The history o f the Dawn Wa r an d Timesus' s involvement

in it unfolds as th e adventurer s move deeper an d deeper


The upper level of th e Reliquary (Locations 1 - 1 2 ) lies 1 2 0

into th e Reliquary . Th e wall sculpture s reveal how th e


feet below th e surface of Death' s Reach .

hosts o f th e Astral Se a an d th e horde s o f th e Elementa l


The middle level of th e Reliquary (Locations 1 3 - 1 7 ) is

Chaos clashe d acros s th e surface o f a ravaged world . It


located 2 0 0 feet below th e surface .

begins by showin g Timesu s an d other primordial s send-


The vault level of th e Reliquary (Locations 1 8 - 1 9 ) rests

ing their titan s an d other servant s out to shape an d buil d


nearly 1,00 0 feet below th e surface, an d is accessible only

the world . As th e act o f creation continues, piece s are


by th e path describe d in Location 17.

discarded an d th e Shadowfell an d th e Feywil d com e int o


Light Sources : Varies by chamber .

existence . Divine being s look down from th e Astral Se a


Doors: The double valves that control acces s betwee n

and tak e an interest in th e work o f th e primordial s an d


locations in th e Reliquary ar e compose d of adamantine .

their offspring . They becom e horrified, however, when th e


Though eac h contain s a locking mechanism, most ar e

primordials decide to destroy what they have create d an d


unlocked due to th e presenc e of Elder Arantham' s forces .

start over . In terrible battle s that shak e th e world, gods an d


Walls : The chamber s of th e Reliquary ar e bounde d by
primordials alik e die . A great an d powerful primordial,
a solid matrix of hard stone . Much of th e interior surface

Timesus th e Black Star, travels to th e Shadowfell to fee d


is covere d with intricate relief sculptures that reveal vari-
on th e departin g life force o f dying entities . Th e gods an d

ous event s of th e Dawn War, particularly as they relate t o


their followers amas s a great army to attack an d destroy

Timesus. A great deal of this sculpture, however, is erode d


Timesus befor e he can becom e to o powerful . In a great
and crumbled . Th e floors consist of serpentin e flagstone
battle, Timesu s is gravely wounde d an d imprisoned, an d

laid in bon e mortar .

the power o f Death' s Reac h is seale d away for all time .

----------------------- Page 16-----------------------

----------------------- Page 17-----------------------

THE RELIQUAR Y CHAMBER S


7. Angeli c Tombs . Th e door to thi s chambe r is locke d

(DC 3 1 Thievery chec k to open) . Inside, two sarcophagi


Th e hidden entranc e to th e Reliquary open s onto a steeply

of stone an d gold stan d on th e opposite wall . Each is deco-


descending corridor that end s at th e Reliquary Access .

rated with symbology relate d to angel s (D C 1 6 Religion


1 . Reliquar y Access . Th e passage end s at a 10-foot-

check to identify) . Thes e sarcophagi onc e hel d th e angel s


wide arc h fille d with roiling, opaque mist . Th e mist is a

charged with guardin g th e Reliquary for all time, but


remnan t o f th e war d Elder Arantha m shattere d to gain

those entitie s are n o longer waitin g within thes e vessels .


access to th e Reliquary . Th e mist that remain s retain s only

Written in Superna l on th e left sarcophagu s is "Erexes, "


the power to prevent creature s on one side from hearing,

and on th e right, "Ilyssus. " I f th e adventurer s manag e to


seeing, or otherwis e sensin g anythin g on th e other side .

open th e sarcophagi (D C 2 4 Strength chec k to open), one


2 . Entr y Hal l (Encounte r R l ) . Elder Arantha m

contains 1,00 0 pp, four 5 , 0 0 0 gp gems, an d a 23rd-level


assembled disinterre d blackstar creature s her e befor e

magic item . Th e other contain s 7 0 0 pp, six 5 , 0 0 0 gp gems,


transferring the m to th e surface .
and a 24th-leve l magic item .
History on the Walls : A host o f powerful elementa l enti-

History on the Walls: Th e divine being s com e together


ties mi x an d merg e different elementa l force s to creat e a

in a great assemblage, surrounde d by hosts o f angels, th e


glowing sphere o f coolin g magma .

races o f th e world (includin g dwarves, elves, an d humans),


DC 2 4 History or Religion check: Th e elementa l entitie s

and other creature s an d beings . All appeare d arme d an d


known as th e primordial s create d th e world .

armored for war .


3 . Empt y Alcoves . Whe n Elder Arantham' s forces

DC 2 4 History or Religion check: History an d religious


defeated th e Reliquary guardian s here, they deface d th e

doctrine tell us that th e gods gathere d angel s an d other


historical image s carve d on th e walls so thoroughly that

allies together to oppose th e primordials, an d it was at thi s


nothing can be learne d in thes e locations .

time that eac h god took a specific interest in one o f th e


4 . Guardia n Alcove s (Encounte r R 2 ) . Reliquary

new race s that emerge d in th e world .


guardians still protect thi s location .

DC 2 9 Religion check: Erexe s an d Ilyssus ar e th e name s


History on the Wall: Great primordial s hurl chunk s of

of two great angel s that helpe d defeat th e primordial s


the worl d to eac h side . Th e chunk s hurle d to th e right ar e

during th e Dawn War . They are said to appear every few


dark, mor e shadow tha n substance . Th e chunk s hurle d to

millennia when th e nee d is great an d circumstance s dire .


the left ar e intensely bright an d vivid, more real tha n their

8 . Excavation . Elder Arantha m found several mem-


central counterparts .

ber s o f th e Blackstar Host burie d in th e floor o f thi s long


DC 2 4 History or Religion check: This is a retellin g of th e

hall . A gaping hole 3 0 feet deep, with th e outlin e o f a few


creation o f th e Shadowfell an d th e Feywild, th e reflection s

unanimate d blackstar knight s embedde d in th e wall s o f


of th e natura l world .

the pit, suggests what happene d here .


5 . Porta l Guardian s (Encounte r R 3 ) . Elder Aran-

9 . D r e a m Poo l (Encounte r R 5 ) . Thi s chambe r con-


tham did not test th e guardian s protectin g thi s chambe r

tains th e Drea m Pool, whos e waters allow th e adventurer s


and its strange, unnatura l portals .

to move deeper into th e Reliquary .


History on the Walls : Th e wall sculptur e shows divine

History on the Walls : A great black mas s hurtle s from th e


being s lookin g down upon th e creation o f th e primordial s

sky trailin g fire, on a collision course with an assemblage


with interest, excitement, an d even a touch o f jealousy .

of divine beings .
DC 2 4 Religion check: Th e first gods notice d what th e

DC 2 9 History or Religion check: A primordial name d


primordials wer e up to an d took a great interest in th e act s

Timesus, als o known as th e Black Star, was often repre-


of creation that were resultin g in th e world, th e Shadow-

sented as a flamin g rock that falls from th e sky. It was


fell, an d th e Feywild .

said to have kille d many o f th e first gods, even after they


6 . Hydr a Defeate d (Encounte r R4) . Thi s are a con-

learne d to work together to oppose th e primordials .


taine d fell traps an d an eternally revivable primordial

10 . Desecrate d Templ e (Encounte r R 6 ) . Elder


hydra determine d to kee p all intruder s at bay . But Elder

Arantham ha s turne d thi s area, which was onc e a temple


Arantha m succeeded, findin g a way to defeat th e guard-

dedicated to th e gods that helpe d defeat Timesus, into a


ians an d keep th e hydra from returning . Hi s force s control

grand Temple o f Orcus . A terribl e entity strain s to escap e


the chambe r when th e adventurer s arrive .

in th e chamber' s center .
History on the Walls: Creation gives way to destruction in

History on the Walls: Th e relief sculpture s her e have


this sculpture, as th e great primordial s an d thei r servant s

bee n replace d with a gruesom e coverin g o f half-animate d


plow through th e world an d begin to brea k it bac k down to

remains . In one or two places, i f th e adventurer s tak e th e


its elementa l component s in order to start th e proces s over .
time an d effort, they ca n uncover a few scene s o f th e gods
DC 2 4 History or Religion check: Th e primordials, never

that onc e hel d sway in thi s temple, includin g Moradin,


content to let well enough alone, decide d to destroy cre-

Corellon, an d Tiamat .
ation an d start again . Th e tenet s o f Elementa l Chao s

DC 2 4 History check: Th e gods, whether good, lawful


demand that th e cycle o f creation an d destruction contin-

good, evil, chaoti c evil, or unaligned, worke d together


ues, n o matter th e consequences .

----------------------- Page 18-----------------------

to defeat th e primordial s an d save th e world from


DC 2 9 Religion checfe: Timesu s an d its allie s seale d

destruction .
off thi s portal within Death' s Reac h so that they coul d

1 1 . Summonin g C h a m b e r (Encounte r R 7 ) . Thi s


trap an d consum e th e residual power o f th e souls o f th e

chamber onc e serve d as a summonin g are a for Reliquary


recently deceased .

defenders. Now it ha s been compromise d an d seize d by


17 . Reliquar y Test (Encounte r R l l ) . Thi s chambe r

member s o f th e recently unearthe d blackstar host, wh o


contains several traps, as well as th e acces s shaft that drops

have shaken off th e control s place d upon the m by th e


10 0 feet to Location 1 8 .

Ashen Covenant .
History on the Walls : Th e walkin g mas s o f flamin g blac k

History on the Walls : Fantastic mechanism s o f war,


rock grows larger an d mor e powerful as th e wisp s o f light

legions o f angels, phalanxe s o f fiendish warriors, an d


flow into an d aroun d it instea d o f th e swirlin g vortex o f

elemental creature s o f every shape an d energy fight acros s


dark energy . Divin e beings, meanwhile, amas s nearby in

the length an d breadth o f a city-size d fortres s built in th e


what appear s to b e a final stan d against th e primordial .

hollow o f a still-smokin g crater .


DC 2 9 Religion check: Timesu s the Black Star use d th e

DC 2 9 Religion check: Ancien t songs hint at fantastic


diverted energy o f th e lost souls to mak e itself one o f th e
battles that raged in Death' s Reach .
most powerful an d devastatin g o f th e primordials . A force

1 2 . Spira l Stairs, Down . Thes e spiral stairs plunge 8 0


of gods an d thei r allie s cam e together to oppose Timesu s

feet through compacte d stone to Location 13 .


and open or destroy Death' s Reach onc e an d for all .

1 3 . Spira l Stairs, Up . Thes e spiral stairs rise 8 0 feet


1 8 . Divin e Memoria l (Encounte r R 1 2 ) . Th e shaft

through compacte d stone to Location 12 .


leading down from Location 1 7 is smooth (D C 2 9 Athlet-

14 . Sarcophag i C h a m b e r (Encounte r R 8 ) . Eight


ics chec k to climb) . Thi s chambe r serve d as a monumen t

sarcophagi occupy thi s chamber . Th e lid to one o f thes e


to six gods wh o die d in th e Dawn War . Elder Arantham' s

has bee n shattered, but th e other s remai n sealed . I f th e


forces smashe d two o f th e statues when he move d through

adventurers ignore th e seale d sarcophagi, they bypass th e


the are a becaus e o f their disruptive radiance . H e ha s left

threats lingerin g her e an d th e treasur e they guard . Other-


followers her e to delay th e adventurer s long enough so that

wise, comba t break s out .


he can achieve his goal in Location 19 .

History on the Walls : A walkin g mas s o f flamin g black


History on the Walls: A great circula r portal on a devas-

rock stand s before a swirlin g vortex o f dark energy as


tated plain shine s with heavenly light . Score s o f angelic

wisps o f light are sucke d into it .


beings pour from th e portal, right into ran k upon ran k o f

DC 2 9 Religion check: Timesu s th e Black Star gaze s into


undead o f every possible configuration . Th e angelic an d

the hear t o f Death' s Reach, a dark doorway that some


divine being s continu e to pour through, seemingly an

souls enter to fin d an unknow n fate .


unstoppable tide . Som e o f th e being s shinin g most brightly

1 5 . Sentine l Trap s (Encounte r R 9 ) . Traps protect


in th e vanguar d stan d toe-to-toe against primordials, an d

this L-shape d corridor .


seem in grave danger o f bein g destroye d by th e monstrou s

History on the Wall: A dragon whose scale s shin e like th e


creatures . I n th e center o f it all stands th e immens e mas s
sun engages in battl e with a brutal, axe-wieldin g primor-
of flamin g black rock .

dial. A s th e sculpture wrap s from wall to wall, th e battle


DC 2 4 History or Religion check: Th e first gods wer e able

plays out, endin g with th e death o f th e dragon .


to defeat th e primordial s only when they poole d their

DC 2 4 History or Religion checfe: Th e dragon might be


resources an d worke d together . Still, many gods perishe d

Io th e First Dragon, which would mak e its opponent th e


in th e Dawn Wa r in order to save the world an d creation;

primordial calle d th e Kin g o f Terror, who kille d Io in th e


some o f their name s were never recorded .

ancient stories .
19 . Reliquar y (Encounte r R 1 3 ) . Thi s chamber, th e

16 . Hal l o f Judgmen t (Encounte r RIO) . Th e Ashen


prison o f Timesus, shows signs o f a methodica l excavation .

Covenant ha s excavate d a deep pit in th e center o f thi s


History on the Walls: A great battl e between th e force s

large chamber .
of th e Astral Se a an d th e Elementa l Chao s reache s a cre-

History on the Walls : Th e sam e landscap e as in Loca-


scendo at th e hear t o f th e Shadowfell . Score s o f angel s an d

tion 14, except a coal-gray disk hang s before th e swirlin g


even mor e powerful divine being s overwhelm th e flamin g

vortex . Th e disk bear s a strange rune . Th e wisps o f light


black rock that walk s like a man . As th e sculpture s wrap

bounc e of f th e disk . Som e rain down upon th e groun d like


around th e wall s an d show th e story, th e great primordia l

dying embers, while other s ar e gathere d a s so much glow-


is gravely wounde d an d finally imprisone d within a mas-
ing honey in th e primitive appendage s o f th e walkin g mas s
sive reliquary . Finally, th e gods work together to hid e an d

of flamin g black rock .


seal of f a portion o f th e Shadowfell .

DC 2 4 Religion checfe: Th e residue o f a just-destroye d


DC 2 9 Religion check: Timesu s the Black Star, finally

soul ca n animat e th e dea d or even constructs, with sur-


defeated by th e gods an d their followers, is trappe d within

prising vigor .
the Reliquary an d Death' s Reach is seale d away for all
DC 2 9 Arcana check: Th e run e suggests the concept o f
time by th e collective power o f multiple gods .

perfect impedance, an d denote s th e use o f a powerful spell

of sealing .

----------------------- Page 19-----------------------

NEW MONSTERS
Blackstar Prowler Level 2 3 Skirmisher

Mediu m elementa l animat e X P


5,10 0

Initiative +2 2 Sense s Perceptio n +17 ; darkvisio n

H P 214 ; Bloodie d 10 7

BLACKSTAR HOS T
A C 37 ; Fortitud e 33 , Refle x 35 , W i l l 3 2

Resist 1 0 fire; Vulnerabl e 1 0 radian t


Th e primordia l Timesus, th e Blac k Star, ha s bee n repre-
Spee d 8

sented in myth an d legen d as a n avenging meteorit e that


Bit e (standard ; at-will)

smote foes by smashin g down from th e sky like a hamme r


+28 vs . AC ; 2d1 0 + 8 damage , o r 2d1 0 + 1 3 damag e against a
of black stone . In truth, th e flamin g black rock that walke d
prone target ,
like a ma n coul d launch itself great distance s to mak e
j - Blacksta r Charg e (standard ; recharg e : : )

Th e prowle r make s a charg e attack ; +28 vs . AC ; 3d1 0 +1 0


devastating attacks . In some o f its battle s against th e gods,

damage , an d th e target is knocke d prone . W h e n th e targe t


fragments o f Timesus' s primordial form splintere d an d

stands up , it provoke s opportunity attack s fro m adjacen t


manifeste d into terribl e creature s that becam e known as

blackstar prowlers .
the blackstar host . Th e Host followed Timesu s as faithful
Pounce o n th e Falle n (move ; at-will) Teleportatio n

warriors, an d thos e not destroye d in th e Dawn Wa r were


Th e blacksta r prowle r teleport s u p t o 8 square s t o en d it s mov e
imprisoned alon g with th e Black Star .
adjacent to a pron e enemy .
Wit h th e openin g o f th e Reliquary, th e blackstar host
Alignmen t Evi l Language s -

Skill s Enduranc e +22 , Stealt h +2 5


has bee n freed . They ca n b e powere d by different energy,

Str24(+18 ) Dex28(+20 ) W i s 2 2 ( + 1 7 )
including a soulfall . A variety o f form s o f thes e creature s

Co n 2 2 (+17) In t 3 (+7) Ch a 7 (+9)


exist, a s each fills a different role within the Host .

BLACKSTAR PROWLE R
Blackstar Annihilator Level 2 3
Artillery
Mediu m elementa l animat e
X P 5,10 0 DESCRIPTION AND TACTICS

Initiative +2 0 Sense s Perceptio n +23 ; darkvisio n


Vaguely wolflik e in shape, blackstar prowlers ar e crud e
H P 168 ; Bloodie d 8 4
accumulations of animate d dust an d lustrous black rock
A C 35 ; Fortitud e 34 , Refle x 36 , W i l l 3 4
fragments . Terrifyingly crafty, thes e creature s remain

Resist 1 0 fire ; Vulnerabl e 1 0 radian t

silently on th e move, huntin g relentlessly for source s o f


Spee d 5 , fly 8 (clumsy )

animating energy .
Sla m (standard ; at will )
+30 vs . AC ; 2d 6 + 8 damage , an d ongoin g 5 damag e (sav e ends)
. A blackstar prowler launche s itself with blackstar
charge

Meteo r Bol t (standard ; at-will)


to sen d its quarry sprawling, ruthlessly bitin g thereafter .
Ranged 10 ; +2 8 vs . Reflex ; 3d 6 + 8 damage , an d th e targe t
take s Prowlers prefer to ru n in pack s an d with allie s
that can
-2 t o savin g throw s an d ongoin g 5 damag e (sav e end s both) .
knock enemie s prone so they can take advantage o f their
Blacksta r Fal l (standard ; encounter )
pounce on the fallen attack .

Th e blacksta r annihilato r ca n fly 8 square s an d ente r a n


enemy' s

space ; +28 vs . Fortitude ; 4d 6 + 8 damage , an d th e targe t

Blackstar Crusher Level 2 4 Brut


e
is pushe d 2 square s an d knocke d prone . Miss : Th e targe t i
s

Large elementa l animat e X P


6,05 0
pushed 1 square . If th e targe t canno t b e pushed , th e
blacksta r

annihilato r end s it s mov e i n a n unoccupie d squar e adjacen


t Initiative +19 Sense s Perceptio n +19 ;
darkvisio n

to th e target . Secondary Attack : W h e n it lands , th e blacksta


r Blacksta r Gravit y aur a 5 ; any enem y withi n th e
aur a at th e star t of

annihilato r attacks : clos e burs t 3 ; target s enemies ; +26 vs .


Reflex ; th e blacksta r crusher' s tur n is pulle d 2
squares .

2d6 + 8 damage , an d th e target is pushe d 1 squar e an d


knocke d H P 275 ; Bloodie d 13 7

prone. Th e burst are a become s difficult terrain .


A C 36 ; Fortitud e 36 , Refle x 34 , W i l l 3 4

Resist 1 5 fire; Vulnerabl e 1 0 radiant


Alignmen t Evi l Language s Primordia l

Spee d fly 5 (clumsy )


St r 1 8 (+15) De x 2 8 (+20) W i s 2 4 (+18)

Sla m (standard ; at-will)


Co n 2 4 (+18) In t 8 (+10) Ch a 7 (+9)

Reach 2 ; +2 7 vs . AC ; 2d1 2 + 6 damage .

C* Meteori c Shockwav e (standard ; recharg e : : X i::) Forc e

BLACKSTAR ANNIHILATOR
Close burst 3 ; +2 5 vs . Fortitude ; 2d1 2 + 1 2 forc e damage , an d
DESCRIPTION AND TACTICS
th e targe t is pushe d 4 square s an d knocke d prone .

If th e target hit s a wal l o r othe r unmovabl e object a s a result


A blackstar annihilato r seeps shadows like black flame ,

of th e push , th e target stop s i n th e last unoccupie d squar e an d


and act s with depraved will an d energy . A point o f blue
take s a n additiona l 1 d l 0 + 4 forc e damag e fro m impactin g

light serves as a sensory organ .


against th e wal l o r unmovabl e object .

Th e blackstar annihilator flie s over its targets an d use s


Focused Gravit y (standard ; at-will) Forc e
blackstar/all to initiate combat . Wheneve r it can, it trie s
Ranged 20 ; +2 5 vs . Fortitude ; 2d 8 + 7 forc e damage , an d th e
to lan d in an enemy's space amon g many foes, to get th e
target is knocke d prone .
most out o f its initial assault . It then flie s aloft again to hurl
Alignmen t Evi l Language s -

St r 2 8 (+21) De x 2 5 (+19) W i s 2 4 (+19)


ranged attack s at its opponents . It prefer s to avoid melee,

Co n 2 5 (+19) In t 4 (+9) Ch a 7 (+10)


employing slam attack s only when it would provoke oppor-

tunity attack s for usin g meteor bolt.

----------------------- Page 20-----------------------

Blackstar Idol Level 2 2 Elite Controller (Leader)


BLACKSTAR CRUSHER

Large elementa l animat e X P


8 . 3 0 0

DESCRIPTIOM AND TACTICS


Initiative +12 Sense s Perceptio n +21 ; darkvisio n
An amalgamation o f massive chunk s o f fire-smoothe d
Blacksta r Puls e (Healing ) aur a 3 ; enemie s tha t star t thei r turn s
black stone, a blackstar crushe r ha s massive strikin g limbs .
withi n th e aur a tak e 1 0 damage , an d blacksta r host tha t star t

thei r turn s withi n th e aur a hea l 1 0 hit points .


Th e crushe r moves by floating .

H P 420 ; Bloodie d 21 0
Charging into combat, th e blackstar crushe r open s with
A C 36 ; Fortitud e 34 . Refle x 27 , W i l l 3 6

focused gravity on th e first adversary it ca n reach . Onc e th e


Resist 1 0 fire ; Vulnerabl e I S radian t
battle is joined , th e crushe r pummel s its foes, reusin g mete-
Savin g Throw s +2
oric shockwave whenever possible . It shifts and moves in
Spee d fly 8 (hover) , telepor t 4
such a way that blackstar gravity bring s it mor e opponent s
Actio n Point s 1
to crush or line s thos e enemie s up for a truly devastatin g
Forc e Sla m (standard : at-will) Forc e

+27 vs . AC ; 2d 6 + 8 forc e damage .


meteoric shockwave. It uses/ocusedgravity to brin g down

>T Mindri p (minor ; at-will) Psychi c


flying targets or to deal with range d attackers .
Ranged 10;+2 6 vs . Will ; 1d1 0 + 8 psychi c damage , an d th e

target is slowe d (sav e ends) .

BLACKSTAR IDOL
<C Blacksta r Nov a (standard ; recharge s whe n first bloodied )

Psychic
DESCRIPTION AND TACTICS

Close burst 5 ; target s enemies ; +24 vs . Will ; 4d 6 + 8 psychi c


Timesus's servitors carve d an d prepare d fragment s o f their
damage , an d th e targe t is pushe d 2 square s an d knocke d prone .

master . Thes e blackstar idols, were designe d to creat e


Miss: Hal f damage , an d th e targe t is neithe r pushe d no r knocke d
other blackstar creature s an d lea d the m in battle .
prone.
A blackstar idol appear s as large sphere o f smooth,
Mindquake (standard ; recharg e : : X is ) P s y c h i c
black stone, rapidly rotatin g in midair . Energy stream s
Are a burst 5 withi n 20 ; target s enemies ; +24 vs . Will ; 4d 6 + 8

psychic damage , an d th e targe t is daze d (sav e ends) .


from it like ebony flame , wrappin g it in a pall o f doom .

Animat e Blacksta r (standard ; at-wil l o r encounter )


Th e idol begin s comba t in flight, attackin g enemie s

Th e ido l target s th e remain s of a falle n blacksta r creatur e an d


with its mindquake. The n it descend s to catch foes in its
imbues it wit h energy . A s a n at-wil l power , th e falle n blacksta r

aura an d use s blackstar nova. It use s mindrip every turn .


rises a s a blacksta r pawn . If th e blacksta r ido l target s a blacksta r

paw n a s a n encounte r power , it become s a blacksta r knight .

Alignmen t Evi l Language s Primordia l

St r 2 5 (+18) De x 1 3 (+12) W i s 3 0 (+21)

Co n 2 6 (+19) In t 10 (+11) Ch a 7 (+9)

----------------------- Page 21-----------------------

Blackstar Knight Level 2 3 Soldier


BLACKSTAR PAWN

Mediu m elementa l animat e X P 5,10


0

Initiative +20 Sense s Perceptio n +19 ; darkvisio n


DESCRIPTION AND TACTICS

H P 212 ; Bloodie d 10 6
Chips o f Timesu s with barely enough self-awarenes s to
A C 39 ; Fortitud e 3 5 Refle x 34 , W i l l 3 5
recognize enemie s fill out companie s o f th e Blackstar
Resist 1 5 fire ; Vulnerabl e 1 0 radian t
Host . Blackstar pawn s ar e rough-lookin g humanoi d amal-

Spee d 7

gamations o f black stone that steam an d sparkle with tat-


Greatswor d (standard ; at-will) W e a p o n

tered energy .
+28 vs . AC ; 2d1 0 + 9 damage , an d th e targe t is marke d unti l th e
end of th e blacksta r knight' s nex t turn ,
Blackstar pawn s ar e perfect companion s to other s o f
r Deathswor d (standard ; recharg e :: : : ) W e a p o n
the blackstar host . In addition to their claw attacks, th e
Requires greatsword ; +2 8 vs . AC ; 3d1 0 + 9 damage , an d if th e
pawns ricoche t an d collide with enemie s each tim e one o f
target is marke d by th e blacksta r knight it take s ongoin g 1 0
their numbe r falls .

damage (sav e ends) .

^ Soldier' s Dut y (whe n reduce d t o 0 hit points)


BLACKSTAR HOS T LOR E

Th e blacksta r knight explodes ; clos e burst 2 ; target s enemies ;

+24 vs . Reflex ; 1d1 0 + 9 damage ; marke d target s tak e a n


A characte r know s th e following information with a suc-
additiona l 1d1 0 + 9 damage .
cessful History or Arcan a check .

No Escap e (move ; at-will) Teleportatio n

D C 16 : O f late, a handfu l o f strange creature s have


Th e blacksta r knight ca n telepor t 1 0 square s a s lon g a s it end s
i n

found their way into th e service o f powerful evil beings,


a squar e adjacen t t o a n enem y marke d by th e blacksta r knight .
Alignmen t Evi l Language s Primordia l
apparently provided as gifts by a still mor e secretive entity .

St r 2 6 (+19) De x 2 4 (+18) W i s 2 6 (+19)


Thes e blank-faced, black-stone warrior s see m to b e ani-

Co n 2 0 (+16) In t 1 0 (+11) Ch a 9 (+10)


mate d creature s o f some kind . Most scholar s assum e a
Equipment greatswor d
ritual is use d to creat e them, but their origin is obscure .

D C 2 4 : Creature s o f th e blackstar host are castoff

BLACKSTAR KNIGHT
bits o f an ancient primordial . Thes e creature s are always
DESCRIPTION AND TACTICS
agitated an d direct their ir e at anythin g that moves, sug-
gesting that most blackstar creature s remain on th e hunt
Blackstar knight s ar e baroqu e vessels o f glossy black stone

becaus e they must . It's likely they nee d a steady diet of


and th e dust o f th e Dawn War' s fallen . Som e o f thes e

energy to maintain their animation .


knights have a connection to th e dea d o f th e Dawn War,

D C 2 9 : Strange animate s are attracte d to sites of


due to pullin g animatin g energy from Death' s Reach . Each

ancient conflict s from elder days . Properly calle d black-


knight carrie s a black, stone blade that is sharpe r than

star idols, thes e frightenin g manifestation s fin d such sites


worked steel .

without fail, sometime s travelin g immens e distances . At


A blackstar knight fights alongside allies, beginnin g

such places, blackstar idols ca n us e spiritual energy to


combat by markin g an opponent with its greatswor d

animate blackstar creature s like themselves, but with dif-


attack . Th e blackstar knight then use s deathsword an d

fering abilities, i f th e necessary part s ar e present .


no escape to houn d its marke d foe . As it approache s 0 hit

D C 3 1 : Th e blackstar host owes its existenc e to th e pri-


points, a knight maneuver s close to multiple enemie s so

mordial Timesus, a destructive power that, in an ancien t


that it gets th e most out of its soldier's duty power .

age, helpe d creat e a place calle d Death' s Reach . There ,

Timesus an d other primordial s consume d th e souls o f


Blackstar Paw n Level 2 3 Minion
Mediu m elementa l animat e X P
1,27 5 departed mortal s until th e first gods stoppe d the m in a

great battle .
Initiative +18 Sense s Perceptio n +13 ; darkvisio n
H P 1 ; a misse d attac k neve r damage s a minion .
Th e gods seale d Timesu s an d its followers in Death' s

A C 37 ; Fortitud e 37 , Refle x 36 , W i l l 3 1
Reach . W h o know s what still lingers in that secret place ?
Resist 1 5 fir e
A characte r wh o achieve s thi s result als o know s th e
Spee d 7
information presente d in th e description an d tactic s para-
Cla w (standard ; at-will)

graphs o f th e blackstar host .


+26 vs . AC ; 1 2 damag e (crit 1 8 damage) .

Blacksta r Ricoche t (immediat e reaction , whe n a blacksta r paw n

withi n 5 square s is reduce d t o 0 hit points ; at-will)


BLACKSTAR HOST IN DEATH'S REACH
Th e blacksta r paw n shift s 3 square s an d collide s wit h a n enemy ;
A characte r know s th e following information with a suc-
+24 vs . Fortitude ; 8 damage .
cessful Religion check .

Alignmen t Evi l Language s -

D C 3 1 : Th e reawakenin g o f blackstar creature s in


St r 2 6 (+19) De x 2 4 (+18) W i s 1 4 (+13)

Death's Reach is not a mystery . Th e soulfall in thi s seale d


Co n 1 8 (+15) In t 3 (+7) Ch a 3 (+7)

corner o f th e plane ha s fed their quiescent shells, giving

them th e power they nee d to reanimat e an d work Time -

sus's evil .

----------------------- Page 22-----------------------

ENCOUNTER GROUP S
walked . I f th e idol manage s to arrive at its goal, it awaken s

a whole new army o f th e blackstar host to brin g ruin on


In Death' s Reach, member s o f th e blackstar host run

civilization .
wild, or they serve Elder Arantha m an d th e forces o f th e

Perhaps th e adventurer s discover thi s fact after defeat-


Ashen Covenant . Elder Arantha m ha s spent enough tim e

ing Elder Arantha m in Death' s Reach . Mayb e they realiz e


in Death' s Reach to use th e blackstar host as a mean s o f

it jus t a little late, an d th e idol ha s already begun its dread-


barter, tradin g Host creature s to potential allie s as slaves .

ful work at th e site . In that case, other elementa l horror s


Thus, outside Death' s Reach, blackstar host creature s ca n

could supplement th e blackstar idol's forces .


b e foun d in th e servic e o f highly evil masters . Through

various means , som e blackstar creature s have als o escape d

Level 2 4 Encounte r ( X P 3 4 , 7 5 0 )
Death's Reach . Thes e creature s exist now only to consum e

1 blackstar annihilato r (level 2 3 artillery)


energy an d continu e th e primordials ' goals from th e tim e

2 blackstar prowlers (level 2 3 skirmisher)


of th e Dawn War .

1 blackstar crushe r (level 2 4 brute)

1 blackstar idol (level 2 2 elite controller)


DEATH'S REACH HUNTING PARTY
1 blackstar knight (level 2 3 soldier)

Th e following group o f blackstar host wander Death' s

Reach after bein g free d from th e Reliquary .


THE DARK BENEATH

Elder Arantha m secure d th e allegianc e o f a blackfir e


Level 2 2 Encounte r ( X P 2 4 , 8 7 5 )

dracolich with a gift o f blackstar creatures, a secret lair,


1 blackstar idol (level 2 2 elite controller)

and incredibl e treasures . Th e dracolich lives below Elder


2 blackstar knight s (level 2 3 soldier)

Arantham's shadow cathedra l to Orcus . It might feel


5 blackstar pawn s (level 2 3 minion )

compelled to wrea k vengeanc e on th e adventurer s who

defeated Elder Arantha m in Death' s Reach .


BLACKSTAR AWAKENING

A blackstar idol ha s escape d Death' s Reach-o r perhap s


Level 2 5 Encounte r ( X P 4 4 , 6 2 5 )

Elder Arantha m release d it as a distraction-wit h a retinue


3 blackstar prowlers (level 2 3 skirmisher)

of blackstar creatures . It cut s an ashen swath acros s th e


1 blackfir e dracolich (level 2 3 solo controller)

world, headin g for an ancien t crater wher e Timesu s onc e


3 blackstar pawn s (level 2 3 minion )

----------------------- Page 23-----------------------

ASTRA L W A R WING
Astral Warwin g Bombardier Level 2 4 Artillery

Large immorta l animat e (construct ) X P


6,05 0

In th e Dawn War , th e gods create d glorious construct s


Initiative +2 2 Sense s Perceptio n +19

called astral warwing s and other astral war engine s to


H P 175 ; Bloodie d 8 7
fill out their armie s an d counter th e chaoti c creation s o f
Regeneratio n 1 0 (if th e astra l warwin g take s necroti c damage ,
the primordials . Th e warwing s were use d to break enemy
regeneration doe s not functio n unti l th e en d of it s next turn)
formations an d fortifications, an d to bolster unit s o f living
A C 36 ; Fortitud e 36 ; Refle x 39 ; W i l l 36

Immun e disease , poison , slee p


soldiers. Modele d after th e angel s that were th e first ser-

Spee d fly 8 (hover )


vants o f th e gods, th e astral warwing s are sometime s
Astra l Ra y (standard ; at-will) Fire , Radian t

mistaken for member s o f th e angelic host .


Ranged sight ; +29 vs . Reflex ; 2d1 0 - 10 fire an d radiant damage .

Astral warwing s all have a similar appearance, with


Astra l Burs t (standard ; at-will) Fire , Radian t
modifications base d on role an d mission . Th e standar d
Close burs t 2 ; target s enemies ; +27 vs . Fortitude ; 3d 4 + 1 0 fir e
astral warwin g is a mace-wieldin g soldier, whil e other
and radian t damage , an d th e target is blinde d (sav e ends ) an d

pushed 3 squares . Miss : Hal f damage , an d th e target i s pushe d 1


warwing s ar e designe d as range d artillery, bruta l engine s

square.
of destruction, elite comman d an d control centers, an d

-?J* Astra l Bombar d (standard ; recharg e X. i s) Radian t


even solo battle wings designe d to tak e on huge number s

Are a burst 3 withi n sight ; +2 7 vs . Reflex ; 4d 6 + 1 0 radian t


of enemie s all by themselves .

damage . _ _ _ _ _ _ _
Astral warwing s follow their order s to th e letter . With -
Final Bombar d (whe n reduce d t o 0 hit points) Fire , Radian t
out a recognize d commande r in th e field, a warwin g will
Are a burst 3 withi n sight ; +2 7 vs . Fortitude ; 3d 8 + 1 0 fire an d

continue to act on its last set o f order s for as long as it


radiant damage , an d th e targe t is knocke d prone .
is able .
Alignmen t Unaligne d Language s telepathy 2 0
In th e curren t age, thes e astral warwing s ca n still b e
St r 2 5 (+19) De x 3 0 (+22) W i s 2 5 (+19)
Co n 2 5 (+19) In t 6 (+10) Ch a 6 (+10)
encountered . Som e ar e still use d in divine dominions, an d

some have been capture d an d put to use in other planes .

ASTRAL WARWING BOMBARDIER


Still others, however, were lost amon g th e plane s an d ca n
show up in unexpecte d places .
TACTICS

An astral warwin g bombardie r flie s over th e battle,

Astral Warwin g Level 2 3


Soldier launching its are a an d range d attacks . It use s
astral burst to

Large immorta l animat e (construct ) X P


5,10 0 throw bac k mele e attackers . Whe n it know s destruction is

Initiative +20 Sense s Perceptio n +18


inevitable, it moves into position for a final bombard.

H P 214 ; Bloodie d 10 7

Regeneratio n 1 0 (if th e astra l warwin g take s necroti c damage ,


Astral Warwin g Rager Level 2 4 Brut
e

regeneration doe s no t functio n unti l th e en d o f it s nex t turn )


Large immorta l animat e (construct ) X P
6,05 0

A C 39 ; Fortitud e 35 , Refle x 35 , W i l l 3 5

Initiative +19 Sense s Perceptio n +1 8


Immun e disease , poison , slee p

H P 275 ; Bloodie d 13 7
Spee d fly 8 (hover )

Regeneratio n 1 0 (if th e astra l warwin g take s necroti c damage ,


Astra l Mac e (standard ; at-will) Lightning , Radiant , W e a p o n

regeneration doe s no t functio n unti l th e en d of it s next turn )


Reac h 2 ; +3 0 vs . AC ; 2d1 2 + 6 lightnin g an d radian t damage ,
an d

A C 36 ; Fortitud e 39 ; Refle x 36 ; W i l l 3 5
target is marke d unti l th e en d o f astra l warwing' s nex t turn .

Immun e disease , poison , slee p


Mac e Swee p (standard ; recharg e [xj sjj) Lightning , Radiant ,

Spee d fly 8 (hover )


W e a p o n

Sieg e Flai l (standard ; at-will) W e a p o n


Close blast 2 ; +2 8 vs . AC ; 2d1 2 + 6 lightnin g an d radian t damage
,

Reac h 3 ; +2 7 vs . AC ; 2d1 2 + 1 0 damage , an d th e target is


and targe t i s daze d unti l th e en d o f astra l warwing' s next
turn .

knocked prone . If th e targe t is prone , th e targe t is daze d unti l th e


Comba t Vigilanc e

end o f th e astra l warwing' s next turn .


If a targe t tha t th e astra l warwin g ha s marke d shift s o r make s

4 Ragin g Assaul t (standard ; at-will : warwin g mus t b e bloodie d t o use


a n attac k tha t doe s no t includ e th e astra l warwing , th e astra l

thi s power ) W e a p o n
warwin g ca n mak e a n astra l mac e attac k a s a fre e actio n against

Th e astra l warwin g move s at half speed . It make s on e siege


flail
that target .

attac k wit h eac h squar e of movemen t against a n enemy tha t


Alignmen t Unaligne d Language s telepathy 2 0

come s withi n reach . It ca n mak e u p t o fou r attack s i n thi s way .


St r 2 5 (+18) De x 2 4 (+18) W i s 2 4 (+18)

If it come s withi n reac h of a conjuratio n o r zone , it make s a n


Co n 2 2 (+17) In t 8 (+10) Ch a 8 (+10)

attack : +2 5 vs . creator' s Will . O n a hit , th e conjuratio n o r zon e

is destroyed , an d al l it s effect s end . Th e creato r take s 1d1 0 +

ASTRAL WARWING TACTICS


6 psychi c damag e an d is pulle d 2 square s close r t o th e astra l

An astral warwin g flie s into battle, usin g its astral mace


warwing .

<? Ragin g Swee p (standard ; recharg e X s s) W e a p o n


attack to take down enemie s one at a time, or switch-

Requires siege flail ; clos e blast 3 ; +2 5 vs . AC ; 2d1 2 + 1 0 damage ,


ing to its mace sweep when multiple targets ar e available
and th e target is pushe d 3 square s an d knocke d prone .

and when th e power ha s recharged . An astral warwin g


Alignmen t Unaligne d Language s telepathy 2 0

remain s in th e midst o f a battle, usin g its ability to mar k


St r 3 0 (+22) De x 2 4 (+19) W i s 2 2 (+18)
its enemie s to contain an d lock down its opponent s for as
Co n 2 5 (+19) In t 6 (+10) Ch a 6 (+10)

long as possible .

----------------------- Page 24-----------------------

ASTRAL WARWING RAGER TACTICS


Astral Warwin g Vanguar d Level 2 3 Solo Brut
e

Huge immorta l animat e (construct ) X P


25,50 0
Th e astral warwin g rager wades in to attack with its siege

Initiative +17 Sense s Perceptio n +17


flail, crashin g through enemy line s to outflan k its oppo-

H P 1,052 ; Bloodie d 52 6
nents . It then pound s foes with raging sweep. True-to its
Regeneratio n 1 0 (if th e astra l warwin g take s necroti c damage ,

name, it become s mor e deadly when it is bloodied, going


regeneration doe s not functio n unti l th e en d of it s next turn )
on a rampage with its raging assault power .
A C 35 ; Fortitud e 36 , Refle x 35 , W i l l 3 5

Immun e disease , poison , slee p

Savin g Throw s +5
Astral Warwin g Commander Level 2 3 Elite Controller

Spee d fly 6 (hover )


Huge immorta l animat e (construct ) X P
10,20 0

Actio n Point s 2
Initiative +18 Sense s Perceptio n +18

Astra l W a r a x e (standard ; at-will) W e a p o n


Commander' s Boo n aur a 10 ; astra l warwing s tha t star t thei r tur n i n

Reach 3 ; +26 vs . AC ; 2d1 0 + 8 damag e an d th e targe t is pushe d 1


th e aur a gai n a +2 bonu s to attac k rolls .

square. If th e warwin g is bloodied , th e damag e increase s t o 3d1 0


H P 418 ; Bloodie d 20 9

+ 8 .
Regeneratio n 1 0 (if th e astra l warwin g take s necroti c damage ,

4 Doubl e Attac k (standard ; at-will) W e a p o n


regeneration doe s no t functio n unti l th e en d o f it s nex t turn)
Th e astra l warwin g make s tw o astra l waraxe attacks .
A C 37 ; Fortitud e 35 , Refle x 34 , W i l l 3 4

4 Tripl e Attac k (standard ; at-will ; warwin g mus t b e bloodie d t o us e

Immun e disease , poison , slee p

thi s power ) W e a p o n
Savin g Throw s +2

Th e astra l warwin g make s thre e astra l waraxe attacks .


Spee d fly 8 (hover )

4 Vanguar d Vengeanc e (immediat e reactio n whe n hit by a n are a


Actio n Point s 1

or range d attack ; encounter ; recharge s whe n first bloodied )

Astra l Blad e (standard ; at-will) W e a p o n

Teleportation , W e a p o n
Reach 3 ; +28 vs . AC ; 2d1 0 + 8 damage , an d th e targe t is pushe d

Th e astra l warwin g teleport s u p t o 2 0 square s t o en d adjacen t t o


3 squares .

th e attacke r an d the n mak e a n astra l waxaxe attac k against th e

Blad e Swee p (standard ; at-will) W e a p o n

attacker .
Close burst 3 ; +26 vs . AC ; 2d1 0 + 8 damage , an d target is pushe d

4 Vanguar d Assaul t (standard ; at-will ; warwin g mus t b e bloodie d t o


3 squares .

use thi s power ) W e a p o n


f Astra l Targe t (mino r 1/round ; at-will)

Th e astra l warwin g move s it s speed . It make s on e astra l warax e


Ranged sight ; +27 vs . Reflex ; th e targe t is illuminate d i n astra
l

attac k wit h eac h squar e o f movemen t against a n enem y tha t


fire, slowed , an d take s a n additiona l 1d1 0 + 8 damag e fro m

come s withi n reach . It ca n mak e u p t o six attack s i n thi s way .


attack s mad e against it by astra l warwing s (sav e end s both) .

Alignmen t Unaligne d Language s telepathy 2 0


Clearin g Burs t (standard ; at-will) Psychi c

St r 2 8 (+18) De x 2 2 (+17) W i s 2 2 (+17)


Are a burs t 2 withi n sight ; +2 7 vs . Will ; 2d 8 + 7 psychi c
damage .

Co n 2 3 (+17) In t 8 (+10) Ch a 6 (+9)


In addition , thi s powe r target s any conjuratio n o r zon e i n th e
burst; +2 7 vs . creator' s Will ; conjuratio n o r zon e is destroyed ,
al l

its effect s end , an d it s creato r is daze d (sav e ends) .

<+ Astra l Thunde r (standard ; encounter ) Thunder , Radian t

Close blast 5 ; target s enemies ; +2 5 vs . Fortitude ; 2d 6 + 7

thunde r an d radian t damage , an d th e targe t is deafene d an d

blinded (sav e end s both) , an d knocke d prone . Miss : Hal f


damage ,

and th e target is deafene d (sav e ends) , bu t not blinde d o r

knocked prone .

Alignmen t Unaligne d Language s Telepathy 2 0

St r 2 7 (+19) De x 2 4 (+18) W i s 2 4 (+18)

Co n 2 3 (+17) In t 12 (+12) Ch a 1 2 (+12)

ASTRAL WARWING COMMANDER


TACTICS

Th e astra l warwin g commande r leads each battle with its

commanders boon aura, then select s target s for other war-

wings with its astral target ability, which it use s eac h roun d

to increas e damag e against its opponents . It uses either

blade sweep or clearing burst each round, dependin g on how

close its opponent s are . It saves its astral thunder power for

when it ha s multiple powerful enemie s gangin g up on it .

ASTRAL WARWING VANGUARD


TACTICS

Th e astral warwin g vanguar d is saved to sen d int o th e

most dangerou s battles, wher e it operate s as an army unt o

itself, makin g multiple attack s eac h round .

----------------------- Page 25-----------------------

NEW MAGIC ITEMS

Th e adventurer s might ru n acros s thes e item s in thei r trav-


Moonstone Spher e Leve
l 2 3
els throughout thi s adventure .
This perfect globe of lustrous moonstone has a dark flaw that gives

it the appearance of an eyeball. At times, it moves like a roving eye,


en Skul l
Leve l 2 1 looking at something its wielder missed.

Thi s perfectly crafted raven skull is roughly a foot long and made
W o n d r o u s I t e m 4 2 5 , 0 0 0 g p

of red-tinted crystal. A pale light flickers withi n it s depths ,


seemin g Property : Yo u gai n a + 5 bonu s t o Perceptio
n checks , an d a + 2

to react to your presence.


bonu s t o Arcan a checks .

Property : Yo u ca n us e th e sphere' s power s wit h you r


W o n d r o u s I t e m 225,00 0 g p

Intelligence , W i s d o m , o r Charism a modifier , treatin g th e


Property : A characte r ca n discer n tha t th e skul l i s magica
l

sphere a s a + 5 implement .
using detec t magi c durin g a shor t rest , bu t learn s nothin g

Property : T h e spher e ca n b e use d a s a focu s fo r scryin g rituals .


else . A characte r traine d i n Arcan a o r Religio n ca n mak e

Property : T h e spher e secretl y record s everythin g tha t happen s


on e D C 2 7 chec k pe r da y t o lear n on e propert y o r
power ,

t o an d aroun d it s wielder . I n truth , th e spher e i s a n aspec t


in th e orde r below . O n e featur e mus t b e discovere d befor
e

of th e Ey e ofVecna (Dungeon Master' s Guide , pag e 166) .


th e nex t one , an d a specifi c use r mus t independentl y
discer n

It prefer s a n arcan e wielder , sendin g dream s o f it s powe r


eac h featur e i n turn . Faile d check s ca n b e repeate d o n
a n e w

t o suc h a characte r i n th e party . A D C 2 9 Arcan a chec k


day , o r th e use r ca n lear n al l abou t th e skul l durin g
thei r

whil e studyin g th e spher e reveal s tha t it ha s hidde n powers .


discussio n wit h th e Rave n Q u e e n (se e Adventur e Boo k
Two ,
A subsequen t D C 3 1 Arcan a check , mad e n o soone r tha n a
page 16) .

day later , reveal s th e sphere' s tru e nature . Faile d check s ca n


Property : A s a mino r action , yo u ca n stor e t w o healin g
surge s

be repeate d o n a n e w day .
in th e skull . T h e skull' s re d colo r darken s w h e n it
absorb s

P o w e r ( A t - W i l l 4- A r c a n e , C h a r m , I m p l e m e n t ,
Psychic) :
healing surges , an d it s ligh t brightens . U p t o seve n
differen t

Standar d Action . Yo u ca n us e eyebit e (warloc k 1 ; 2 d 6 + In -


creature s ca n stor e healin g surge s i n th e skul l i n thi s
way .

telligence , W i s d o m , o r Charism a modifie r damage) .


Eac h creatur e ca n stor e onl y t w o surge s an d take s a - 2

P o w e r (Dail y 4 Arcane) : Standar d Action . Yo u ca n us e ey e of


penalty t o deat h savin g throw s whil e an y surge s ar e
stored .

the warlock (warloc k 16 . Player's Handbook , pag e 137) .


T h e skul l consume s thes e surge s durin g an y extende d
rest ,

dullin g an d dimming , s o it mus t b e recharge d w i t h n e w

surges eac h day .


Leve l 2 0 +

Property : T h e healin g surg e store d withi n th e skul l i s


enoug h This finely wrought armor glows with an
inner radiance that
t o allo w th e Rais e D e a d ritua l t o w o r k eve n i n th e
absenc e flares even more brilliantly in the presence of
elementals.

of an y othe r par t o f tha t creatur e (se e Player's


Handbook,

Lvl 2 0 + 4 125,00 0 g p Lv l 3 0 + 6 3,125,00 0 g


p
page 311) .

Lvl 2 5 + 5 6 2 5 , 0 0 0 g p
Property : If a creatur e tha t ha s on e o r t w o healin g surge s

A r m o r : A n y
stored i n th e skul l w o u l d suffe r a n effec t o r attac k
tha t

E n h a n c e m e n t : A C
trap s o r destroy s th e soul , th e skul l instea d draw s a w a
y th e

Property : Resis t 1 0 acid , 1 0 cold , 1 0 fire , an d 1 0 lightning .


harmfu l effec t an d consume s th e store d surges .

P o w e r (Dail y 4 Radiant) : Mino r action . Unti l th e en d o f you r


P o w e r (Specia l Healing) : N o action . If a creatur e tha t

next turn , an y creatur e tha t hit s yo u w i t h a mele e attac k


has t w o healin g surge s store d i n th e skul l w o u l d
die , tha t

take s 2 d 8 + Constitutio n modifie r radian t damage .


creatur e instea d regain s hi t point s equa l t o it s healin g

Level 2 5 : 3d 8 + Constitutio n modifie r radian t damage .


surge value , usin g u p on e o f th e surge s store d i n th e
skull .

Level 3 0 : 4 d 8 + Constitutio n modifie r radian t damage .


Tha t creatur e i s a t - 1 t o al l attac k rolls , skil l
checks , savin g

throws , an d abilit y check s unti l it reache s it s nex t mile


-

Dawn Warrio r Weapo n Leve l 2


0 +
stone . Eac h creatur e tha t ha s healin g surge s store d i n
th e

skul l ca n us e thi s powe r onc e pe r day .


This finely wrought weapon glows with an inner radiance that

flares even more brilliantly in the presence of elementals.

mrst Armo r
Leve l 7 + Lvl 2 0 + 4 125,00 0 g p Lv l 3
0 + 6 3,125,00 0 g p
Blood and shadow color this armor darkest crimson, and it chan
Lvl 2 5 + 5 6 2 5 , 0 0 0 g p
nels th e energy of death.
W e a p o n : A n y mele e

E n h a n c e m e n t : Attac k roll s an d damag e roll s


L v l 7 + 2 2,60 0 g p L v l 2 2 + 5
325,00 0 g p

Critical : + 1 d 8 radian t damag e pe r plus , an d yo u hea l 1 0 hi t


Lvl 1 2 + 3 13,00 0 g p L v l 2 7 + 6
1,625,00 0 g p

points
L v l 1 7 + 4 65,00 0 g p
Property : A hi t agains t a n elementa l o r primordia l w e a k e n s
A r m o r : A n y

tha t creatur e unti l th e en d o f you r nex t turn .


E n h a n c e m e n t : A C

P o w e r (Dail y 4 Radiant) : Standar d action . Clos e burs t 1 ;


Property : Yo u automaticall y sav e agains t ongoin g necroti c

Strengt h vs . A C ; 3 [ W ] + Strengt h modifie r radian t damag e


damage .

an d th e targe t i s pushe d 1 square .


P o w e r ( D a i l y 4 Necrotic) : Mino r action . Unti l th e en
d o f

Level 2 5 : 4 [ W ] + Strengt h modifie r radian t damage , an d th e


you r nex t turn , an y creatur e tha t hit s yo u w i t h a
mele e at -

targe t i s pushe d 2 squares .


tac k take s 1d 8 + Constitutio n modifie r necroti c damage .

Level 30 : 5 [ W ] + Strengt h modifie r radian t damage , an d th e


Level 12ori 7: 2 d 8 + Constitutio n modifie r necroti c
damage .

targe t i s pushe d 3 squares .


Level 2 2 o r 27 : 3d 8 + Constitutio n modifie r necroti c damage
.

----------------------- Page 26-----------------------

EYE S OE O L D GOD S
SATISFIED (12-15 )

Th e Eyes of the Old Gods ar e epic artifacts . Ther e ar e two


"Visions of unnamed gods on a grand celestial quest."
Eyes, an d each grant s a different weare r th e sam e abilities .
The Eye believe s th e wearer is learnin g respect .

Power (Daily): Fre e Action . Us e thi s powe r w h e n yo u hi t a n


Eye of th e Old Gods Epic Level

elementa l o r primordial . Creature s w i t h resistance s los e


This mote of celestial fire races around its wearer's head. It is a
t h e m unti l th e en d o f you r nex t round .
remembered dream of an elder, deceased deity.
Body Slot: H e a d
Property: Yo u gai n a + 1 ite m bonu s t o W i l l , or a +3 ite m
NORMAL (5-11 )
bonu s t o W i l l agains t attack s b y primordial s an d elementals
. "Visions of powerful primordials striving against ancient
gods,
Property: Yo u gai n darkvision .
sometimes winning, sometimes losing."
Property: Yo u gai n a + 2 ite m bonu s t o Perceptio n checks .
The Eye is uncertain that th e wearer appreciate s
Property: Yo u gai n a + 2 ite m bonu s t o initiativ e checks .
ancient glory, an d trie s to hook th e weare r with excitin g

Power (Daily): Immediat e Interrupt . Us e thi s powe r w h e n a n

visions o f days long past .


attac k stuns , dazes , o r dominate s you . Yo u ar e unaffecte d by

tha t condition , an d yo u instea d tak e a - 2 penalt y t o attac k

rolls an d W i l l fo r th e condition' s norma l duration .


UNSATISFIED (1-4)

"Visions of hellish landscapes, worlds torn asunder, and primor-


GOALS OF THE EYE S OE OL D GODS
dials laughing amid the destruction."

It seem s as i f th e wearer isn't open to th e gifts th e Eye of


Recal l th e glory o f th e Dawn Wa r an d sing o f th e prow-

the Old Gods ha s to offer .


ess o f th e gods who saved th e world .

Destroy all elementals, for they ar e children o f th e pri-


Special : Yo u tak e a - 2 penalt y t o attac k roll s an d damag e roll
s
mordials, an d ar e therefor e corruptible .
against creature s othe r tha n elemental s o r primordials .

ROLEPLAYING THE EYE S OF THE


ANGERED (0 OR LOWER )
OLD GODS
"Unrelieved vistas of void and darkness cover all things."
Th e Eyes communicat e silently through visions, usually o f
The Eye of the Old Gods wonder s i f its wearer is a secret
glorious deed s done by the ancient godssome o f whos e
sympathizer with th e primordia l cause .

name s are now long forgotten . Subtle at first, thes e visions

Th e bonu s t o W i l l i s lost , an d th e bonu s t o W i l l agains t


attack s
can eventually grow to be overwhelming .

by elemental s i s reduce d t o + 1 .
The Eyes ar e content to drea m o f old exploits, save when
Special : Yo u tak e a -5 penalt y t o attac k roll s an d damag e roll s

an elementa l or primordial come s within view .


against an y creature s othe r tha n elemental s o r primordials .

COMCORDAMCE
MOVING ON
Starting Score 5
"The world/alls away through a silver void."
Owner gains a level +1d10
The Eye know s its tim e to teac h other s o f th e old gods
Owner speaks to others of the old gods
and th e Dawn War . Whe n th e characte r next gain s a level,
(maximum 1 day) +1
the artifact disappears .
Owner kills an elemental (maximum 1/day) +1

Owner kills a primordial +2

S P E C I A L : T W O A L L I E D E Y E S
Owner deals peacefully with an elemental

"A crystal watchtower stands overlooking all the world."


or a primordial -2

If both Eyes ar e worn by allie s within sight o f each


Per day concordance doesn't improve -1

other, th e following ability is gained .


If the other Eye , held by an allied owner, moves on - 5

Property : O n e weare r doe s no t gran t comba t advantag e t o

PLEASE D (1 6 O R HIGHER)
enemie s tha t flan k th e weare r (fre e actio n t o switc h w h i c h
"Visions of celestial lords celebrating in ancient halls. "
weare r gain s thi s benefit) .

Th e Eye appreciate s a wearer wh o holds th e memory o f


the old gods close !

Property: Th e Eye' s bonu s t o W i l l increase s t o +2 , +5 agains t

primordials an d elementals .

Property: Yo u gai n a +5 ite m bonu s t o Diplomac y check s

against immortals .

Power (Daily): Fre e Action . Us e thi s powe r w h e n yo u hi t a n

elementa l o r primordial . Yo u dea l a n extr a 5d6 damage .

----------------------- Page 27-----------------------

----------------------- Page 28-----------------------

V i e w of Nerull 's Gat e

----------------------- Page 29-----------------------

----------------------- Page 30-----------------------


View of the Sentries

----------------------- Page 31-----------------------

----------------------- Page 32-----------------------

----------------------- Page 33-----------------------

----------------------- Page 34-----------------------

R A N D O M E N C O U N T E R S

As th e adventurer s travel through Zvomaran a an d Death' s


treasure . S o far, she's foun d little, but she's seen what Cov-

Reach, an d as they explore th e Reliquary o f Timesus, they


enant agents have unearthe d an d is undeterred . Ideally,

might run into any numbe r o f creature s beyon d th e listed


the dragon run s acros s th e adventurer s after they have

encounters . Thi s section include s a numbe r o f random


claime d an artifact from Death' s Reach . Th e dragon offers

encounters for jus t such use .


to let th e adventurer s live i f they han d th e item over . I f the

party complies, she might even kee p he r word .

GHOUL ATTACKS

BATTLE HAUNTS
Zvomarana, Leve l 1 9 Encounte r ( X P 1 2 , 0 0 0 )

1 0 abyssal ghoul hungerer s (level 1 8 minion, Monster


Death' s Reach , Leve l 2 1 Encounte r ( X P 1 6 , 0 0 0 )

Manual"" page 119 )


2 giant mummie s (level 2 1 brute, Monster Manual

5 abyssal ghoul s (level 1 6 skirmisher, Monster Manual


page 193 )

page 118 )
1 larv a mage (level 21 elite artillery, Monster Manual

page 175 )

Abyssal ghouls roa m Zvomaran a in packs . They ca n


1 tormentin g ghost (level 21 controller, Monster Manual

appear durin g short rests, or while th e adventurer s are


page 117 )

traveling between locations . Such run-in s show that th e


Ebon Rider s have brought corruption to thi s holy place .
Numerous creature s die d durin g th e battle s in Death' s

Reach, an d a few endure d in spirit despite the place's dark

THY NAM E I S VENGEANCE


power . Som e were allie s o f Timesus; other s were servitors

of th e gods . Th e soulfall into Death' s Reac h ha s cause d th e


Death' s Reach , Leve l 2 0 Encounte r ( X P 1 4 , 4 0 0 )

shells o f some o f thes e ancien t creature s to shudder back


1 angel of vengeanc e (level 1 9 elite brute, Monster

to animation . Thes e undea d attack all creatures, regard-


Manual page 17)

less o f affiliation .
6 angel o f valor legionnaire s (level 2 1 minion, Monster

Manual page 16 )

SOU L SCAVENGERS
1 goristr o (level 1 9 elite brute, Monster Manual page
55 )

Death' s Reach , Leve l 2 1 Encounte r ( X P 1 6 , 9 5 0 )

Gruumsh banishe d th e angel o f vengeanc e Marsathu s


1 war devil (level 2 2 brut e |leader], Monster Manual

for failin g to overcom e a force o f eladrin that oppose d


page 6 7 )

one o f th e deity's pet project s to raze a Feywil d city . Th e


2 ice devils (level 2 0 soldier, Monster Manual page 63 )

angel, outcast an d unwelcom e in other divine dominions,


2 legion devil legionnaire s (level 2 1 minion, Monster

becam e a free agent .


Manual page 64 )

Following tale s it hear d whil e in Gruumsh' s service, it


1 soulspike devourer (level 2 0 elite soldier ]leader|,

found a path int o Death' s Reach, an d it now searche s for


Monster Manual page 69 )

weapons potent enough to turn against th e gods . Adven-

turers might b e able to talk to Marsathu s without resortin g


Rumors reache d th e Nine Hells that souls are fallin g into

to combat, but th e goristr o doesn't mak e that easy . It con-


Death's Reach . Several devils stole in to reap th e rewards .

tinually insults th e adventurer s in Abyssal, spoilin g for a


They unearthe d a little golden mechanis m that, when fed

fight.
a soul, stores th e energy . Daelbrech th e war devil believe s

if it is fed enough, th e device might confer a boon or point

THE PEREEC T HOAR D


him to a cach e o f ancient weapons . Th e devils ar e willin g

to talk rather than fight, but they ar e wicke d schemers .


Death' s Reach , Leve l 2 0 Encounte r ( X P 1 4 , 0 0 0 )

1 elder blue dragon (level 2 0 solo artillery)

ASHEN COVENANT PATRO L

W h e n rumor s o f an ancien t trove o f treasur e beyon d all


Death' s Reac h o r th e Reliquary, Leve l 2 2 Encounte r

imagining mad e their way to th e elder blue dragon Tartha-


( X P 2 1 . 6 7 5 )

lona's lair, th e dragon set findin g Death' s Reac h as her


5 blackstar pawn s (level 2 3 minion, Adventure Book One

preeminent goal . Havin g succeeded, her next objectiv e


page 20 )

is to clai m a relic for her hoard . Th e dragon slipped into


1 blackstar annihilato r (level 2 3 artillery, Adventure

Death's Reac h as a suppose d ally o f Elder Arantham . At


Book One page 18)

the first opportunity, she offere d to "patrol, " an d under


2 blackstar knight s (level 2 3 soldier, Adventure Book One

that pretense, began to search th e blaste d crater for


page 20 )

----------------------- Page 35-----------------------

Elder Arantha m ha s control o f enough blackstar creature s


Wor m of Age s Level 2 4 Solo Controller
that he ha s create d patrol s to hinde r any agents o f th e
Huge shadow beas t (blind , undead ) X P
30,25 0

Raven Quee n wh o attempt to interfer e with hi s plans .


Initiative +17 Sense s Perceptio n +19 ; blindsight 10 ,

tremorsens e 2 0
A C 38 ; Fortitud e 36 ; Refle x 32 ; W i l l 3 4
BLACKSTAR PAC K
H P 916 ; Bloodie d 45 8
w

W
Death' s Reac h o r th e Reliquary, Leve l 2 3 Encounte r
Resist 5 necrotic ; Vulnerable l 0 radian t

Savin g Throw s 5
( X P 2 6 , 4 5 0 )

Spee d 8 , burrow 4 (tunneling )


2 blackstar prowlers (level 2 3 skirmisher, Adventure
Actio n Point s 2
2

Book One page 18)


Bit e (standard ; at-will)
1 blackstar crushe r (level 2 4 brute, Adventure Book
One Reach 3 ; +29 vs . AC ; 2d1 0 + 9 damage , an d th e target
is grabbe d
page 18 )
(escape ends) . Plac e a grabbe d targe t i n th e maw . Whil e th e
2 blackstar annihilator s (level 2 3 artillery, Adventure
wor m ha s a targe t grabbed , it canno t bit e an d n o creatur e ca n

ente r th e maw . Th e ma w adjoin s th e throat . If a creatur e move s


Book One page 18)

into th e maw fro m th e throat withou t bein g grabbed , it ca n shift

to a n unoccupie d spac e adjacen t t o th e worm .


Now that th e Ashen Covenant ha s breache d Death' s Reach

V Gulpin g Bit e (standard ; recharge s whe n th e wor m is bloodied )


and starte d digging up ancien t relic s o f war, th e blaste d
Close blast 3 ; +2 8 vs . Reflex ; 2d1 0 + 9 damage , an d th e target is

crater ha s becom e a dangerou s place to remain in th e


grabbed (escap e ends) . Plac e a grabbe d targe t i n th e maw . Miss :
open for to o long . Pack s o f th e blackstar host roa m th e vast
Half damage , an d th e targe t is pushe d 2 square s an d knocke d
area . Th e blackstar pack stealthily surroun d adventurers,
prone, but not grabbed .

Section s
then attack s from all direction s at once .

Th e insid e o f eac h sectio n of th e w o r m m a w , throat, gullet, an


d
stomachis 2-by-2 square s an d dark . A creatur e insid e th e wor m

W O R M O F AGE S
but not swallowed ha s comba t advantag e against th e worm .

Moving fro m a sectio n deepe r i n th e wor m t o a sectio n close r t o


Death' s Reach , Leve l 2 4 Encounte r ( X P 3 0 , 2 5 0 )

th e ma w require s a mov e actio n an d a D C 2 4 Strengt h check .


1 wor m o f ages (level 2 4 solo controller)
Moving deepe r int o th e wor m require s only a mov e action .

M aw (mino r against a Larg e o r smalle r grabbe d targe t i n th e maw ;

Below Death' s Reac h burrow s a great worm, long dea d but


at-will)

roused from eterna l slumber by the soulfall . Th e adventur-


+28 vs . Reflex ; 1d1 2 + 4 damage , an d th e targe t is swallowed . Th e
ers might spot thi s tremendou s creatur e one or mor e time s
target is force d int o th e throat .
before encounterin g it, especially i f they're flying . Much
Throa t (mino r against a Larg e o r smalle r targe t i n th e throat ; at-will)

like a purple worm with a black carapace, th e undea d


+28 vs . Reflex ; 1d1 2 + 4 damage , an d th e targe t is swallowed. Th
e

target is force d int o th e gullet .


worm exist s only to consume .

Gullet (mino r against a Larg e o r smalle r targe t i n th e gullet ; at-will)

Th e monster lurk s beneat h th e ashen soil o f Death' s

+28 vs . Fortitude ; 1d1 2 + 4 damage , an d th e targe t is swallowed.

Reach (D C 2 9 Perception chec k to spot signs o f its nearby


Th e targe t i s force d int o th e stomach .

presence) . Of f to th e side o f th e battle area, draw four


Stomac h (n o actio n required ) Acid , Necroti c
2-by-2-square area s an d label the m "maw, " "throat, "
A t th e star t o f it s turn , a creatur e i n th e stomac h take s 1 d l 0 + 9

"gullet," an d "stomach. " Save space to draw th e worm's


acid an d necroti c damage , an d th e targe t i s swallowed .

Swallowe d
3-square-wide tunne l i f it retreats . Players ca n move their

A swallowe d targe t is restraine d (escap e ends) , an d take s 1d1 2


miniatures through thes e section s an d aroun d th e other
+ 4 damag e at th e star t o f eac h of it s turns . Th e are a of effec t
areas o f th e battle as th e fight evolves .
fo r it s are a an d clos e attack s canno t exten d beyon d th e sectio n

Given th e creature' s size, an adventurer ca n occupy


of th e w o r m it currently occupies . If th e targe t succeed s o n a n
one o f th e worm's squares; while so doing th e P C is either
escape action , it end s th e swallowe d condition . If any target deal s
free, grabbed, or swallowed . I f it ha s surprise, th e worm
damage t o th e throat,gullet , o r stomach , tha t targe t an d al l other s
emerges with a gulping maw attack . It then use s up to thre e
in tha t sam e sectio n o f th e w o r m gai n a +2 bonu s t o escap e roll s

until th e star t o f th e worm' s nex t turn . Creature s outsid e th e


minor actions, employin g an action point, to swallow PCs .

wor m hav e n o lin e of effect o n creature s insid e th e worm .


On its next turn, it trie s to swallow any characte r remain-
If th e wor m drop s to 0 hit points , it s fles h turn s to dus t i n a

ing in its maw, then make s anothe r bite attack against a


matter o f moments , freein g any creature s insid e it .

PC it hasn't grabbe d or swallowed . It use s anothe r action


Alignmen t Unaligne d Language s -

point to accomplish thi s i f necessary . Its ai m is to swallow


Skill s Stealt h +22
all th e PCs . I f it does, it retreat s into its tunnel s to digest .
St r 2 8 (+21) De x 2 0 (+17) W i s 2 5 (+19)
Th e worm's flesh become s dust when it is finally
Co n 2 9 (+21) In t 2 (+8) Ch a 6 (+10)

destroyed, leavin g behin d teeth an d a black carapace .

----------------------- Page 36-----------------------

ENCOUNTER Zl: DOOM'S APPROAC

E n c o u n t e r Leve l 2 2 ( 2 1 , 1 0 0
X P ) Beyond the obelisks stands a squat building. One side
of the

building is a tumbled, vine-covered ruin, while the other


appears
Th e Plana r Portal ritual scroll open s a gateway, but little
as if was built yesterday. Slightly luminous mist obscures the area
can be seen on th e other side o f th e portal except for an
surrounding the site.

unadorne d stone platform . Whe n th e adventurers step

through th e portal, read :


TACTICS

Th e neares t rot slinger fling s an orb of decay, the n


A striking female shadar-feai with elaborate robes, plaited
silver

retreat s to th e buildin g behin d it . It flie s ont o a high


hair, and tribal tattoos stands before you, atop a plain,
stone

perch befor e resumin g its attacks, preferrin g range d


platform. Mist appears all around you, except for the glow-

attackers as targets . Th e secon d join s it a s soon a s th e


ing portal beyond the woman, directly opposite from
where

battl e begins .
you entered. The Raven Queen's symbol dangles from a
chain

Hertru d moves towar d th e fray on he r turn, preachin g


around the woman's neck. She speaks in a soft voice.

the ascendanc e o f Orcus . Sh e prefers to han g back an d use


"You come to Zvomarana as honorable supplicants, and by

fatal vision, saving grave word an d mele e attack s for those


divine law you must pass the appointed tests before
advancing

enemies wh o assail her directly . Sh e uses her deathburst


on to Letherna. The monks here shall guide you through the
first

chainmail when beset by mor e than one mele e attacker, but


four of the Seven Veiled Gates of Fate along your road to
destiny.

she doesn't retreat from mele e onc e th e battle is joined .


As you pass these tests, the Fate Pillars of Zvomarana
will glow,

visible only to you through the mists. You must come to me in

the Inner Sanctuary, pierced by thorns' deathly visions, bathed


Hertrud, Deathpriest (H) Level 21 Elite Controller

in holy water, raven skull and holy writings in hand. Only then
Mediu m natura l humanoid , huma n X P
6,40 0

can I, Felidha, Holy Speaker of Zvomarana, open the fifth


gate Initiative +1 1 Sense s Perceptio n +19
to you."
H P 382 ; Bloodie d 19 1

A C 35 ; Fortitud e 36 , Refle x 35 , W i l l 3 7

Th e adventurer s can't speak to Felidha's imag e (a D C 2 4


Savin g Throw s +2 ; automatically save s against ongoin g necroti c
damage
Arcan a chec k discern s that th e imag e is an illusion) . Con-

Spee d 5
trary to what th e image o f Felidh a ha s said, becaus e o f th e
Actio n Point s 1

Ebon Riders ' actions, n o monk s remai n to guide th e adven-


0 Mac e (standard ; at-will) Necrotic , W e a p o n

turers alon g thei r path . Even so, th e adventurer s must visit


+26 vs . AC ; 2d 8 + 5 damag e (crit 4d 6 + 21) , an d ongoin g 1 0
each gate location an d perform a certain task there . Felid-
necrotic damag e (sav e ends) .
ha's vision provides clue s about th e tasks; a D C 1 6 Religion
Doubl e Attac k (standard ; at-will) Necrotic , W e a p o n

Th e deathpries t make s tw o mac e attacks .


check als o reveal s th e answer s i f th e players can't guess

Fatal Visio n (standard ; at-will) Necrotic , Psychi c


what to do at eac h location .

Ranged 20 ; +2 5 vs . Will ; 3d 6 + 7 necroti c an d psychi c damage ,

and th e targe t is stunne d unti l th e en d of Hertrud' s next turn .

SETU P
Aftereffect: Th e target is daze d (sav e ends) .

Grav e W o r d (standard ; recharge s whe n first bloodied ) Necroti c

Hertrud, Ebo n Ride r Deathpries t (H )

Close burs t 5 ; target s enemies ; +24 vs . Fortitude ; 3d 6 + 7


2 ro t slinger s (R )
necrotic damage , an d th e targe t is daze d (sav e ends) . Hertrud' s

2 abyssa l ghou l horde s (G)


undead allie s i n th e burst gai n 1 0 temporary hit points .

<C Cal l o f th e W h i t e Kingdo m (standard ; encounter )

W h e n th e adventurer s step through th e secon d glowing


Close burs t 1;fou r abyssa l ghou l hungerer s appea r i n square s
portal, they arrive at th e bottom o f a stone staircase .
Hertrud designate s i n th e burs t area . If a ghou l appear s i n a n

occupied space , tha t space' s occupan t is pushe d 2 squares .

Deathburst Armo r (minor ; daily ) Necroti c


W h e n th e adventurer s arrive , read :

Until th e en d o f Hertrud' s nex t turn , eac h creatur e tha t hit s he r


You find yourselves on a pedestal in a runic circle. A cold
wind wit h a mele e attac k take s 3d 8 + 2 necroti c
damage .

and the smell of smoke, rot, and blood immediately greet


you. Alignmen t Evi l Language s Abyssal , Commo n

You stand on the upper slopes of a frigid mountain.


Skill s Arcan a +19 , Religio n +19
To the north, a wide stone stair leads up a slope from
the St r 2 0 (+15) De x 1 3 (+11) W i s
18 (+14)
terrace on whichyou stand. Grisly remains of carnage foul
the Co n 1 5 (+12) In t 1 8 (+14) Ch a 2 2
(+16)

Equipment +5 deathburst chainmai l (se e Adventur e Boo k One


stairway. Dark brambles choke the slope that edges the
steps.

page 24) , light shield , +4 mac e


Necropolis obelisks-one pristine and the other cracked,
dark-

Descriptio n A tall , bal d woma n i n dar k chai n an d a horne d helm ,


ened, and missing its top-flank the end of the stairs and
give she carrie s a n Ebo n Ride r shield . Whil e
fighting, sh e preache s o f

way to a wide, paved plaza.


Orcu s an d curse s i n Abyssal .

----------------------- Page 37-----------------------

2 Abyssal Ghoul Hordes (G) Level 2 1 Brut


e
She doe s use call of the White Kingdom for help against

Huge elementa l humanoi d (undead , swarm ) X P 3,20 0


eac h
numerou s foes .

Initiative +16 Sense s Perceptio n +13 ; darkvisio n


Th e ghoul horde s surge forwar d an d surroun d enemie s

S w a r m Attac k aur a 1 ; th e abyssa l ghou l hord e make s a mele e basi


c
in thei r swarm attack aura .

attac k a s a fre e actio n against any enemy tha t start s it s tur n

withi n th e aura .
FEATURES OF THE A R E A
H P 240 ; Bloodie d 12 0
<

A C 30 ; Fortitud e 34 , Refle x 33 , W i l l 2 9
Illumination : Bright light . Silvery radianc e covers
Immun e disease , poison ; Resis t 1 0 necrotic , half damag e fro m

this area .
melee an d range d attacks ; Vulnerabl e 1 0 damag e fro m clos e
0
Bloo d Roc k o f Orcus : Th e Ebon Rider s complete d a
and are a attacks .
o
bloody ritual usin g Zvomarana's guardian s to mak e thi s
Spee d 8 , clim b 4
Q
bloo d roc k (D C 2 4 Arcan a or Religion chec k to identify it
(> Hord e o f Fang s (standard ; at-will)

+24 vs . AC ; 3d 8 + 7 damage , an d th e targe t is immobilize d


N
and to realiz e it is newly created) . Orcus' s followers gain

(save ends) . A n immobilize d targe t take s a n extr a 3d 6 damage .


+2 to attack rolls within thi s area, an d anyone standin g on
cc

<* Spray s o f Dea d Bloo d (whe n th e hord e is damaged ) Necroti


c
a bloo d rock squar e score s a critica l hit on a natura l roll o f
Close burst 1 ; +2 1 vs . Reflex ; 1 0 necroti c damage .
h
19 or 20 .
Ghou l Straggler s (whe n th e hord e take s force d movemen t an d
Z

D
Frosty Slope : Th e slope is steep, rocky, an d covere d in
whe n it is reduce d t o 0 hit points) Necroti c
0
frost . It is difficult terrain an d creature s on it gran t combat
Each squar e th e ghou l hord e formerly occupie d no w contain s
u

one abyssa l ghou l hungerer , whic h act s just afte r th e horde .


Z
advantage . I f an attacker hits a down-slope target with a

Alignmen t Chaoti c evi l Language s Abyssa l


UJ
melee attack, that attacker ca n push th e target 2 square s

Skill s Stealt h +2 1
down th e slope (southward) .
St r 2 4 (+17) De x 2 2 (+16) W i s 17 (+13)

Rubble : Th e rubbl e is difficult terrain .


Co n 2 0 (+15) In t 1 6 (+13) Ch a 1 3 (+11)
Shadowthorn Shrubs : Shadowthorn shrub s ar e dif-

ficult terrain . Any creatur e that start s its turn in a square s


2 Rot Slingers (R) Level 2 2 Artillery

takes 1 0 points o f necroti c damage .


Mediu m elementa l humanoi d (undead ) X P 4,15 0
eac h

Stairs: Th e stairs are gently slope d (normal terrain) .


Initiative +18 Sense s Perceptio n +21
Walls : Th e wall s ar e 15 feet high (D C 2 0 Clim b check )
H P 165 ; Bloodie d 8 2
and 1 foot thick (D C 17 Acrobatic s chec k to avoid fallin g i f
A C 37 ; Fortitud e 37 , Refle x 36 , W i l l 3 4
hit whil e standin g on one; brea k D C 35) .
Immune disease , poison ; Resis t 10 necroti c

Spee d 6 , fly 8 (clumsy )

Rottin g Cla w (standard ; at-will) Necroti c

+25 vs . AC ; 2d1 0 + 5 damage , an d th e targe t take s ongoin g 1 0

necrotic damag e (sav e ends) .

Or b o f Deca y (standard ; at-will) Necroti c

Ranged 10 ; +2 5 vs . Fortitude ; 2d 8 + 8 necroti c damage , an d

th e targe t is weakene d an d take s a - 2 penalty t o savin g throw s

(save end s both) .

Alignmen t Chaoti c evi l Language s Abyssa l

St r 2 0 (+16) De x 2 4 (+18) W i s 2 0 (+16)

Co n 2 7 (+19) In t 1 7 (+14) Ch a 1 9 (+15)

THE FIRS T TEST

A characte r that willingly spend s thre e turn s in th e shad-


owthorn shrub s receive s a vision an d satisfies th e test o f

the first gate . Read :

As the shadowthorns pierce your flesh, a night-black raven

appears before you. "Zvomarana has been invaded," the raven

says in a singsong voice. "Help us, believer. The Raven Queen has

need of you this day."

In th e distance, the first Fate Pillar glows brightly

through th e mist, signifyin g succes s at thi s test . Path s

becom e visible through th e mist, leadin g to th e first pillar,

the secon d gate, an d th e thir d gate . Th e adventurer s ca n

follow any path they choose .

----------------------- Page 38-----------------------

E N C O U N T E R Z2 : V I L E
W O R K I N G S

E n c o u n t e r L e v e l 2 1 ( 1 8 , 5 0
0 X P ) 3 Bon e Naga Corruptor s (N)
Level 21 Soldier

Large immorta l magica l beas t (undead ) X P 3,20 0


eac h

Initiative +18 Sense s Perceptio n +17: darkvisio n


S e t u p
Letha l Fascinatio n aur a 5; th e aur a is difficult terrai n fo r enemies
.
Uganon, Ebo n Ride r Necromance r (U )
H P 199 : Bloodie d 9 9

A C 37 ; Fortitud e 33 , Refle x 33 , W i l l 3 4
3 bon e nag a corruptor s (N )

Immune disease , poison ; Resis t 2 0 necrotic : Vulnerabl e 10 radiant


5 abyssa l ghou l hungerer s (G)
Spee d 8

Bit e (standard ; at-will) Necrotic , Poiso n

Th e monster s ar e within or behin d th e structur e an d


not Reach 2 ; +28 vs . AC ; 2d 6 + 7 poiso n
an d necroti c damage , an d
immediately apparent when th e adventurer s arrive .
ongoing 1 0 poiso n an d necroti c damag e (sav e endsi . Aftereffect:

Th e target is daze d unti l th e en d of th e bon e naga s next turn . I


n

addition , a target is marke d a s lon g a s it suffer s any effect fro m


W h e n th e adventurer s follow th e pat h t o thi s
area ,

th e bite .
read :

<* Deat h Lur e


(standard ; recharg e I :) Necrotic , Psychi c
As the mist thins,you spy another monumental
temple ahead, Close burst 3 ; target s enemies ; +24
vs . Will ; 2d 6 + 7 necroti c an d
ft is a jumbled ruin on the south end and structurally
intact on psychic damage , an d th e target is marke d
(sav e ends) an d pulle d
the north end. The stone plaza is roughly paved, and a
water 1 squar e close r to th e bon e
naga .
channel passes through its center. Great stone cisterns
feed either Alignmen t Chaoti c evi l Language s
Abyssal , Common ,
end of the channel . Slightly luminous mist obscures the
area sur- Draconic

St r 2 2 (+16) De x 2 2 (+16) W i s 2 5 (+17)


rounding the site.

Co n 2 3 (+16) In t 1 0 (+10) Ch a 3 (+6)

Perceptio n Chec k

5 Abyssal Ghoul Hungerer s (G) Level 1 8 Minion


D C 14 : From inside the temple you hear the drone of
disturbing

Mediu m elementa l humanoi d (undead )


chanting.

Initiative +1 7 Sense s Perceptio n +14 ; darkvisio n


H P 1 ; a misse d attac k neve r damage s a minion ; se e also dead
blood.
Perceptio n Chec k
A C 30 ; Fortitud e 30 , Refle x 29 , W i l l 2 5
D C 2 2 : A few spindly ghouls prowl through the rubble,
their Immun e disease , poison ; Resis t 1 0
necroti c
mouths steaming with their hunger.
Spee d 8 , clim b 4

Claw s (standard ; at-will)

Perceptio n Chec k
+21 vs . AC ; 7 damage , an d th e targe t is immobilize d (sav e ends) .
\ D C 27 : Within the southeastern cistern, something
dark moves <c* Dea d Bloo d (whe n reduce d t o 0 hit points)
Necroti c

Close burst 1 ; target s enemies ; th e target take s 5 necroti c


methodically through the water.

damage .

Alignmen t Chaoti c evi l Language s Abyssa l

1l J^k^^. 11 C>
Skill s Stealt h >21

St r 2 6 (+17) De x 2 5 (+16) W i s 1 7 (+12)


Th e bon e nag a corruptor s move to bloc k acces s to
Uganon .

Co n 2 3 (+15) In t 19 (+13) Ch a 1 3 (+10)


They draw enemie s in with death lure. The n they kee p ene-
mies tie d up with lethal/ascination an d their bite
attacks . FEATURES OE THE
A R E A
Th e abyssal ghoul s rush in to attack whatever th e bon e
nagas attack .
Illumination : Bright light . Silvery radianc e covers

this area .
Uganon waits to mak e sure hi s undea d engage most
of th e attackers . H e prefer s to remai n in hi s ritual
circle . Channel : Frigid, cal m water flow s
betwee n th e cis-
After cursin g tw o enemies, he cast s Thanatos
pall on a terns in thi s 10-foot-deep channel . A creatur e
tha t touche s
group o f enemies . After that, h e sustain s Thanatos
pall, the water is slowed (save ends) but regain s 1 0 hit
point s
curses targets, an d use s ghoulish ray. H e
drink s a potion i f (the healin g works onc e per day) .
bloodie d (recoverin g 5 0 hit points), but h e prefers to
use Channe l Bridge : Th e bridge arche s
above th e channe l
his mino r action s to employ other powers .
to th e height s indicate d on th e map .

Foule d Cistern : Cold, cal m water thick with rot an d

shadow algae fills th e southeastern cistern . A living crea-

ture tha t touche s th e water is immobilize d (save ends) .

Aftereffect: Th e target is slowed (save ends) . Thes e danger s

can b e recognize d with a D C 2 2 Arcan a check . I f th e

adventurers defeat Uganon an d destroy hi s ritual circle,

the cistern return s to its former state in 2 4 hours .

Eft

----------------------- Page 39-----------------------

Uganon (U) Level 21 Elite Artillery

Mediu m natura l humanoid , tieflin g X P


6,40 0

Initiative +14 Sense s Perceptio n +18 ; low-light visio n

Despai r (Fear ) aur a 5 ; any enem y withi n th e aur a take s a - 2


penalty

to attac k rolls .

H P 304 ; Bloodie d 15 2

A C 33 ; Fortitud e 33 , Refle x 35 , W i l l 35 ; se e als o Uganon' s curse

Resist fir e 15 , necroti c 1 0

Savin g Throw s +2

Spee d 6 ; se e als o wraith' s transpositio n

Actio n Point s 1

Pac t Blad e (standard ; at-will) Necrotic , W e a p o n

+28 (+29 against bloodie d enemies ) vs . AC ; 2d 4 + 6 damag e plu s

2d6 necroti c damag e (crit 5d 6 + 1 4 + 1 2 necrotic) .

Ghoulis h Ra y (standard ; at-will) Necroti c

Ranged 15 ; +26 vs . Will ; 2d 8 + 7 necroti c damag e (crit 5d 6 + 2 3


necrotic), an d th e targe t is immobilize d (sav e ends) .

Double Attac k (standard ; at-will)

Ugano n make s eithe r tw o pact blade o r tw o ghoulis h ray attacks .

-i'c Thanato s Pal l (standard ; sustai n minor ; encounter )


Necrotic ,

Zon e

Are a burst 5 withi n 20 ; target s enemies ; +24 vs . Fortitude ; 2d 4 +

7 necroti c damage . Enemie s trea t th e are a a s lightly obscured . A

creature tha t enter s o r start s it s tur n withi n th e zon e is


attacked .

A s a mov e action , Ugano n ca n mov e th e zon e 3 squares . Sustai n

Minor: Th e zon e persists .

Uganon's Curs e (minor ; at-will) Necroti c

Target s closest enemy ; th e curs e remain s i n effec t unti l eithe r


th e

target o r Ugano n is destroyed . Onc e pe r round , Ugano n ca n dea l

a n extra 4d 6 necroti c damag e t o a curse d targe t h e hit s wit h


a n

attack . Curse d target s tha t mak e a n attac k against Ugano n tak e

5 necroti c damage .

Inferna l W r a t h (minor ; encounter )

Ugano n gain s a + 1 powe r bonu s t o hi s nex t attac k rol l against

Rubble : Th e rubbl e is difficult terrain .


an enem y tha t hit hi m sinc e hi s last turn . If th e attac k hit s
an d
deals damage , Ugano n deal s a n extr a 7 damage , an d th e target i s
Walls : Th e wall s are 15 feet high (D C 2 0 Clim b check )

pushed 3 squares .
and 1 foot thick (D C 17 Acrobatic s chec k to avoid fallin g i f
Wraith' s Transpositio n (move ; encounter ) Necrotic , Teleportatio n
hit while standin g on one; brea k D C 35) .
Ugano n teleport s 8 square s an d become s insubstantia l unti l th e
Treasure : In addition to his gear, Uganon wear s a

end of hi s next turn . H e ca n telepor t int o a spac e occupie d by a


n

mithral tore with star rubie s (worth 5 , 0 0 0 gp) . H e also


ally o r a curse d target , switchin g place s wit h tha t target . A curse d

has a ritual book, which contain s unholy ritual s to Orcu s


enemy take s 10 necroti c damag e fro m thi s switch .
Alignmen t Chaoti c evi l Language s Abyssal , Commo n
(level 2 1 mino r quest to destroy it; 3 , 2 0 0 X P divided

Skill s Bluf f +22 , Arcan a +22 , Religio n +22 , Stealt h +19


among th e PCs) . Uganon's supplies contain 3 0 large je t
St r 17 (+13) De x 1 8 (+14) W i s 16 (+13)
gems (10 0 gp each), five perfect diamond s (5,00 0 gp

Co n 2 0 (+15) In t 2 4 (+17) Ch a 2 4 (+17)


each), an d 3 0 , 0 0 0 gp worth o f residuum.

Equipment +4 feyleather armor, + 5 pact blade , 2 potion s of


recovery

Descriptio n A skeletally thin , bal d tieflin g wit h backswep t horns ,


THE SECON D TEST

one o f whic h is broken . Hi s ski n i s dar k red , an d hi s teet h ar


e

filed int o fangs . H e laugh s at th e pai n o f livin g creatures .


A characte r that willingly spend s thre e turn s in th e fresh

cistern receive s a blessin g an d satisfies the test o f the


Fres h Cistern : Cool, cal m water fills th e northwestern
second gate . Read :

cistern . A living creatur e that touche s th e water ca n spen d


As the cool water calms and soothesyou, the blessing of the

a healin g surge as a fre e action onc e per day, regainin g an


Raven Qiieen comes upon you.

extra ldl O hit points .


Th e blessin g bestow s a +1 bonu s to all saving throws,

Ritua l Circle : A creatur e launchin g attack s from


skill checks , an d ability check s th e characte r make s for

inside thi s circl e ignore s gain s a +2 bonu s to attack s an d


the duration o f hi s or he r stay in Zvomarana .

+ld 6 necroti c damage . After Uganon benefit s from this, a


In th e distance, th e secon d Fate Pillar glows brightly

D C 2 2 Arcan a or Religion chec k is enough to determin e


through th e mist, signifyin g succes s at thi s test . Path s

the advantage might b e comin g from th e circle . A P C


becom e visible through th e mist, leadin g to th e secon d

can use a standar d action to brea k th e circl e an d en d


pillar, th e thir d gate, an d th e fourth gate . Th e adventurer s
the effect .
can follow any path they choose .

----------------------- Page 40-----------------------

E N C O U N T E R Z3: P R O E A N E
S T A B L E S

E n c o u n t e r L e v e l 2 2 ( 2 2 , 2 0 0
X P ) Undead Goristr o (U)
Level 21 Elite Brut e

Huge elementa l humanoi d (demon , undead ) X P


6,40 0

Initiative +12 Sense s Perceptio n +18 ; darkvisio n

SETU P
H P 500 ; Bloodie d 250 ; se e als o raging frenzy
1 undea d goristr o (U )
A C 33 ; Fortitud e 36 , Refle x 28 , W i l l 2 9

Immun e disease , poison ; Resis t 2 0 necrotic ; Vulnerabl e 1 5 radian t


2 blacksta r knight s (B )

Savin g Throw s +2
2 shadowcla w nightmare s (N )
Spee d 8

Actio n Point s 1

None o f th e monster s are immediately visible as th e


(J) Sla m (standard ; at-will)
adventurers approach thi s area .
Reach 3 ; +24 vs . AC ; 2d1 2 + 1 0 damage .

T Doubl e Attac k (standard ; at-will)

Th e undea d goristr o make s tw o sla m attacks .


W h e n th e adventurer s reac h th e area , read :

4 Deadl y Rampag e (standard ; recharge s whe n first bloodied )


Another plaza with a monumental gate structure appears
out

Th e undea d goristr o move s it s spee d an d ca n mov e throug h


of the mist. On the eastern side, the building is a tumbled
ruin enemy spaces . Eac h tim e it enter s a creature' s
space , it make s

that adjoins a pristine section of unmarred white stone


to the a gor e attack : +24 vs . AC ; 2d1 0 + 1 0 damage ,
an d th e targe t is
west. Much of this oddly shaped structure lacks a roof. Part of
it is pushed 2 square s an d knocke d prone . Th e
goristr o mus t en d it s
divided into cells, much like places in which monks might
dwell. move i n a n unoccupie d space .
The cells have ceilings.
4 Gorin g Charg e (standard ; at will )

Th e undea d goristr o make s a charg e attack : +24 vs . AC ; 3d1 2


You hear the inhuman wails of someone or something
obvi-

+ 1 0 damage , an d th e targe t is pushe d 2 square s an d knocke d


ously being tortured, punctuated by the booming,
baritone

prone.
laughter of something big inside the place. Suddenly, the
wailing j - Ragin g Frenz y (immediat e reaction , whe n
attacke d by a n adjacen t

is cut short, and a limp, red humanoid body flies high


into the air enemy whil e bloodied ; at-will)

from the middle of the structure. It appears to be one of


the ema- Th e undea d goristr o make s a frenzie d gor e attac
k against th e
ciated ghouls you fought before.
enemy : +24 vs . AC ; 2d1 0 + 1 0 damage .

Alignmen t Chaoti c evi l Language s Abyssa l

St r 3 0 (+20) De x 1 4 (+12) W i s 1 7 (+13)


Th e goristr o was playing with th e ghoul, whic h th e demon

Co n 3 0 (+20) In t 6 (+8) Ch a 8 (+9)


discarded when it died .

2 Blackstar Knights (B) Level 2 3 Soldier

W h e n th e adventurer s ente r th e structure , read :

Mediu m elementa l animat e X P 5,10 0


eac h
Other than the cells and pillars, (he most prominent features
of

Initiative +20 Sense s Perceptio n +19 ; darkvisio n


the building are three depressions in the ground.
H P 212 ; Bloodie d 10 6

A C 39 ; Fortitud e 3 5 Refle x 34 , W i l l 3 5
W h e n th e goristr o attacks , read :
Resist 1 5 fire ; Vulnerabl e 1 0 radian t
An immense creature stands in a courtyard just outside
the Spee d 7
archway. With a roar, it bursts through the wall, sending rubble
Greatswor d (standard ; at-will) W e a p o n

+28 vs . AC ; 2d1 0 + 9 damage , an d th e target is marke d unti l th e


flying as it hurtles towardyou.

end of th e blacksta r knight' s next turn ,

t Deathswor d (standard ; recharg e X : i ) W e a p o n


A r * T i r * c
TA C 1
Requires greatsword ; +28 vs . AC ; 3d1 0 + 9 damage , an d if th e

target is marke d by th e blacksta r knight it take s ongoin g 1 0


Heedless o f frien d or foe, th e goristr o rushe s th e adven-

damage (sav e ends)


turers with its deadly rampage. Wit h thi s attack an d
its

< Soldier' s Dut y (whe n redu i e d to 0 hit points)


follow-up goring charge attacks, it ignore s opportunity
Th e blacksta r knigh t explodes ; clos e burst 2 ; target s enemies ;

attacks an d trie s to knoc k its foes int o th e pits . Otherwis e


+24 vs . Reflex ; 1d1 0 + 9 damage ; marke d target s tak e a n

it lays about with its slams, bellowin g in fury .


additiona l 1d1 0 + 9 damage .
Th e blackstar knight s charg e silently into battle, eac h
No Escap e (move ; at will ) Teleportatio n
choosing a different target to attack an d mark . The y
Th e blacksta r knight ca n telepor t 1 0 square s a s lon g a s it end s i n

a squar e adjacen t t o a n enem y marke d by th e blacksta r knight .


mak e runnin g jump s over th e pits i f they nee d to do so,

Alignmen t Fvi l Language s Primordia l


easily makin g it across . They the n harry their marke d
St r 2 6 (+19) De x 24 (+18) W i s 2 6 (+19)

targets with deathsword, usin g no escape to close on a


Co n 2 0 (+16) In t 1 0 (+11) Ch a 9 (+10)

fleein g enemy .
Equipment greatswor d

The shadowclaw nightmare s try to cut of f escape, an d

then attack with their claws . They use shadowride,


when
available, to corra l an d corne r th e adventurers .

----------------------- Page 41-----------------------

FEATURES OF THE A R E A
2 Shadowclaw Nightmare s (N) Level 2 1 Skirmisher

Large shadow beas t (mount , undead ) X P 3,20 0 eac


h
Illumination : Bright light . Silvery radianc e covers
Initiative +18 Sense s Perceptio n +19

this area .
H P 206 ; Bloodie d 10 3

Mon k Cells : The cell s in thi s structur e ar e mad e for


A C 34 ; Fortitud e 34 , Refle x 30 , W i l l 2 8
occupancy, an d eac h ha s a roof . Insid e is a simple room
Immun e disease , poison ; Resis t 2 0 necrotic , 2 0 cold ; Vulnerabl e

10 radian t
with a benc h an d a bed; th e cell is mor e like th e ossuary

Spee d 8 _ _ _ _ _ _ _
shelves in a catacomb tha n a place for rest . Wester n cell s

Shadowclaw s (standard ; at-will) Cold , Necroti c


show signs o f recent habitation, along with writin g materi-

+26 vs . AC ; 2d 6 + 7 necroti c damage , an d ongoin g 1 0 col d


als, prayer books, an d holy symbol s o f th e Raven Queen .
damage (sav e ends) . (Damag e increase s to 2d 8 + 9 afte r

The eastern cells ar e in ruins .


reanimation.)
Rubble : Th e rubbl e is difficult terrain .
Shadowrid e (standard ; recharg e |K)gj] ) Cold , Necroti c
Sepulchral Pits : Each o f thes e steppe d pits drops 3 0
Shadowclaw move s it s speed . Eac h creatur e tha t make s a mele e
feet . A tomb chamber, 2 0 feet on eac h side, extend s 8 feet
attac k against th e shadowcla w durin g thi s mov e take s 1 5 col d

and necroti c damage . Eac h squar e th e shadowcla w leave s is fille d


below th e bottom o f th e pit . Each chambe r is entere d from

wit h swirlin g shadow s unti l th e en d of th e shadowclaw' s nex t


a hole in its ceiling .
turn . A livin g creatur e tha t enter s a n affecte d squar e is blinde d

Northern: Th e wall s ar e mad e o f age d stone (D C 2 0


(save ends) .

Athletics chec k to climb) . Thi s pit's tomb chambe r is dusty


Charge r (whil e mounte d by a friendly ride r of 20t h leve l o r higher ;
and holds five stone coffins . Thre e have bee n opened,
at-will) Moun t
their lids shattere d and bone s from within scattere d about
Shadowclaw grant s ride r +1 5 t o damag e roll s o n charg e attacks .

Reanimatio n
and gnawed .

O n th e tur n afte r it is first reduce d t o 0 hit points , a shadowcla w


The bloodcrystal raven skull (see Adventure Book One

rises agai n wit h 2 5 hit points .


page 24 ) sits on th e floor o f thi s pit . A creatur e inside th e
Shadow l u m p (move ; recharge s wit h reanimation ) Teleportatio n

pit easily spots th e sfeull, but it can't be seen from above .


Shadowclaw teleport s 5 square s an d become s immun e t o al l

This magic item is require d to pass through Zvomaran a


damage unti l th e star t of it s next turn .
into Letherna .
Alignmen t Evi l Language s -
Eastern: Th e wall s ar e mad e o f polishe d stone (D C 2 4
St r 2 5 (+17) De x 2 2 (+16) W i s 1 8 (+14)

Athletics chec k to climb) . Th e pit's tomb chambe r is empty

except for five polishe d stone biers .

Western: Th e wall s ar e cracke d stone grown over with

old vine s (D C 15 Athletic s chec k to climb) . Th e tomb

chamber's floor is only 7 feet from th e pit floor . Dust an d

the rubbl e o f broken stone biers, coffins, an d scattere d

bone s chok e th e chambe r ( + l d l 0 fall damage) .

Walls : Th e walls are 15 feet high (D C 2 0 Clim b check )

and 1 foot thick (D C 1 7 Acrobatic s chec k to avoid fallin g i f

hit whil e standin g on one; brea k D C 35) .

Treasure : Other than th e sfeull in th e northern sepul-

chral pit, th e goristr o wear s four cuff s (2,50 0 gp each),

ten ring s (50 0 gp each), an d two horn sheathe s (5,00 0 gp

each), all mad e o f bejewele d platinum . Two sets o f orna-

mente d saddle an d bridlemacabre finery worthy o f royal

steeds in a n evil courtare store d her e (5,00 0 gp eac h set) .


THE THIR D TEST

The character s must locate an d tak e possession o f th e

bloodcrystal raven skull. It is in th e northern pit . W h e n th e

adventurers enter th e pit an d see th e sfeull, read :

A perfectly crafted raven's skull, carved from crimson


crystal,

sits on the floor of this pit. Asyou lift the skull, a long,
sorrowful

note, not unlifec a funeral dirge, echoes through the mists.

In th e distance, th e thir d Fate Pillar glows brightly

through th e mist, signifyin g succes s at thi s test . Path s

becom e visible through th e mist, leadin g to th e thir d pillar


and th e fourth gate . Th e adventurer s ca n follow any path

they choose .

----------------------- Page 42-----------------------

E N C O U N T E R Z4 : L O S T
L I B R A R Y

E n c o u n t e r L e v e l 2 1 ( 1 7 , 6 5 0
X P ) Blackstar Knight (B)
Level 2 3 Soldier

Mediu m elementa l animat e

Initiative +20 Sense s Perceptio n +19 ; darkvisio n


SETU P
H P 212 ; Bloodie d 10 6
Gukat, Deat h Gian t Devote e o f Orcu s (D )
A C 39 ; Fortitud e 3 5 Refle x 34 , W i l l 3 5

Resist 15 fire ; Vulnerabl e 10 radiant


1 blacksta r knigh t (B )

Spee d 7
3 blacksta r crawler s (C )
Greatswor d (standard ; at-will) W e a p o n

+28 vs . AC ; 2d1 0 + 9 damage , an d th e target is marke d unti l th e

Gukat th e death giant isn't in view when th e adventurer s


end of th e blacksta r knight' s next turn .
approach thi s area . Th e giant is totally focuse d on search-
( Deathswor d (standard ; recharg e |Xj W e a p o n
ing through th e books .
Requires greatsword ; +28 vs . AC ; 3d1 0 + 9 damage , an d if th e

target is marke d by th e blacksta r knight it take s ongoin g 1 0

damage (sav e ends)


W h e n th e adventurer s approac h th e area , read :

Soldier' s Dut y (whe n reduce d to 0 hit points)


You emerge from the mist just outside a walled
courtyard. Th e blacksta r knight explodes ; clos e
burst 2 ; target s enemies ;

Through the gate you see a long building with two smaller, lavish
+24 vs . Reflex ; 1d1 0 + 9 damage ; marke d target s tak e a n
buildings flanking an area past its far end. Infront
of the nearer additiona l 1d1 0 + 9 damage .
structure are the stumps of two freshly hewn great
trees. No Escap e (move ; at-will) Teleportatio n

A fire is burning behind the long building,


somewhere Th e blacksta r knight ca n telepor t 10
square s a s lon g a s it end s i n

a squar e adjacen t t o a n enem y marke d by th e blacksta r knight .


between the two smaller ones. You can see its scarlet light and

Alignmen t Evi l Language s Primordia l


thin smoke rising over the roof. Suddenly, from the
door of the St r 2 6 (+19) De x 2 4 (+18)
W i s 2 6 (+19)

western smaller structure, a bunch of scrolls and hooks


flies Co n 2 0 (+16) In t 1 0 (+11) Ch
a 9 (+10)

toward the firelight.


Equipment greatswor d

Perceptio n Chec k
3 Blackstar Crawler s (C) Level 2 0 Skirmisher

D C 3 2 : Spiderlifee creatures made of sharp shards of black


stone

peek around the comers of the central building. Multiple


eyes Initiative +19 Sense s Perceptio n
+16 ; darkvisio n
glow like twinkling blue stars in their misshapen
heads. H P 188 ; Bloodie d 9 4

A C 34 ; Fortitud e 32 , Refle x 34 , W i l l 3 3
Resist 1 0 fire; Vulnerabl e 1 0 radian t
Death Giant (D) Level
2 2 Brut e

Spee d 8
Large shadow humanoi d (giant)

Bit e (standard ; at-will)


Initiative +16 Sense s Perceptio n +19 ; darkvisio n
+25 vs . AC ; 2d 8 + 7 damage .

Soulcatche r aur a 5 ; a creatur e tha t die s withi n th e aur a


bestow s on e Disengage (immediat e reaction , whe n hit by a
mele e attack ; at-will)

soul shar d t o th e deat h gian t (se e sou l shroud) .


Th e blacksta r crawle r shift s u p t o 8 square s t o en d it s mov e

H P 255 ; Bloodie d 12 7

adjacent t o a n enem y othe r tha n th e on e tha t cause d thi s


A C 34 ; Fortitud e 37 , Refle x 33 , W i l l 3 1
reaction an d make s a bit e attack .

Resist 1 5 necroti c

Alignmen t Evi l Language s -


Spee d 7
Skill s Enduranc e +20 , Stealt h +2 2

Greatax e (standard ; at-will) W e a p o n


St r 2 0 (+15) De x 2 4 (+17) W i s 2 2 (+16)

Reach 2 ; +2 5 vs . AC ; 4d 6 + 9 damag e (crit 6d 6 + 21) .


Co n 2 0 (+15) In t 3 (+6) Ch a 7 (+6)

r Soulfir e Burs t (standard ; at-will) Necroti c

Close burst 1 ; +2 3 vs . Reflex ; 2d 8 + 5 necroti c damage . Th


e

deat h giant mus t expen d on e sou l shar d to us e thi s power .

Consum e Sou l Shar d (minor ; at-will) Healin g


Gukat continue s to toss scroll s an d book s into th e fire,
Th e deat h gian t expend s on e sou l shar d an d regain s 2 0
hit using a standar d action eac h turn to do so . He
assume s

points.

that th e blackstar host under hi s comman d will kee p th e


Sou l Shrou d
Th e soul shroud contain s sou l shard s tha t swir l aroun d th
e adventurers busy whil e h e complete s hi s task .
I f any o f th e
deat h giant t o protec t an d empowe r it . A t th e beginnin g
of a n adventurers move to engage him, he turn s hi s
greatax e
encounter , th e sou l shroud contain s fou r sou l shards . W h i l e
th e upon the m with wil d abandon . H e saves hi s
soul shard s to
soul shroud is deplete d of sou l shards , th e deat h gian t
take s a -2 use soulfire burst when surrounded, usin g the m
to hea l only
penalty t o attac k rolls.
after he is bloodied . I f any o f hi s allie s ar e nea r death an d

Alignmen t Evi l Languages Gian t

in rang e o f hi s aura, Guka t ha s n o proble m hurryin g the m


Skill s Intimidat e + l o
St r 2 8 (+20) DeDexx 22 00 (+16 (+16) ) W i s 1 6 (+14)
along to gain a soul shard .

Co n 2 5 (+18) InIntt 1122 (+12 (+12) ) Cha 1 5 (+13)

Equipment chainm a I, greatax e

----------------------- Page 43-----------------------

Th e blackstar creature s charg e int o melee . Th e knight

does so to mark a foe an d use deathsword; the crawler s

to use bite. Th e knight focuses on its marke d target . Th e

crawlers tak e full advantage o f thei r disengage power to

change targets an d bounc e aroun d th e battlefield .

FEATURES OE THE A R E A

Illumination : Bright light . Silvery radianc e covers

this area .

Columns : A column squar e is difficult terrain . Th e col-

umn s are 15 feet high (D C 2 5 Athletic s chec k to climb),

and 1 foot wide (D C 17 Acrobatic s chec k to avoid fallin g i f

hit whil e standin g on one) .

Fire : Thi s book- an d scroll-burnin g conflagration is

slightly magical due to th e eldritch material s that serve as

its fuel an d th e soulfire Guka t use d to ignite it . A creatur e

that enter s or start s its turn adjacent to th e fire take s 2 d l 0


fire an d necroti c damage . A creatur e that start s its turn in
the fire take s 3 d l 0 fire an d necroti c damage .

Libraries : Each o f thes e shrine s is an intricately carve d

buildin g with a steep staircas e (difficult terrain when

ascending) leadin g to a large arch . Each library ha s a

peaked roo f (D C 15 Athletic s chec k to climb), alon g with a

wide ledge that surround s it . Inside eac h one, scroll racks

and bookcase s line th e walls .

Eastern: Thi s library is intact, an d on its eastern wall

is an altar to the Raven Queen . Magical blue flame s on

either side o f the altar coolly light th e room . A creatur e

that prays at th e altar gain s a + 4 bonu s to Perception

check s to search th e library, feeling mysteriously guided .

Separate D C 2 2 Perception check s each uncover one


Walls : Th e walls ar e 15 feet high (D C 2 0 Clim b check )

item o f value here . A ritual book contain s th e Planar Portal


and 1 foot thick (D C 1 7 Acrobatic s chec k to avoid fallin g i f

ritual (17,00 0 gp) an d th e sigils for Zvomarana, Sigil,


hit whil e standin g on one; brea k D C 35) .

and Pluton, astral dominion o f long-dea d Nerull, death


Treasure : Othe r than th e valuables in th e libraries,

god befor e th e Raven Queen . Another ha s th e Soulguar d


Gukat ha s a ritual book o f Forbiddanc e ( 2 5 , 0 0 0 gp), a

ritual ( 2 0 , 0 0 0 gp, see Adventure Book One page 11) . Th e


platinum choke r with an astral diamon d (15,00 0 gp),

scroll rack s contain a jewele d elementa l eart h scroll cas e


and 11 ad .

(15,000 gp, open s on mental command ) containin g seven


Raise Dea d scroll s (4,76 0 gp) .
THE FOURTH TEST

Western: Thi s library would b e a mirro r image o f th e

Th e adventurer s must locate an d tak e possession o f


eastern library i f Guka t had not pillaged it . Its shelves are

any text from either o f thes e libraries . As soon as they


in shambles, an d torn papers that haven't foun d their way
to th e fire litter th e floor . Th e altar on th e western wall
have possession o f one o f th e holy texts, an d onc e
Gukat is defeated, the paths from thi s gate open an d
is defaced, its lights snuffed . I f th e character s aright an d

becom e visible .
clean th e altar, an d a PC traine d in Religion succeed s on
a D C 2 2 chec k to perfor m a simple 10-minut e ritual to
In the distance, th e fourth Fate Pillar glows brightly

through th e mist, signifyin g succes s at thi s test . Path s


purify it, th e flame s ignite an d th e participant s feel fate

becom e visible through th e mist, leadin g to th e fourth


smile upon them . Eac h participant gain s an extr a action

pillar . I f all four pillars are now aglow, th e path s to th e


point that lasts through extende d rests until it is used .

fifth gate, th e Gat e to th e Inne r Sanctuary, ar e made clear .


Reading/Meditatio n Platform s an d Stairs : Thes e

features are norma l terrain .

Stumps : Thes e obstacle s are 5 feet high, an d a Large or

smaller creatur e ca n stan d atop one . Th e square s aroun d

them ar e difficult terrain .

----------------------- Page 44-----------------------

C O U N T E R Z 5 : D E A
D D E S T I N Y

E n c o u n t e r L e v e l 2 2 ( 2 5 , 0 0 0 X P )
Death Knight Mauglurien (M) Level 2 3 Elite Soldier

Mediu m natura l humanoid , dwar f (undead ) X P


10,20 0

Initiative +14 Sense s Perceptio n +13 ; darkvisio n

SETU P
Undea d W a r l o r d aur a 10 ; any ally withi n th e aur a gain s + 5 t o
Mauglurie n th e Blac k Drago n (M )
initiative.

H P 422 ; Bloodie d 21 1
1 fell wyver n moun t ( W )

A C 39 ; Fortitud e 35 , Refle x 3 1 , W i l l 3 4
3 ro t slinge r decayer s (S)
Immune disease , poison ; Resis t 1 5 necrotic ; Vulnerabl e 1 0 radian t

4 shadowclaw s (C )
Savin g Throw s +2
1 Felidha , pries t o f th e Rave n Quee n (F )
Spee d 5

Actio n Point s 1

Use th e poster ma p when runnin g thi s encounter . Whe n


Boneshredde r (standard ; at-will) Necrotic , W e a p o n

+30 vs . AC ; 2d1 0 + 1 0 necroti c damag e (crit 5d1 2 + 30) .


the adventurer s arrive, Mauglurien is in th e proces s o f

4 Blac k Anvi l (standard ; at-will) Necrotic , W e a p o n


questioning an d threatenin g Felidha . Th e priestes s is

Requires Boneshredder ; +3 0 vs . AC ; 2d1 0 + 1 0 necroti c damag e


dead, an d th e death knight plan s to use her trappe d soul
(crit 5d1 2 + 3 0 ) , an d a n ally adjacen t t o targe t make s a mele e
in th e campaign against Letherna .
basic attac k against it a s a fre e actio n wit h a +5 damag e bonus .

4f Unhol y Flame s (standard ; recharg e X : : ) Fire , Necroti c

W h e n th e adventurer s arrive , sho w the m th e "Vie w


Close burst 2 o r clos e blast 5 ; +26 vs . Reflex ; 6d 8 + 4 necroti c

and fir e damag e t o al l livin g creatures ; undea d creature s withi n


of th e Inne r Sanctuary " illustratio n o n pag e 2 6 o f

th e burst (includin g Mauglurien ) dea l a n extr a 2d 6 fire damag e


Adventure Book One, the n read :

wit h mele e attack s unti l th e en d of Mauglurien' s next turn .


A lavishly carved archway with glowing sigils across its thresh-
Ebo n Ride r Banne r (standard ; encounter ) Healin g

old pierces the wall that materializes out of the mist. Within is
Close burs t 5 ; eac h ally i n th e burst regain s 2 0 hit point s an d
a hroad plaza around a low, stepped pyramid with four
obelisfes gains a + 4 bonu s t o it s nex t attac k roll .
surrounded by a moat crossed by bridges. Atop the highest
step Shado w W e a p o n (minor ; recharge s whe n first bloodied )

rises a towering pillar of silver-blacfe crystal. Beyond that is a


Mauglurien's mele e attack s targe t Refle x instea d of A C unti l th e
wall, into which is built an archway into a chamber with many
start o f hi s next turn .

Alignmen t Evi l Language s Abyssal , Common , Dwarve n


narrow windows.

Skill s Athletic s +22 , Enduranc e +18 , Intimidat e +2 3


Bat-winged, horned humanoids with flayed skin watch
from St r 2 7 (+19) De x 1 3 (+12) W i s 14
(+13)

atop three of the obelisks. A sleek black wyvern with a saddle


Co n 19 (+15) In t 1 8 (+15) Cha24(+18 )

perches on the wall above the far chamber. Near the crystal
pillar Equipment +4 plat e armor, light shield , Boneshredder
(+ 5 viciou s
is the spirit of the female shadar-kai who greetedyour arrival,
battleaxe; sou l weapon , se e Dungeo n Master' s Guid e pag e 177) ,
a similarly clad bloody corpse at her feet. A dwarf in black
plate Ebon Ride r battl e standar d (jewele d pole ; 5,00 0 gp)

stands near the spirit, threatening her.

TACTICS
4 Shadowclaw s (C ) Level 21 Minion

Mauglurien call s th e wyvern to hi m as he rushe s into


Large shadow beas t (mount , undead ) X P 80 0
eac h

melee . Th e wyvern use s pestilent breath on th e way . Mau-


Initiative +13 Sense s Perceptio n +13
glurien mount s th e wyvern as soon as he can, usin g an

H P 1 ; a misse d attac k neve r damage s a minion .

action point to do so . He then uses/lyby attack with unholy


A C 33 ; Fortitud e 36 , Refle x 33 , W i l l 3 3
Resist 1 0 necroti c
flames, or shadow weapon an d black anvil, as th e wyvern

Spee d 8
bites (an d bites again i f blacfe anvil hits) .
Cla w (standard ; at-will)
Whil e on th e ground, Mauglurien pairs with a shadow-
+26 vs . AC ; 8 damag e (1 2 damag e afte r reanimation) .
claw when usin g blacfe anvil . Th e wyvern circle s with/lyby

Charge r (whil e mounte d by a friendly rider ) Moun t

attack, an d occasionally land s to use necrovenom sting an d

Shadowclaw grant s ride r +10 t o damag e roll s o n charg e attacks .

give th e death knight th e chanc e to mount . Mauglurien


Reanimatio n
O n th e tur n afte r it is first reduce d t o 0 hit points , a
shadowcla w uses Fbon Rider banner to rally hi s troops
onc e a numbe r of

them ar e bloodied .
rises agai n wit h 1 hit point .
Shadow J u m p (move ; recharge s wit h reanimation ) Teleportatio
n

Shadowclaw teleport s 3 square s an d become s immun e t o al l


FELIDHA

damage unti l th e star t of it s next turn .

Alignmen t Evi l Language s -


Felidha is trappe d inside a magic circl e an d is unabl e
St r 2 5 (+16) De x 1 8 (+13) W i s 18 (+13)
to move on to natural death . Although she is dead, she
Co n 2 0 (+14) In t 2 (+5) Ch a 9 (+8)
has some power left . Se e "Fate Stone, " on th e nex t page,

for details .

----------------------- Page 45-----------------------

Fell Wyver n Mount (W ) Level 2 1 Skirmisher

Large shadow beast (mount , reptile) X P


3,20 0

Initiative +1 7 Sense s Perceptio n +17 ; darkvisio n

H P 2 0 1 ; Bloodie d 10 0

A C 35 ; Fortitud e 36 , Refle x 33 , W i l l 3 0

Resist 1 0 necrotic ; Vulnerabl e 5 radian t

Spee d 6 , fly 1 2 (hover) ; se e also/lyby attac k

Bit e (standard ; at-will)

Reach 2 ; +26 vs . AC ; 2d 6 + 7 damage .

Claw s (standard ; at-will)

Th e fel l wyver n ca n attac k wit h it s claw s only whil e flying ; +26

vs . AC ; 2d 4 + 7 damage , an d th e targe t is knocke d prone .

4 Necroveno m Stin g (standard ; at-will) Necrotic , Poiso n

Reac h 2 ; +26 vs . AC ; 2d 4 + 7 damage , an d th e fel l wyver n make s

a secondary attac k against th e sam e target . Secondary


Attack:

+24 vs . Fortitude ; ongoin g 1 5 necroti c an d poiso n damag e

(save ends) .

4 Flyb y Attac k (standard ; at-will)


FEATURES OF THE A R E A

Th e fel l wyver n flie s u p to 1 2 square s an d make s on e mele e


basic attac k at any poin t durin g tha t movement . Th e fel l wyver n
Illumination : Bright light . Silvery radianc e covers

this area .
doesn't provok e opportunity attack s whe n movin g awa y fro m

th e targe t of th e attack . A ride r o n th e wyver n ca n als o mak e


on e Magi c Circle : Th e circl e at th e top o f th e
pyrami d
melee attac k at any poin t durin g th e movement .
affects shadow creatures, bindin g Felidh a in it .
Pestilent Breat h (standard ; recharg e [xj [Ijj ) Necroti c
Moat : Col d water fills th e moat to a depth o f 1 0 feet .

Close blast 5 ; +24 vs . Fortitude ; 2d 8 + 7 necroti c damage , an d

Moat Bridges : Th e bridges ar e flat, 5 feet above th e


ongoing 1 0 necroti c damag e (sav e ends) .

water in th e moat .
Alignmen t Unaligne d Language s -

Obelisks : Th e obelisk s ar e 3 0 feet high, fillin g their


St r 2 7 (+18) Dex20(+15 ) W i s 1 5 (+12)
Co n 2 5 (+17) In t 2 (+6) Ch a 6 (+8)
squares like walls do .

Pyrami d Steps : Th e steps ar e difficult terrain .

3 Rot Slinger Decayer s (S) Level 2 0 Artillery


Teleportatio n Circle : Thi s circl e ha s bee n damaged .

Mediu m elementa l humanoi d (undead ) X P 2,80 0


eac h Mauglurien remove d th e thre e sigils that power it, an d
h e

Initiative +17 Sense s Perceptio n +20


carries th e sigils on his person .

H P 153 ; Bloodie d 76
Treasure : Othe r than hi s gear, Mauglurien ha s several
A C 32 ; Fortitud e 32 . Refle x 31 , W i l l 2 9
pieces o f macabr e shadar-kai jewelry ( 3 0 , 0 0 0 gp) an d
Immune disease , poison ; Resis t 10 necroti c
Ghovran's phylactery .

Spee d 6 , fly 8 (clumsy )

Rottin g Cla w (standard ; at-will) Necroti c

+24 vs . AC ; 2d 8 + 5 damage , an d th e target take s ongoin g 1 0


GHOVRAN AKT I
necrotic damag e (sav e ends) .
Th e eladrin lich ca n b e calle d forth i f an d when Mau-
Or b o f Deca y (standard ; at-will) Necroti c

glurien feels that th e PC s have gotten th e upper hand . Use


Ranged 10 ; +24 vs . Fortitude ; 2d 6 + 6 necroti c damage , an d

the statistics on page 9 o f Adventure Book One.


th e targe t is weakene d an d take s a -2 penalty t o savin g throw s

(save end s both) .

Alignmen t Chaoti c evi l Language s Abyssa l


THE INNER SANCTUARY

St r 2 0 (+15) Dex24{+17 ) W i s 2 0 ( + 1 5 )

After th e adventurer s defeat Mauglurien, Felidh a confirm s


Co n 2 7 (+18) In t 17 (+13) Ch a 1 9 (+14)

that th e PC s have performe d all th e tasks necessary to con-

tinue on . Th e mist lifts, affordin g a view o f vast tundr a an d

FATE STONE
Letherna in th e distance . Felidh a inform s th e adventurers

that, onc e they repair th e teleportation circl e an d releas e


The pillar crystal, 3 0 feet high, is afate stone. Felidha's

her fro m th e magi c circle, she ca n sen d the m to the Raven


action eac h turn is to mak e thi s stone show an image o f

Queen's Citadel .
a foeusually Mauglurien . A D C 2 5 Arcan a or Religion

Repairin g th e Circle : Every 1 0 minutes, a characte r


check lets a P C know that a successful range d or are a

can mak e a D C 2 4 Arcan a or Religion chec k to insert a


attack targete d at thi s image actually hits th e creatur e th e

sigil. Insertin g all thre e sigils repair s th e circle .


image shows . Th e image moves aroun d th e stone to stay

Felidha warn s th e party to tak e an extende d rest befor e


out o f th e depicte d creature' s view, so PC s who wan t to use

stepping int o th e repaire d circle . Th e ghostly high priest


it might have to move to see it .

waves a han d an d activates th e circle, then visibly passes

onher soul departin g for Letherna .

----------------------- Page 46-----------------------


E N C O U N T E R CI : F A T E ' S
G U A R D I A N S

E n c o u n t e r L e v e l 2 6 ( 3 6 , 0 0 0
X P ) 3 Sorrowsworn Fleshripper s (F) Level
2 1 Skirmisher

Mediu m shadow humanoi d X P 3,20 0


eac h

Initiative +20 Sense s Perceptio n +21 ; darkvisio n

SETU P
H P 196 ; Bloodie d 9 8

A C 35 ; Fortitud e 32 , Refle x 35 , W i l l 3 3
3 sorrowswor n fleshripper s (F )

Spee d 7; se e also corpse danc e


2 sorrowswor n doomguard s (D )

X' Spike d Gauntle t (standard ; at-will) W e a p o n


2 5 ange l o f shado w legionnaire s
+26 vs . AC ; 2d 6 + 1 1 damage ,

j - Bereavin g Strik e (standard ; recharg e JJJ (S) j i\) Teleportatio


n

Whe n Fedhil a open s the portal, th e adventurers step


Th e sorrowswor n fleshrippe r teleport s 5 square s an d make s a
through into a gran d courtyard . Th e sorrowsworn ar e in
spiked gauntle t attac k wit h comba t advantage .
place, but th e angel s have not yet appeared . Th e Raven
+ Corps e Danc e (standard ; recharg e is) Psychic , W e a p o
n

Th e sorrowswor n initiat e fleshrippe r shift s 8 square s an d make s


Queen's throne, to th e north, is vacant .

three spike d gauntle t attack s at any poin t durin g th e move ,

dealing a n extra 1d 8 psychi c damag e o n eac h attack . Eac h attac k


W h e n th e adventurer s arrive , sho w t h e m th e "Vie w
must b e mad e against a different target .

of th e Rave n Queen' s Citadel " illustratio n o n pag e 2 6


Comba t Advantag e Psychi c
of Adventure Book One, the n read :
Th e sorrowswor n fleshrippe r deal s a n extr a 2d 8 psychi c damag e
You arrive in a wide court. Ahead of you is a monolith, 20
feet t o a target it ha s comba t advantag e against .
high. Others like it stand in recesses in each of the
courtyard's Alignmen t Unaligne d Language s
Commo n

Skill s Stealt h +2 3
four corners. Observation platforms, supported by pillars,
line

St r 2 1 (+15) De x 2 6 (+18) W i s 2 3 (+16)


the walls toyour left and right. Aboveyou, a swirling storm
of Con20(+15 ) lnt14(+12 ) Ch a 1 8
(+14)

light signifies the souls of the dead waiting for an audience


before Equipment 2 spike d gauntlet s

the Raven Queen .

Ahead, stairs are flanked by large braziers burning with


blue TACTICS

white fire. They climb to a dais where a dark throne


currently
sits empty.
The adventurer s ar e separate d at the beginnin g o f thi s

Gaunt black-clad creatures stand in a line at the bottom of the


battle an d force d to fight a squad o f angel minion s by

stairs, their faces embodiments ofbereavement. One


spreads its themselves . Th e angel s give no quarte r an d ask
for none in

return .
dark wings and says in a deathlike voice, "Wha t needs the
Raven
Queen with mortal agents when she has the likes of us?
Prove The sorrowsworn fleshripper s move to surroun d
th e

your worth and mettle, mortals.' Winyour right to serve


the P C that was place d nea r th e centra l monolith,
joinin g that

Raven Queen! "


character's battle immediately . They begin usin g their

spiked gauntlet attacks . On e or two brea k of f to deal with

Suddenly, eac h o f th e adventurer s is teleporte d to a differ-


the next P C to either defeat or com e close to defeatin g th e

ent location in th e courtyard . Randomly place a P C atop


angels attackin g hi m or her, using bereaving strike to close

each o f th e observation platforms, one to th e east an d west


the distance . They save corpse dance until the PC s have
of th e southern portion o f th e courtyard, an d one jus t to
moved closer together .

the north o f th e centra l monolith . Whe n the PC s appear


Th e sorrowsworn doomguard s fly or teleport to tak e

in thes e places, they ar e immediately surrounde d by five


on th e most-powerful looking PCs, not necessarily waitin g

angel of shadow legionnaire s an d th e battle begins .


until they take out their angels before leapin g int o th e fray .

Whe n thre e or mor e o f th e sorrowsworn have been

bloodied, th e Raven Queen appear s to en d th e battle . Se e


Angel of Shadow Legionnaire Level 2 1
Minion

"Conclusion" on th e facin g page .


Mediu m immorta l humanoi d (angel)
X P 80 0

Initiative +14 Sense s Perceptio n +12

H P 1 ; a misse d attac k neve r damage s a minion .

A C 35 ; Fortitud e 35 . Refle x 31 , W i l l 3 0

Immun e fear ; Resis t 1 0 necrotic , 1 0 radian t

Spee d 6 , fly 9 (hover )

Greatswor d (standard ; at-will) Necrotic , W e a p o n

+26 vs . AC ; 1 2 necroti c damage .

Alignmen t An y Language s Superna l

St r 2 6 (+18) De x 18 (+14) W i s 14 (+12)

Co n 18 (+14) In t 12 (+11) Ch a 16 (+13)

Equipment chainmail , greatswor d

----------------------- Page 47-----------------------

2 Sorrowswor n Doomguard s (D) Level 21 Soldier


FEATURES OE THE ARE A

Mediu m shadow humanoi d X P 3,20 0 eac h

Initiative +20 Sense s Perceptio n +19 ; darkvisio n


Illumination : Bright light . Th e brazier s burn eternally
H P 198 ; Bloodie d 9 9
with blue-black spirit fire s that ar e col d an d harmless .
A C 37 ; Fortitud e 33 , Refle x 35 , W i l l 3 2
They, an d th e glowing souls in th e sky above, fully illumi-
Spee d 7; clim b 4 (spide r climb) ; se e als o doomguar d jaun t
nate thi s area .

Scyth e (standard ; at-will) W e a p o n

Corne r Monoliths : Thes e obelisk s are like th e centra l


+28 vs . AC ; 4d 4 + 9 damage , an d th e target is marke d unti l th e

one, except they are 15 feet tall . A glowing circl e o f harm -


end of th e sorrowswor n doomguard s next turn .

less silver rune s surround s eac h one .


4 Shado w Rea p (standard ; recharg e : i ) Psychic , W e a p o n

Requires scythe ; target s a n enemy marke d by a sorrowswor n


Dai s an d Throne : Steep stair s (difficult terrain) lea d
doomguard ; +26 vs . Reflex ; 4d 4 +1 5 psychi c damage , th e
up to a thron e o f richly carve d bone . Anyone wh o make s
target is immobilize d an d marked-bot h unti l th e en d of th e
a D C 31 Religion chec k know s that thes e ar e th e bone s o f
sorrowswor n doomguard' s next turn . If thi s attac k reduce s a
the dead god Nerull .

target t o 0 o r fewe r hit points , th e sorrowswor n doomguar d

Observation Platforms : Thes e elevate d area s are 1 0


gains 2 0 temporary hit points .

feet high . Pillar s hold each platform up, 1 0 feet above th e


Doomguard Jaun t (move ; encounter ) Teleportatio n
Th e sorrowswor n doomguar d teleport s 8 squares .
floor underneath . Creature s ca n move unde r th e plat-
Alignmen t Unaligne d Language s Commo n
forms on th e lower level . Th e stairs to eac h platform ar e
Skill s Intimidat e +20
steep (difficult terrain) .
St r 2 3 (+16) De x 2 6 (+18) W i s 1 8 (+14)
Pillars : A pillar squar e is difficult terrain (D C 2 5 Ath-
Co n 2 2 (+16) In t 14 (+12) Ch a 2 1 (+15)
letics chec k to climb) .

Equipment scyth e

CONCLUSION

The sounds o f battle in th e courtyar d eventually draws th e


One Squar e = 5 ft .
attention o f th e Raven Queen . W h e n thre e o f mor e o f th e

sorrowsworn have bee n bloodie d or defeated, she appear s

upon her thron e o f bones . Read :


A fall, regal woman with raven hair and a robe of a similar

hue suddenly appears upon the dark throne. Her eyes and lips

are black and glossy, her skin pale. She looks out over the court-

yard, then says in a quiet voice that all can hear, "Why have you

attacked these mortals, who have successfully won their way to

my citadel? "

The sorrowsworn immediately disengage from the battle and

kneel before the woman on the throne. "Forgive us, Dark Lady"

one of the gaunt creatures says, "but we sought to conduct our

own test of these mortals to see if they were indeed worthy of

servingyou."

Her eyes appear to flare, but whether with anger or amuse-

ment you cannot say. Then a slight smile touches her dark lips,

and she asks, "And what is your verdict, my guardians?"

The sorrowsworn hesitates, then answers, "Much to our

amazement these mortals are worthy of your trust and service.

We apologize for doubting Felidha's judgment, my lady."

The Raven Queen stands, and behind her, ravenlike wings

extend. She moves forward.

"Welcome, heroes of Zvomarana," she says. "Your victories


speak well of you. Now, let us learn more of each other and dis-

cuss whatyou can do to help the Raven Queen. "

G o on to Interlude : Cour t o f th e Rave n Quee n on

page 16 .

----------------------- Page 48-----------------------

I N T E R L U D E : C I T A D E L O E T
H E R A V E N O U E E N

Onc e th e Raven Quee n appear s before th e adventurers,


Q: W h a t ar e the y disturbing ? W h a t is th e natur e o f

they have an opportunity to speak with her . Whe n you


Death' s Reach ?

and th e players ar e ready, have th e Raven Quee n addres s


"When the primordials first crafted the world, they had no regard

the adventurers . Read :


for the fate of souls. Souls came from beyond the known, and

beyond the known they fled in death. Death's Reach was one of
"You have proven yourselves worthy to stand before the spinner
the places in the Shadowfell where souls passed beyond this exis-
of fate and the. patron of winter. Heed my words, and learn some-
tence. But ancient, gluttonous primordials corrupted the place so
thing of the foundations of reality.
that they could consume the souls of the dead. When the first gods
"There is a place where all things find their ultimate
dissolu- seized reality from the primordials, they made other
arrangements.

tion, a place that wears the Shadowfell like a cloak. Before my


"But that primeval, shadowy place remains. Because it can
rise, and prior to Nerull's reign in Pluton before me, primordi
be reached only withgreat difficulty, the/irstgods deemed it the
als trapped souls on their way from this existence to the next .
proper location to store dangerous artifacts and weapons from
There, these insatiable beings consumed souls for power,
rather the Dawn War. Many who fought on the side of the
primordials
than letting them move on to their ultimate destiny. The first
in that ancient conflict were relegated to Death's Reach, where
gods wrested control of this corrupted doorway, called Death's
they were locked away.

Reach, from the ancient ones. They sealed it, forgot it.
"Thus, Death's Reach is a graveyard of abandoned weapons
"But all that has gone before is now imperiled. Would you
hailing from the Dawn War. Primordials and even entire armies
hear more, and in so doing, pledge yourself to closing that which
were imprisoned therein. "
has been opened?"

Q: W h a t ar e th e intruder s doin g exactly ?

Th e players likely wish to learn mor e about th e situation


"I cannot be certain, for even my power cannot breach Death's

and what they ar e pledging themselve s to accomplish .


Reach. I believe the intruders are disinterring relics, ancient

Read or paraphras e th e answer s to th e following question s


weapons perhaps, but also the remains of primeval warriors of

as part o f th e natura l flow o f conversation between th e


unknown strength and power. I believe an army is being assem-

adventurers an d th e Raven Queen .


bled, composed of roused Dawn War soldiers, for the express

As th e conversation progresses, she waves of f question s


purpose to storm my citadel . The intruders must be stopped.

about why she didn't save Zvomaran a hersel f with gener-


Moreover, any entities released from Death's Reach must be

alities about othe r responsibilities, an d about th e destiny


returned to their ancient prisons or destroyed."

of th e adventurers . Col d an d blunt, she brook s little sec-

ond-guessing from mortals . Sh e assure s any character s


Q: W h y can' t yo u o r you r servant s dea l wit h th e

wh o ask that th e temple is already bein g restored .


problem ?

"No godlifee being, demon lord, or exarch can enter Death's

Q: W h a t ' s wrong ? W h a t exactl y i s "imperiled? "


Reach according to an age-old ban that possesses the weight of

"Some deceased souls arc not making their way to me as they


divine law. Not even I .

should; they are falling into Death's Reach instead. This


error "But mortals are not so constrained. The servants of
Orcus

in the way of things indicates that intruders have breached


have breached Death's Reach for ill ends. Orcus lusts for com-

Death's Reach, upsetting the natural order the gods decreed.


plete authority over death, and that lust knows no bounds.

These intruders seek nothing less than to usurp my power


"Just as these intruders have perverted the ancient safe-
over death. "
guards, so may I try to set affairs back to order. With the aid

of those who have proven themselves, such asyourselves, there

Q: W h o oppose s you ?
might even be hope for us to succeed."

"The/ollowers of Orcus, some of whomyou have battled


recently, gather power within Death's Reach . They have defied
Q: W h e r e d o yo u sen d souls ? W h a t lie s beyon d death ?

the ban the gods placed on Death's Reach, and even now they
"Those that fall in Death's Reach are destroyed forever by the

are ransacking it like ghouls in a graveyard. Worse, they are pre-


corruption there. But in the normal course of things, souls go

paring the way for their lord to enter that place. This must
not beyond the worlds as we know them. My intercession on
behalf of

be allowed to happen ! It must not! "


a dead spirit can direct it toward the realm of its god if that entity

wishes it. No being knows the fate of those who pass beyond, not

even I. If you remain mortal, perhapsyou shall discover a truth

that even the gods are unable or unwilling to explore. When your

time/inally comes, as it does for all things of the mortal realm. "

----------------------- Page 49-----------------------

Q: Ca n yo u provid e u s wit h an y help ?


TIM E TO G O

"You possess the bloodcrystal raven skull. It is a powerful and

W h e n th e adventurer s indicat e they are ready to enter


useful item. In it, you can store a portion of the life force coursing

Death's Reach, th e Raven Quee n reappears . Sh e explain s


through each of you. This stored life force can be used to power

their transport .
a Raise Dead ritual when no other part of you remains. Or, the

stored energy can be used to save you from an effect that would

"I am creating a soul gate that allows passage into Death's


otherwise trap or destroy your soul. Finally, if you die whileyour
Reach. The initial passage shall be difficult, but onceyou have
life force is stored within the sfeull, you instead heal automati-

touched the soil of Death's Reach, your connection to that place


cally. Be careful, though. There is a limit to how often you can

shall make all future journeys easier. Once every 2 4 hours, you
call upon the skull's power in this way. If you undertake this mis

can choose to return to one of your homes in the natural world


sion,you may use this item with my blessing."

or here, to my citadel . No more than 2 4 hours later, but sooner if

you wish, the soul gate shall carry you back to Death's Reach, to
COMING TO DEATH S A I D

the point from which you left. This back andforth can continue
If th e adventurer s agre e to ai d th e Raven Queen, she
untill have freed you from this ritual or you have freed yourself

explains their mission :


by reaching the natural-or unnatural-end of your days."

"In aiding me, you aid yourselves. You shall each have a favor
Wit h that, th e Raven Queen begin s th e ritual . Whe n it
from me before your final breath, this I pledge. But I sense that
concludes, read :

final breath is still distant for most of you, so do not exert your-

selves to settle on what that favor may be.


A gap opens in midair . Within the gap, you see a tunnel walled

"To close that which has been opened, we mustfirst open it


in luminous whirling vapor, shadow, and ominous silhouettes.

wider still. I will sendyou into Death's Reach as my heralds.


A constant roar like thousands of fluttering and cawing ravens

Onceyou arrive,you must travel to an ancient place known as


pours from it The spinning hollow extends with no obvious end,

Nerull's Gate, where the gods built a beachhead in Death's Reach


promising a turbulent passage. "Enter, and carry the hope and

long ago. I cannot enter Death's Reach, even in part, unless I am


gratitude of the patron of winter and the spinner of fate with

summoned. You shall summon me by going to Nerull's Gate and


you," the Raven Queen says.

reading a ritual scroll I shall provide to you. Once my aspect has

arrived, I shall be able to learn what is truly going on and direct


W h e n th e adventurer s enter th e gate, they begin their

you further. I might even be able to provide more substantial


trip to Death' s Reach . G o on to Encounte r C2 : Th e Sou l

assistance at that time.


Gate, on th e next page .

"Rest now, and regainyour strength. You may tarry here

in my court In your preparations, know that no sustenance or

succor awaits you in Death's Reach . You must bring withyou

whatever you need. When you are ready, I shall sendyou on

your way."

At th e Raven Queen' s signal, on e o f he r courtier s gives

the adventurer s a ritual scroll o f Summo n Raven Aspect,


components for th e ritual, an d a map o f Death' s Reac h

that always shows th e party's location relative to its con-

scious goal (at first, Nerull's Gate; later, th e Reliquary

of Timesus) . Th e ritual ca n b e performe d only at Ner-

ull's Gate (see Encounte r D 6 : Th e W r a t h o f Orcu s on

page 2 8 for mor e information) .

I f th e adventurer s want to leave th e citadel befor e

embarkin g on their quest, th e Raven Quee n agree s i f they

promise to retur n befor e a full day passes . Sh e provides

them with a mean s to return to th e courtyar d directly, i f

they nee d such assistance .

After th e conversation reache s a natural conclusion,

the Raven Queen ha s n o mor e tim e for th e adventurers .

"I shall return when you ar e ready to enter Death' s Reach. "

She wishe s the m well, as Fate decrees, an d disappear s to

see to th e busines s o f th e dead .

----------------------- Page 50-----------------------

E N C O U N T E R C 2 : T H E S O U L
G A T E

E n c o u n t e r Leve l 2 1 ( 9 , 6 0 0 X P )
Secondary Skills : Dungeoneering, Insight,

Perception .

Th e adventurer s enter th e harrowin g mouth o f th e soul


Dungeoneering (DC 27, standard action): Th e characte r

gate, a passage not usually intende d for living creatures .


treats th e soul gate as a dungeon an d seek s to use that

They mus t endur e thi s route on e tim e befor e they establish


experience to fin d a safe path .

a connectio n with Death' s Reac h an d ca n pass through


Thi s skill ca n b e use d to gain up to two successe s in thi s

the gate mor e easily . Thi s test o f stamin a is a skill chal-


challenge .

lenge . An adventurer might recogniz e it as th e sixth o f


Insight (DC 14, standard action): Th e characte r attempt s

the Seven Veile d Gate s o f Fate with a D C 2 2 Religion or


to use intuition to help navigate th e soul gate . Thi s chec k

History check .
doesn't count as a succes s or failure towar d th e comple-

tion o f th e challenge, but it doe s provide a +2 bonu s or - 2

W h e n th e adventurer s ente r th e sou l gate, read :


penalty to th e nex t character' s Arcana , Dungeoneering, or

You enter a region of swirling light and tearing wind. The noise
Religion check .

is nearly unbearable, and no ciearpath exists. You float in this


Perception (DC 22, standard action): Th e characte r

twisting ether, able to will yourself in different directions.


Behind attempts to spot a path through the swirlin g turmoil .
This

you, the Raven Queen's Court is still visible.


check doesn't count as a succes s or failure towar d th e com-

The soul gate twists and turns, and its luminance is con-
pletion o f th e challenge, but it doe s provide a +2 bonu s or

fusing. It's hard to know which way to go. Knowledge of the


- 2 penalty to th e nex t character' s Arcana , Dungeoneering,

mystical, rather than the natural, must he your guide in this


Endurance, or Religion check .

place. You get the feeling that intuition is a good guide here,
but Success : I f th e adventurer s get 8 successes, they
sharp eyes for the right openings won't hurt.
arrive in Death' s Reac h alert an d ready . Th e opponent s

in th e next encounter do not have surprise against th e

TRAVERSING THE SOU L GAT E


adventurers .

Failure : I f th e adventurer s accumulat e 3 failures, they


Th e adventurer s must endur e th e rigors o f th e soul gate

exit th e soul gate into Death' s Reac h in ba d shape . First,


and mak e their way through it to arrive at Death' s Reach .

they gain n o experienc e for thi s skill challenge . Second,


Describ e movemen t through th e vortex in th e most dis-

each characte r loses 1 healin g surge . Third, they arrive


orienting an d disturbin g ways imaginable . Th e character s
in Death' s Reac h in th e prone position . Fourth, th e oppo-

perceive their travel as vague passage through th e swirling

nents in th e nex t encounter gain surprise against th e


light an d tearin g wind . Each tur n moves the m closer to th e
adventurers .

exit . A succes s make s th e trip bearable, whil e eac h failure

costs th e character s dearly . Note that eac h roun d o f thi s


CONCLUSION

challenge represent s about 1 0 minute s o f travel through


the soul gate .
Whethe r th e adventurer s succee d or fail at thi s skill chal-

Complexity : 3 (8 successe s befor e 3 failures) .


lenge, they arrive in Death' s Reach . Read :

P r i m a r y Skills : Arcana , Endurance, Religion .


The sound of ravens fades away andyou sense that you're falling.
Arcana (DC 27, standard action): Th e characte r trie s to
Vaguely, you perceive thatyou are falling as a luminous orb. You

gain a glimpse o f mystical understandin g to help guide the


plummet through a dismal sky toward an ashen plain. With a

party through thi s tumultuou s void .


gut-wrenching twist and a blinding flash, you appear on an alien

Thi s skill ca n b e use d to gain up to four successe s in


slope. In the still air, you smell the faint scent of ancient dust and

this challenge .
old fire. Pale ash covers the ground between black rocks that are
Endurance (DC 14, minor action): At th e start o f a char -
smooth and glassy.

acter's turn, he or she must mak e an Enduranc e chec k to


Above you, the slope ascends at a sheer angle, forming a blacfe

weather th e violence o f th e soul gate . Thi s chec k doesn't


cliff. Maybe 2 0 0 feet overhead, it disappears into a turbulent

count as a succes s or failure towar d th e completion o f th e


field of clouds that flash sporadically with sinister light. Down-

challenge, but i f a characte r fails th e check, that characte r


ward, the slope gives way to a barren wasteland of ashy soil.

loses 1 healin g surge .


Great spires of black rock claw upward, some straight and others

Religion (DC 22 , standard action): Th e characte r use s


bent at unnatural angles.

faith an d prayer to fin d a path through th e churnin g


In the vastness,you see an orb of silver light/ailing slowly,

whirlwind .
trailing a luminous rail and reminding you ofyour own arrival.

Thi s skill ca n b e use d to gain up to four successe s in


Prom the orb you can hear a distant cry like that of a dying

this challenge .
creature. You also notice an orb of red light hovering over the

desolation in the distance.

\
1

----------------------- Page 51-----------------------

ENCOUNTER Dl : ARRIVAL
Soulfall Ignition (S) Level 21
Blaster

Hazard X P
3,20 0

Portions of the ground ahead glows and pulses wit h a faint


luminescence.

Hazard : Soulfal l ha s infuse d th e soi l wit h energy , whic h release s i n

E n c o u n t e r L e v e l 2 1 ( 1 8 , 5 0 0
X P ) th e presenc e of a livin g creatur e o r radiant
damage .

Perceptio n

SETU P
D C 14 : Th e characte r notice s tha t th e soi l glow s an d pulses .

Additiona l Skill : Religio n

3 blacksta r prowler s (B )
D C 22 : Th e characte r identifie s th e spiritua l energy i n th e
faintly
1 soulfal l ignitio n (S)
luminous soil , an d it s danger .

D C 27 : Th e characte r realize s radian t damag e ca n b e use d a s a

countermeasure .
The adventurer s arrive in Death' s Reach . I f they suc-

Trigge r
ceede d at th e skill challeng e in th e previous encounter, th e
W h e n a livin g creatur e enter s a n infuse d square , o r begin s it s

blackstar prowlers start at the location s shown on th e map .


tur n i n o r adjacen t t o a squar e tha t contain s infuse d soil , o r whe
n
If th e adventurer s faile d th e skill challenge, they arrive
th e squar e is subjecte d t o radian t damage .
here prone . Th e prowlers get a surprise round, usin g
Attac k
pounce on the/alien to teleport next to a prone target .
Opportunity o r Standar d Actio n Clos e burs t 1

Targets : Eac h creatur e i n burs t

Attack : +26 vs . Fortitud e


TACTICS
Hit : 5d 6 necroti c damage .

I f th e prowler s have surprise, they teleport next to a prone


Miss : Hal f damage .

Countermeasure s
P C an d get ready to attack . I f not, they use blackstar
charge

A characte r ca n mak e a n Athletic s chec k t o jum p ove r a square , o


r
at th e start o f th e fight . After two targets are prone, on e or

use othe r mean s t o mov e ove r th e squar e withou t touchin g th e


more o f th e remainin g courser s gang up on a fallen target,
soil. A livin g creatur e mus t ente r a square , o r b e i n o r adjacen t t o

using pounce on the fallen. A prowler use s blackstar


charge a squar e at th e star t of it s turn , fo r th e
hazar d t o discharge .

again whenever it can . Th e prowlers leap over th e soulfall


A characte r ca n mov e throug h a squar e withou t triggerin g th e soi l
ignition whenever they can .
by makin g a D C 2 7 Acrobatic s check , o r by movin g at half spee d

an d makin g a D C 2 2 Enduranc e check .

FEATURES OE THE A R E A
A squar e tha t take s 2 5 o r mor e radian t damag e i n on e roun d

dissipates an d is n o longe r active . A squar e is automatically hit by

Illumination : Di m light . Deat h Reach' s usual pall


any mele e o r range d attac k aime d at it , an d by any clos e o r are a
covers thi s area .
attac k tha t include s it .

Cliff: Th e black cliffs ascen d into th e cloudy sky


(DC 2 7 Athletic s to climb) .

Rocks : Thes e black rock s creat e difficult terrain

(+5 feet) or blockin g terrain (D C 15 Athletic s chec k to

climb) in thei r squares .

3 Blackstar Prowler (B) Level 2 3


Skirmisher s s

Mediu m elementa l animat e X P


5,100 eac h

s s
Initiative +2 2 Sense s Perceptio n +17 ; darkvisio n
**

L
H P 214 ; Bloodie d 10 7
M at S
A C 37 ; Fortitud e 33 , Refle x 35 , W i l l 3 2
s

Resist 1 0 fire ; Vulnerabl e 1 0 radian t

s s s s
Spee d 8

)
0 Bit e (standard ; at-will)
s
+28 vs . AC ; 2d1 0 + 8 damage , o r 2d1 0 + 1 3 damag e against a
m mm s

i
prone target .

+ Blacksta r Charg e (standard ; recharg e (X | [H])

Th e prowle r make s a charg e attack ; +2 8 vs . AC ; 3d1 0 + 1 0

damage , an d th e targe t is knocke d prone . W h e n th e targe t

stands up , it provoke s opportunity attack s fro m adjacen t

blackstar prowlers .

Pounce o n th e Falle n (move ; at-will) Teleportatio n

J *
Th e blacksta r prowle r teleport s u p t o 8 square s t o en d
it s mov e

adjacent t o a pron e enemy .

Alignmen t Evi l Language s -

Skill s Enduranc e +22 , Stealt h +2 5

St r 2 4 (+18) De x 2 8 (+20) W i s 2 2 (+17)

Co n 2 2 (+17) In t 3 (+7) Ch a 7 (+9)


f 5 St

----------------------- Page 52-----------------------

E n c o u n t e r L e v e l 2 1 ( 1 6 , 0 0 0 X P )
Religion Chec k

D C 14 : With wings that were briefly apparent, glowing


As th e adventurer s progress deeper int o Death' s Reach,
eyes, and a mostly formless lower body, the creature appears
they mee t Calah, a n angel o f secrets .
distinctly angelic.

I f th e PC s talk to Calah, procee d with th e skill chal-

lenge on thi s page . I f they attack, go to Encounte r D 3 :


INTERVIEW WIT H AIM ANGEL

W a r r i o r o f Secret s on th e next page .

I f th e adventurer s hail or approach Calah, it turn s an d

speaks in a feminin e voice that sounds like a choru s o f soft


W h e n th e ange l begin s t o descen d towar d th e

voices . Thi s begin s a skill challenge . Read :


adventurers, sho w t h e m th e "Vie w o f th e Heral d o f

"Areyou servants of the craven Orcus? Or areyou far from


Secrets " illustratio n o n pag e 2 7 o f Adventure Book

well-tread lands on a righteous mission in this ancient place? If


One, the n read :

the former, words are at an end! If the latter, know that I too am
Asyou crest a ridge, the blue glow of a soujfall-brighter than

on a quest to oppose the demon prince."


any you've seen so far illuminates the sky. Rather than the

The creature readies to fight, a blade of vibrating mist form-


descent of a single incandescent form, you spot a rain of five orbs

ing in one hand as the other clutches the ball-sized moonstone. It


falling to the dark soil of the ridge ahead. Their vague shapes

hesitates only to hear your answer.


hurtle soundlessly toward ground.

Just before striking and dissipating forever, the five glows

Complexity : 5 (1 2 successe s befor e 3 failures) .


change course and merge. In a split second, they form a towering

P r i m a r y Skills : Diplomacy, Insight, Religion .


humanoid that shines momentarily with violet light. Behind the

Diplomacy (DC 22 , standard action): Th e characte r trie s


figure, the glow takes the shape of ten broad wings that shimmer

to kee p Calah talkin g whil e keepin g it from growin g suspi-


and disappear. The body solidifies into a vaguely feminine form

cious o f th e party, tryin g to get it to reveal it intention s an d


clad in robes like liquid shadow, its lower body /lowing mist.
mission in Death' s Reach .

Winged brooches on its cloak dim, but its eyes continue to glow

Thi s skill ca n b e use d to gain up to eight successe s


with purple light.

in thi s challenge . Eac h succes s cause s Cala h to reveal


Without paying attention to or perhaps even noticing you,

something else to th e party . Se e "Roleplayin g Calah " for


thefigure clutches a stone sphere with a dark flaw that makes

possible revelations .
it look like an eye. The figure turns toward the north, peering

Insight (DC 27, standard action): Th e characte r trie s to


intently in that direction.

ascertain th e truth o f what Cala h is saying .

Thi s skill ca n b e use d to gain up to thre e successe s in


WHA T I S IT ?
this challenge . Each succes s earn s th e party a bit mor e

An angel o f secret s is, by definition, an unknowabl e thing .


about Calah' s tru e natur e an d hidden agenda .

Still, th e adventurer s ca n mak e check s to determin e what


Religion (DC 22 , standard action): Th e characte r use s

they might have hear d or seen concernin g thi s creature .


faith an d religious knowledge to interpret Calah' s words .

A succes s allows th e characte r to recogniz e hint s o f th e

A r c a n a Chec k
tenets o f Sehanin e in Calah' s conversation .

D C 2 2 : This creature entered Death's Reach on purpose, in a


Thi s skill ca n b e use d to gain up to on e succes s in thi s

manner similar to the one you employed. It might have separated


challenge through thi s lin e o f inquiry .

into parts for protection or some other reason, or the separation


Religion (DC 27, standard action, after gaining one success

could be a manifestation of one of its powers.


with Religion) : Th e character' s understandin g o f th e tenet s

of Sehanin e is so strong that h e or she recognize s th e dis-

D C 27 : I f the separation was a manifestation of a power, the


crepancie s in Calah' s proclamations .

creature could be an amalgam of more than one being, or it


Thi s skill ca n b e use d to gain up to one succes s in thi s

could be multiple creatures disguised as a single entity. Obvi-


challenge through thi s lin e o f inquiry .

ously, it is far more dangerous than it appears.


Religion (DC 27, standard action, after gaining five or more

successes in this challenge): Th e character' s understandin g o f

Perceptio n Chec k
religion bring s a revelationtrickery an d illusion ar e but

D C 2 2 : As the creature turns away.yousee it has nofacialfea-


aspects o f secrets, an d secret s ar e th e domain o f Vecna .
tures besides its glowing eyes.
Thi s skill ca n b e use d to gain up to one succes s in thi s

challenge through thi s line o f inquiry .

Secondary Skills : Arcana , Bluff, Intimidate .

Arcana (DC 24 , standard action): Th e characte r exam -

ines th e stone sphere that Cala h carrie s an d with a succes s

----------------------- Page 53-----------------------

recognizes it as a moonstone sphere (see Adventure Book One,


Use th e following sample s when roleplaying Calah .

page 24) . Th e characte r know s th e powers an d propertie s


Calah ask s similar question s o f th e PCs .

of th e item, except for th e secret property that it record s

everything an d is a n aspect o f th e Eye ofVecna. Thi s chec k


W h o ar e you ?

doesn't count as a succes s or failure towar d th e completion


I am Calah . Perhaps you would like to know more than this?

of th e challenge .
Calah won't reveal its nam e until th e PC s gain 1 suc-

Bluff (DC 27, standard action): Th e characte r attempt s to


cess usin g Diplomacy .

trick Cala h into revealin g mor e tha n it intende d about its

mission in Death' s Reach, or trie s to obfuscat e th e party's


W h a t ar e you ?

purpose in th e area . Thi s chec k doesn't count a s a succes s


I am a servant of the gods. Surely you recognize this. Or do you

or failure towar d th e completion o f th e challenge, but it


toy with me for some reason? What are you?

does provide a +2 bonu s or - 2 penalty to the nex t charac -

ter's Diplomacy, Insight, or Intimidat e check .


W h e r e ar e th e othe r glow s tha t fell wit h you ?

Intimidate (DC 27, standard action): Th e characte r


Wh o knows what strange laws govern this place? What do you

attempts to convinc e Cala h that th e party is an actua l


think they could he?
threat to its goals .

Thi s skill can b e use d to gain up to on e succes s in thi s


W h o m d o yo u serve ?

challenge .
I am hound not to say directly, hut as a gesture of trust, I can tell

Success : I f the adventurer s get 1 2 successes, Cala h


you that I serve changeability and false seeming. I serve warmth

is so impresse d with th e party an d its dedication to its


in the dark, and cold in mornings long in coming.

mission tha t it offers the m th e moonstone sphere (always


Th e riddle hint s at Sehanine , but it's a falsehood . I f a

keeping its tru e natur e a secret) . Cala h als o points th e


player guesse s thi s god without a check, grant a n auto-

party to additional treasur e that ca n ai d the m in their


matic succes s in th e skill challenge . I f not, Cala h won't

quest, directin g the m to Encounte r D7 : Spoil s o f W a r


reveal thi s until th e PC s gain 3 successe s usin g Diplomacy .

(see page 30) .

Failure : I f th e adventurer s accumulat e 3 failures,


W h y ar e yo u here ?

Calah determine s that th e party is incapabl e o f accom-


I am on a divine mission. I come to see if the enemy has gained

plishing anythin g her e in Death' s Reach, let alone do


any ancient primordial objects. Why are you here?

something to advance Vecna's goals . Th e party gain s n o

experience points for thi s encounter .


W h a t is it yo u seek ? W h e r e wer e yo u headed ?

Calah departs, mockin g th e adventurer s as it leaves .


I go first to see if the enemy has acquired any objects ofgrea t

It immediately attract s a rando m encounte r to attack th e


power. I know of a place of storage. That place must not fall into

party (see page 2), such as th e worm o f ages . As soon as


the hands of Orcus's lackeys.

that encounte r end s an d th e party take s a short rest, then


Calah won't reveal thi s information until th e PC s gain

Calah attacks . G o to Encounte r D3 : W a r r i o r o f Secret s


5 successe s usin g Diplomacy .

on th e next page .
W e ' r e her e t o sto p Orcus' s servants !

ROLEPLAY IMG CALAH


Thenyou are mighty indeed, or fools beyond measure-either

way, you have a braggart's heart, lucky for you I am not an


Calah's personality is cold an d condescending, an d all

enemy spy. Still, what makesyou think you have the power to
its answer s ar e distractions, half-truths, or riddles . It is

oppose a demon lord, even one as debased as Orcus?


fond o f answerin g a question with a question o f its own .

Any humility it shows is feigned, as a P C might discern

W h a t i s tha t sphere ? Ho w wil l th e one s yo u serv e


through Insight . Character s ca n ear n Calah' s respec t by

gai n knowledge ?
showing willingnes s to work against Orcus, or by discern-

This sphere is an observer and a guide, but it is a weapon as well.


ing th e angel' s actua l motive s an d loyalties .

It sees that which is hidden.


Th e angel let s circumstance s determin e whic h o f tw o

goals it pursues . Its first objectiv e is to give th e PC s th e

You'r e reall y a servan t o f Vecna , aren' t you ?


moonstone sphere to sway the m to Vecna' s service . It only

Ah, adventurers. Your kind is never satisfied to leave well


does thi s i f they prove capabl e an d discerning . Other -

enough alone. So, a servant ofVecnayou think I am? Would


wise, it seek s to hinde r the m so tha t they fail in opposin g

that be so bad? Could we not still be allies, united against a


Orcus's gambi t against th e Raven Queen . Vecn a feel s

commonfoe?
bot h gods must b e vanquished . It s secon d objectiv e is to

direct th e party to spoil s o f th e Daw n Wa r so tha t they

If, at any point durin g th e interview, hostilitie s flar e


can fin d th e mean s to hel p the m dea l with th e servant s

up, go to Encounte r D3 : W a r r i o r o f Secret s on th e


of Orcusan d with Timesus , shoul d th e primordia l

next page .
becom e free .
----------------------- Page 54-----------------------

1/

X C O A R
R I O R O F S E C R E T
I

E n c o u n t e r L e v e l 2 1 ( 2 0 ,
3 0 0 X P ) 3 Angel of Secret Legionnaire s (L)
Level 2 1 Minion

Mediu m immorta l humanoi d (angel) X P 80 0


eac h

Initiative +18 Sense s Perceptio n +16

SETU P
H P 1 ; a misse d attac k neve r damage s a minion .

A C 35 ; Fortitud e 32 , Refle x 33 , W i l l 3 1
Calah, ange l o f secret s (C)

Immune fear ; Resis t 1 0 fire , 1 0 radiant


1 ange l o f vengeanc e retaliato r (V )

Spee d 6 , fly 9 (hover )


1 ange l o f protectio n shiel d beare r (P )
Shadowswor d (standard ; at-will) Necrotic , W e a p o n

3 ange l o f secret s legionnaire s (L )


+26 vs . AC ; 1 0 necroti c damage .

Comba t Advantag e

If th e adventurer s choos e to attack Calah, or i f th e


inter- Th e ange l deal s a n extr a 5 damag e t
o a targe t it ha s comba t
view with th e angel o f secret s turn s hostile, or i f
th e skill advantage against .

Shadow Pla y
challenge end s in failure, a battl e break s out . Only
Calah

W h e n a n attac k misse s th e angel , it become s insubstantia l unti l


is visible at th e start o f th e battle . On th e angel
o f secret s

th e en d o f it s next turn . Th e ange l gain s comba t advantag e


turn, it release s th e other angel s ont o th e field o
f battle . against al l enemie s whil e it is
insubstantial .
Alignmen t Unaligne d Language s Superna l

TACTICS
St r 2 4 (+17) De x 2 6 (+18) W i s 1 4 (+12)

Co n 18 (+14) In t 12 (+11) Ch a 2 2 (+16)


Th e angel o f secret s carrie s five lesser angel s in
its cloak Equipment chainmail , shadowswor d

of angels, a special item mad e jus t for that


purpose . It

releases th e angel s when attacke d as a minor action,


Angel of Secret s (C) Level 2 2 Elite Controller

placing th e angel o f vengeanc e retaliator an d th e


other Large immorta l humanoi d (ang
X P 8,30 0

angels aroun d it on th e map, a s shown . It then


unleashe s Initiative +20
Sense s Perceptio n +23 ; darkvisio n

roaring revelationa secret wor d o f power overwhelmin g


Angeli c Presenc e Attack s against th e ange l of secret s tak e a -2

to th e min d an d to o terribl e to b e remembered . It


then penalty unti l th e ange l is bloodied ;
onc e bloodied , th e penalty
moves to th e edge o f th e battle, close to th e angel
o f pro- increases t o -4 .
tection an d within mele e reach, wher e it ca n use its
other H P 408 ; Bloodie d 20 4

A C 36 ; Fortitud e 34 , Refle x 34 , W i l l 3 6
powers easily .

Immune disease , fear ; Resis t 1 0 radian t


Staying as close to th e angel o f secret s as
possible,

Savin g Throw s +2
the angel o f protection fights enemie s who approach .
It Spee d 6 , fly 8 (hover )

focuses on opponent s wh o assail th e angel o f secret


s in Actio n Point s 1

melee, hamperin g their attack s with its mar k ability .


M e m o r yBlad e (standard ; at-will) Psychi c
Th e angel o f vengeanc e flie s to wher e it ca n
harry th e Reac h 2 ; +27 vs . AC ; 3d 6 + 8
psychi c damage , an d th e targe t
bac k o f th e party . It place s its sign of vengeance
upon an can't us e encounte r power s o r daily power
s unti l th e en d o f th e
angel's next turn .
opponent that clearly like s to mak e range d attack s or
are a

Min d Las h (standard ; at-will) Psychi c


attacks . I f n o such characte r is evident, th e angel o
f ven- Ranged 10 ; +2 5 vs . Will ; 2d1 0 + 8
psychi c damage , an d th e

geance concentrate s on a highly mobil e character .


target is daze d unti l th e en d o f th e angel' s nex t turn .

Staying well away from th e angel o f vengeanc e


(to avoid Roaring Revelatio n (standard ;
encounte r an d whe n reduce d t o 0
the inevitable coldfire pillar), th e angel o f secret s
legion- hit points) Psychic , Thunde r
naire s focu s on opponent s assaultin g th e angel o f
secret s Close burst 5 ; target s enemies ; +2 3
vs . Fortitude ; 2d1 0 + 8

psychic an d thunde r damage , an d th e targe t is stunne d unti l th e


in melee . They work together to flan k targets an d gain

end o f th e angel' s next turn .


combat advantage .

Foresight (immediat e interrupt , whe n attacked ; recharg e [X] |jj])

W h e n Calah is bloodied, it offers to surrender . It


use s Teleportatio n

the moonstone sphere an d th e location o f


ancien t treasur e Th e ange l o f secret s teleport s
4 square s an d make s a memory

(see Encounte r D7 :
Spoil s o f W a r on page 30 )
as bar- blade attack .
gaining chips, promisin g both i f th e adventurer s
allow Alignmen t Unaligne d
Language s Al l
it to depart in peace . Th e angel s keep any truc e
that Skill s Arcan a +22 , History +22 ,
Stealt h +20

St r 2 2 (+17) De x 1 8 (+15) W i s 2 3 (+17)


Calah agree s to, fleein g Death' s Reac h onc e a
bargain Co n 2 0 (+16) In t 2 3
(+17) Ch a 2 7 (+19) i

has bee n struck an d th e detail s o f th e


arrangemen t have

Equipment chainmail , memor y sword , cloa k o f angel s


been solidified .

----------------------- Page 55-----------------------

Angel of Protectio n Shieldbearer (P) Level 2 1


Soldier CONCLUSION

Mediu m immorta l humanoi d (angel) X P


3,20 0

Initiative +17 Sense s Perceptio n +16


By defeatin g Calah, whether through comba t or becaus e
Angeli c Presenc e Attack s against th e ange l o f protectio n tak e a -2
the angel surrenders, th e adventurer s win d up with th e
penalty unti l th e ange l is bloodied .
moonstone sphere. Whil e th e item can benefi t th e PCs, it
Angeli c Shiel d aur a 5 ; any enem y treat s th e are a withi n th e aur a
a s also retain s its tie s to its ultimat e master, Vecna .

difficult terrai n a s lon g a s th e angel' s angelic presence is


activ e an d

I f th e PC s attack th e sphere, it ha s defense s o f 3 3 an d


th e ange l is withi n 5 square s o f th e ange l of secrets .

10 0 hit points . It counterattack s with eyebite (warlock 1)


H P 197 ; Bloodie d 9 8
A C 37 ; Fortitud e 33 , Refle x 3 1 , W i l l 3 2
whenever struck (+25 vs . Will ; 2d 6 + 1 0 damage) . I f th e
Immune fear ; Resis t 1 5 radian t
sphere is reduce d to 0 hit points, th e stone crack s an d falls
Spee d 6 , fly 8 (hover )
away to reveal th e Eye of Vecna (see Dungeon Master's
Guide
Greatswor d (standard ; at-will) Radiant , W e a p o n
page 166) .

+28 vs . AC ; 2d1 0 + 7 damag e plu s 1 0 radian t damage , an d

th e targe t is marke d unti l th e en d of th e ange l of protection' s

FEATURES OE THE A R E A
next turn .

W a r d Ange l o f Secret s (standard ; at-will)


Illumination : Di m light . Deat h Reach' s usual pall
W h e n th e ange l is withi n 5 square s of th e ange l of secrets , th e
covers thi s area .

ange l o f secret s take s only half damag e fro m mele e an d range d

Dust Drifts : Thes e piles ar e difficult terrain . Movin g


attacks ; th e ange l of protectio n take s th e rest . Whil e th e ange l

is adjacen t t o th e ange l o f secrets , th e ange l of secret s gain s a


through one stirs up enough dust to mak e th e disturbe d

+2 bonu s t o AC .
square lightly obscured .

Alignmen t Unaligne d Language s Superna l


Ridge : Th e slope down either side o f th e ridge is

Skill s Insight +21 , Intimidat e +19


gentle, an d it's easy to slide down . Increas e force d move-
St r 2 5 (+17) De x 2 1 (+15) W i s 2 3 (+16)
ment down th e slope by 1 square, an d creature s that move
Con21(+15 ) Int16(+13 ) Cha18(+14 )
i

downward on it ca n move 1 extr a square .


Equipment plat e armor , greatswor d

Rocks : Thes e black rock s ar e blockin g terrain (D C 15

Athletics chec k to climb) .


Angel of Vengeanc e Retaliator (V) Level 21 Elite Brut
e Roc k Spires : Thes e riblike spires rise to th e
heights

Large immorta l humanoi d (angel) X P


6,40 0

noted on th e map . A spire create s difficult terrain i f it


Initiative +1 5 Sense s Perceptio n +17

doesn't fill its squar e (D C 2 5 Athletic s chec k to climb) .


H P 486 ; Bloodie d 24 3

Catching hol d after fallin g (D C 3 0 Athletic s check ) deal s


A C 34 ; Fortitud e 34 , Refle x 32 , W i l l 34 ; se e als o cloak of
vengeance
Immune disease , fear ; Resis t 1 5 cold , 1 5 fire , 1 5 radiant ; se e also
ldl O damage .

coldfire pillar

Savin g Throw s +2

Spee d 8 , fly 1 2 (hover) ; se e also sign of vengeance

Actio n Point s 1

Longswor d (standard ; at-will) Cold , Fire , W e a p o n

Reac h 2 ; +24 vs . AC ; 1d1 0 + 9 damag e plu s 2d 8 col d an d fir e

damage .

\ Doubl e Attac k (standard ; at-will) Cold , Fire , W e a p o n

Th e ange l o f vengeanc e make s tw o longswor d attacks .

Sig n o f Vengeanc e (minor ; encounter ) Teleportatio n


Ranged sight ; th e ange l o f vengeanc e place s a n invisibl e sig n

upon th e target . Unti l th e en d o f th e encounter , a s a mov e action ,

th e ange l o f vengeanc e ca n telepor t adjacen t t o th e target .

<C Coldfir e Pilla r (immediat e reaction , whe n first bloodied ;

encounter) Cold , Fire , Polymorp h

Close burst 2 ; +2 3 vs . Reflex ; 3d 8 + 9 col d an d fire damage . Th


e

ange l o f vengeanc e transform s int o a 30-foot-hig h pilla r of blu e

fire an d is immun e t o al l damag e unti l th e star t of it s next


turn .

Cloa k o f Vengeanc e (unti l bloodied ) Cold , Fir e

Attack s against th e ange l of vengeanc e tak e a -2 penalty unti l

th e ange l is bloodied . W h i l e cloa k of vengeance is i n effect ,


a

creature tha t hit s th e ange l wit h a mele e attac k take s 2d 8 col d

and fir e damage .

Alignmen t Unaligne d Language s Superna l

Skill s Insight+22 , Intimidat e +2 3

St r 2 7 (+18) De x 2 0 (+15) W i s 2 5 (+17)

Co n 2 3 (+16) In t 1 9 (+14) Ch a 2 6 (+18)

Equipment plat e armor , 2 longsword s

----------------------- Page 56-----------------------

a
^
E N C O U N T E R D 4 : E M P E R O R
O F B O N E S

1
E n c o u n t e r L e v e l 2 2 ( 2 2 , 3 0 0
X P ) Bonestorm (B) Level 2 0
Solo Controller

Huge natura l animat e (blind , swarm , undead ) X P


14,00 0

SETU P
Initiative +1 5 Sense s Perceptio n +16 ; blindsight 2 0
S w a r m Attac k aur a 1 ; any enem y tha t start s it s tur n withi n th e
aur a

Yannux , Empero r o f Bone s ( Y )


take s 1 0 damage .
1 bonestor m (B )
H P 752 , Bloodie d 37 6

A C 34 ; Fortitud e 32 , Refle x 29 , W i l l 3 0

Immune disease , gaze , poison ; Resis t 1 0 necrotic , half damag e fro m


A canyon between juttin g wall s o f black rock serves th e

melee an drange d attacks ; Vulnerabl e 1 0 radiant , 1 0 against


lair o f Yannux, th e self-proclaime d Emperor o f Bones .
close an d are a attack s

Th e nightwalker lurks ami d ancien t remains, hidden in


Savin g Throw s + 5

the shadows, studyin g a new treasur e h e ha s acquired .


Spee d 8 , burrow 8 . fly 8
Yannux' s bonestor m crowd s aroun d th e nightwalker,
Actio n Point s 2
indiscernible as anythin g but rubbl e an d debris . I f Yannu x
( Bon e Thras h (standard ; at-will)
or th e bonestor m notice s th e approach o f th e adventurers,
+25 vs . AC ; 2d1 0 + 9 damag e (2d1 2 + 1 0 damag e whil e

bloodied).
each hide s to ambus h the m when they arrive .

< Bonestor m (standard ; at-will) Necroti c

Close burst 3 ; +2 3 vs . Reflex ; 3d1 0 + 9 necroti c damage , an d th e


W h e n th e adventurer s approac h th e area , read :
target is grabbed . A t th e star t o f a grabbe d target' s turn , it take s

An orb like a nearly burned-out sun hangs over sharp


spires of 15 necroti c damage . Whil e grabbed , a targe t
canno t b e hit by
black rock
that jut high into the air. The spires create a
natural anothe r bonestorm .
wall bounding an area into which the dying orb dimly
shines. < Sou l Plagu e (free , whe n first bloodied , an d
whe n reduce d t o 0 hit
Debris of all sorts litters the area within-rubble, weapons,
bones, points) Necroti c

Close burst 20 ; target s enemies ; +2 1 vs . Fortitude ; th e targe t i s


ancient statues, and more collects here. Closer to the rock
wall,
weakene d (sav e ends) an d lose s a healin g surge . Miss : Th e targe t
the debris gathers more thickly.
is weakene d unti l th e en d of it s nex t tur n an d doe s not los e a

Above, a soulfall careens into the dying star, causing it


to healing surge .

flash white. It silently shoots a bolt of white energy down into


the Hide i n Plai n Sigh t
natural canyon.
Whil e inactive , th e bonestor m appear s a s rubbl e an d remains .

It ca n mak e a Stealt h chec k t o remai n unnotice d unti l it take s a n

W h e n th e adventurer s ente r th e canyon , read :


action ,

Alignmen t Unaligne d Language s -


The rock walls form a hollow stuffed with ancient refuse.
Dim

Skill s Stealt h +20


red light illuminates the depression, but the sharp shadows
of St r 2 6 (+18) De x 2 0 (+15) W i s 2 3
(+16)

the overarching rocks create long patches of darkness


within. Co n 2 0 (+15) In t 4 (+7) Ch
a 8 (+9)

The interior of the hollow's walls are carved in macabre


reliefs.

Above these carvings, a ledge runs around the interior.


Statues

stand here and there, broken and at chaotic tilts. A few


look like TACTICS

ancient pillars, still supporting pieces of a long-lost


floor or ceil- I f th e adventurer s approach th e hollow in th
e air Yannu x

ing. A throne of rubble, black rock, and bones is set against


the and th e bonestor m tear into th e sky to attack them .
Yan-

far wall.
nux's primary desire is to brin g hi s enemie s crashin g

down so he ca n fight the m on th e ground . To thi s end, th e


I f Y a n n u x isn't read y for th e adventurers , read :
bonestorm attack s with subsumption, an d th e nightwalker

You hear a chilling whisper within the hollow. "Wha t secrets


uses deaths gaze.
does it hide, older than all reckoning? Show me. Show
me." On th e ground, Yannu x assaults hi s foes with
death's

gaze, unconcerne d about harmin g th e blin d bonestorm .


Yannux, in hi s madness, talk s to a mithra l box h e foun d in
He pick s a prone target to pumme l with hi s slam . He

his wandering s through Death' s Reach .


reserves Finger of death for a n opponent wh o ha s dealt con-

siderable damage, but i f Yannu x become s bloodied, h e


Perceptio n Chec k
uses it against a bloodie d foe .

D C 3 1 (D C 2 6 i f th e P C s hear d Y a n n u x
whispering) : Th e debri s that form s th e
bonestor m batter s foes within

In the shadows lurks a gigantic humanoid, probably


12 feet tall, the swarm attack aura . On its turn, th e
bonestor m use s sub-

like darkness made flesh. Horns sprout from its


shoulders and sumption to grab a target, unles s it
already ha s a grabbe d

head. Its face has no features, only hollow eyes staring


out of the target . In that case, th e bonestor m uses bone
thrash on

darkness.
another target .

----------------------- Page 57-----------------------

THE SOU L STA R


Yannux, Nightwalker (Y) Level 2 2 Elite Brut e

Large shadow humanoi d (undead ) X P


8,30 0
The smolderin g orb hovering over Yannux' s lair is a n
Initiative +17 Sense s Perceptio n +15 ; darkvisio n

ancient relic o f Death' s Reach, an d many similar orb s onc e


Voi d Chil l (Cold , Necrotic ) aur a 5 ; any enemy tha t star t it s tur n

filled th e place . It catche s soulfalls . I f any soulfall occur s


withi n th e aur a take s 1 0 col d an d necroti c damage .
during th e encounter, th e orb catche s it, flashe s with white
H P 504 ; Bloodie d 25 2
light, an d strike s Yannu x with a whit e bolt . As a result,
A C 34 ; Fortitud e 35 , Refle x 30 , W i l l 3 4
Immune disease , poison ; Resis t 2 0 cold , 2 0 necrotic ; Vulnerabl e 2 0
Yannu x regain s 1 5 hit points . To determin e i f a soulfall

radiant
occurs, roll l d 2 0 at th e start o f eac h round . On a roll o f 1,

Savin g Throw s +2
a soulfall take s place .
Spee d 8 ; se e ride the bones

Th e soul star hang s 2 0 square s above th e floor . It ha s


Actio n Point s 1
10 0 hit point s an d defense s o f 34 . It is immun e to attack s
Sla m (standard ; at-will) Cold , Necroti c
against Will , an d canno t be moved from its spot . I f it
Reach 2 ; +2 5 vs . AC ; 3d1 0 + 7 col d an d necroti c damage .

Finger o f Deat h (standard ; encounter ) Necroti c


takes 2 0 or more radiant damag e in one round, it glows

Ranged 5 ; bloodie d targe t only ; +2 3 vs . Fortitude ; th e target


with golden light for 2 round s an d cease s healin g Yannu x

drops t o 0 hit points . Resistanc e t o necroti c damag e doe s no t


during that time . I f destroyed, it explode s in a shower o f
apply to thi s power .

black shards, blastin g anyone in th e hollow .


Death's Gaz e (mino r 1/round ; at-will) Cold , Gaze , Illusion ,

Necrotic

<c* Sou l Sta r Shar d Showe r


Close blast 3 ; +2 3 vs . Will ; 1d1 0 + 8 col d an d necroti c damage ,

Close blast 20 ; +2 5 vs . Reflex ; 4d1 0 + 5 damage . Miss : Hal f


and th e targe t is pushe d 2 squares , knocke d prone , an d take s a

damage .
-2 penalty t o attac k roll s an d defense s (sav e ends) .

Ride th e Bone s (move ; at-will)

FEATURES o r THE A R E A
Yannu x ca n fly o n th e bonestorm , like a ride r o n a mount .

Necrotic Energ y (minor , whil e bloodied ; encounter ) Healin g

Illumination : Di m light . Death Reach' s usual pall


Yannu x deal s 5 0 damag e t o th e bonestorm , an d regain s 5 0 hit
covers thi s area .
points.
Blackroc k Walls : Thes e sharp, smooth wall s (D C 2 5
Alignmen t Evi l Languages Common , telepathy 2 0
Skill s Stealt h +2 2
Athletics chec k to climb ) rise about 4 0 feet, formin g an

St r 2 6 (+19) Dex 2 2 (+17) W i s 1 8 (+15)


open ceiling . Catchin g hold (D C 3 0 Athletic s check ) after
Co n 2 2 (+17) Int 17 (+14) Ch a 2 4 (+18)

falling deal s 2 d 1 0 damage .

Dust Sinks : Th e marke d area s o f th e floor contain

dust sinks . A D C 2 2 Perception chec k is enough to notic e

the loose an d shiftin g dust in thes e squares . A Smal l or

Medium creatur e that enter s one o f thes e square s falls 2 0

feet ( 2 d l 0 damage) into a pit an d is knocke d prone . Climb -

ing out o f a pit require s a D C 2 0 Athletic s check .

Ledges : Thes e winding, ascendin g pathways are

norma l terrain, leadin g to observation platforms .

Platforms : Thes e broa d landing s provide a view for

miles acros s Death' s Reach .

Rubble : Wher e noted on th e map, th e rubbl e is diffi-

cult terrain .

Statues : Medium statues are betwee n 5 an d 8 feet tall .

They ar e difficult terrain, an d ca n b e pushe d over (D C

25 Athletic s check ) to creat e 2 square s o f difficult terrain .

Large statues are betwee n 1 0 an d 15 feet high, an d they

are blockin g terrain . All statues ca n be climbe d (D C 15

Athletics check) . Th e statues in re d on th e map ar e col-

umn s still attache d to piece s o f old floor an d ceiling .

Throne : Thi s black stone chai r is difficult terrain . Its

seat is 4 feet from th e floor . Sittin g on th e thron e is an

ancient mithra l box, bejewele d with astral diamonds . Th e

box function s as a bag of holding (worth 1 6 , 0 0 0 gp) .

Treasure : Othe r tha n th e mitra l box, i f th e PC s searc h


for 10 minutes, a D C 2 2 Perception chec k reveal s a level

2 4 magic item o f your choice . They als o fin d four 5 , 0 0 0 gp

gems an d 6 0 0 ancien t pp .

----------------------- Page 58-----------------------

C O U N T E R D 5 : N E R U L L ' S
G A T E

E n c o u n t e r L e v e l 2 3 ( 2 7 , 4 5 0 X P )
Shonvurru (S) Level 2 4 Elite Skirmisher

Large elementa l humanoid , marilit h (demon , undead ) X P 12,10


0

Initiative +2 2 Sense s Perceptio n +21 ; darkvisio n

SETU P
Grav e Shrou d aur a 5 ; undea d withi n th e aur a at th e star t of thei r

Shonvurru (S)
tur n regenerat e S hit points .

H P 440 : Bloodie d 22 0
2 petrifie d treant s (T )

A C 3 8 (4 0 wit h deadly steel mantle); Fortitud e 34 , Refle x 35 , W i l


l 3 3
1 ghostfir e flameskul l (F )
Resist 1 5 variabl e (3/encounter ; se e Monste r Manua l pag e 282) ; 1 0

necrotic

From its vantage, th e ghostfir e flameskul l might perceive


Savin g Throw s +2
the adventurer s as they approach Nerull's Gate . I f it does,
Spee d 8

Actio n Point s 1
it warn s Shonvurr u th e Bloo d Serpent, who continue s her

Scimita r (standard ; at-will) Necrotic , W e a p o n


work until th e adventurer s get close enough for combat .

Reach 2 ; +29 vs . AC ; 2d1 0 + 9 damag e (crit 6d1 0 + 29) , an d


Th e treant s are loyal to Shonvurru . They attack only i f she

ongoing 1 0 necroti c damag e (sav e ends) .


is attacke d or upon he r orders .
4 Deadl y Stee l Mantl e (standard ; at-will) Necrotic , W e a p o n
Use th e poster ma p for thi s encounter .
Shonvurr u make s tw o scimita r attack s an d use s tw o scimitar s t o
parry incomin g attacks , gainin g a +2 bonu s t o A C unti l th e star t

A s th e adventurer s approac h th e area , sho w t h e m


of he r next turn .
th e "Vie w o f Nerull' s Gate " illustratio n o n pag e 2 7 o f
+ Hackin g Blade s (free , whe n a n adjacen t enem y misse s Shonvurr u

wit h a mele e attack ; at-will) Necrotic , W e a p o n


Adventure Book One, the n read :

Shonvurr u make s a scimita r attac k against th e enemy .


An enormous arch, covered in runes that dance with silver and

+ W r a i t h Danc e (standard ; recharge s whe n first bloodied )


red light, towers over a circular platform. Steps around the
paved Necrotic , W e a p o n

platform descend into a depression around the arch.


Shonvurr u ca n shift 4 squares , includin g throug h enem y spaces ,
Flanking the arch are two gigantic statues the color of ebony
and mak e u p t o fou r scimita r attacks , shiftin g 1 extra squar e
and bone. They look like they were once treants, hut the ages
eac h tim e sh e hits . Sh e gain s insubstantia l an d phasin g whil e
have petrified them and left them leafless. Hovering above
the shifting thi s way , an d deal s 5 necroti c damag e t o
any creatur e

whos e spac e sh e shift s through . Sh e mus t en d th e danc e i n a n


arch's apex is a skull swathed in blue-blacfe/ire.

unoccupied space .
Under the arch, a giant dark serpent topped with the body of
Alignmen t Chaoti c evi l Language s Abyssal , Commo n

a female human with six arms appears to be in the midst of


cast- Skill s Arcan a +19 , History +19 , Insight +21 , Stealt h
+2 5
ing a ritualfrom an ancient tome. The runes on the arch pulse in
St r 2 5 (+19) De x 2 6 (+20) W i s 1 9 (+16)

response to her unfamiliar words.


Co n 2 0 (+17) In t 14 (+14) Ch a 2 2 (+18)

Equipment 6 scimitar s

Perceptio n Chec k

FEATURES OE THE A R E A
D C 2 4 : You notice the treant statues move everso slightly.

Illumination : Di m light . Death Reach' s usual pall


covers thi s area .
A r c a n a Chec k

Blackroc k Walls : Thes e glassy blac k wall s (D C 2 5


D C 2 4 : The marilith is manipulating and altering the
arcane

Athletics chec k to climb ) rise 3 0 feet up fro m th e inne r


energy present in the gate.

slope to evenly surroun d th e gate . Catchin g hol d after fall-


D C 2 9 : The marilith is using the ritual to change the
location

ing (D C 3 0 Athletic s check ) deal s 2 d l 0 damage .


the gate is connected to.

Defensiv e Towers : Designe d as watch position s for


TACTICS
angelic guardians, thes e towers stan d 4 0 feet high but

Th e flameskul l hide s until th e adventurer s get close . The n


have n o acces s from th e groun d other than by climbin g

it launche s a ghostfire storm at th e lea d mele e combatants .


the blackroc k walls .

It use s th e arc h for cover while makin g range d attack s


Dust Drifts : Thes e piles are difficult terrain .

against th e PCs .
Gate A r c h : Standin g 4 0 feet high, th e gate require s a

The treant s rush forwar d on Shonvurru' s order . They


D C 2 5 Athletic s chec k to climb, lowerin g to D C 2 0 onc e a
use petrifying roots, then slam away .
climber ha s reache d 2 0 feet . Th e middl e 5 square s o f th e

Shonvurru draws one weapon in eac h han d as a single


arch are fashione d such that a creatur e ca n stan d upon

minor action . Sh e moves to a good position, then use s


them safely .

wraith dance to attack multiple PCspreferably foes she ca n


Gate Steps : Thes e slight steps ar e norma l terrain .

flank with th e treants . Sh e moves eac h round, attackin g


A D C 2 0 Dungeoneerin g allows a P C to see that th e arch

with deadly steel mantle an d hacking blades.


can move .

----------------------- Page 59-----------------------

Ghostfire Flameskull (F) Level 2 2


Artillery

Smal l natura l animat e (undead ) X P


4,15 0

Initiative +20 Sense s Perceptio n +15 ; truesight 6

H P 163 : Bloodie d 8 1

Regeneratio n 10

A C 34 ; Fortitud e 32 , Refle x 34 , W i l l 3 3

Immun e disease , poison ; Resis t 2 0 fire, 1 0 necrotic ; Vulnerabl e 1 5

radiant

Spee d fly 8 (hover )

Ghostfir e Bit e (standard ; at-will) Fire , Necroti c

+29 vs . AC ; 2d 4 + 5 fir e an d necroti c damage , an d ongoin g 5 fire

and necroti c damag e (sav e ends) .

f Crematio n Ra y (standard ; at-will) Fire , Necroti c

Ranged 10;+2 7 vs . Reflex ; 2d1 2 + 7 fire an d necroti c damage ,

and ongoin g 5 fire an d necroti c damag e (sav e ends) .

-i'f Ghostfir e Stor m (standard ; encounter ) Fire , Necroti c

Are a burs t 3 withi n 15 ; +2 5 vs . Reflex ; 2d1 0 + 7 fire an d


necroti c

damage . Miss : Hal f damage . Th e stor m block s lin e of sight , deal s


Treasure : Shonvurr u ha s eight bejewele d mithra l cuff s
10 fire an d necroti c damag e to any creatur e tha t start s it s tur
n i n (3,000 gp each), a jewele d ceremonia l mithra l breastplate

th e area , an d disappear s at th e en d of th e flameskull' s next


turn . (15,000 gp), an adamantin e idol o f Orcu s with diamon
d

Th e flameskul l ca n exclud e allie s fro m th e effect .

eyes an d an emerald-tippe d scepter ( 1 5 , 0 0 0 gp) . Her


Mage Han d (minor ; at-will) Conjuratio n

book contain s th e Loremaster' s Bargain ritual ( 6 5 , 0 0 0 gp,


A s mage hand (wizar d 1 ; Player's Handbook pag e 158) .

Players Handbook page 308) . Sh e als o ha s 5 1 , 0 0 0 gp worth

Alignmen t Chaoti c evi l Language s Abyssal , Commo n


Skill s Stealt h +2 5
of residuum an d a flawless black diamon d (5,00 0 gp) .

St r 1 0 (+11) De x 2 8 (+20) W i s 9 (+10)

Co n 2 5 (+18) In t 1 4 (+13) Ch a 2 6 (+19)


CONCLUSION

Once the adventurer s have defeate d Shonvurru, they


2 Petrifie d Treant s (T) Level 2 0 Elite Controller

can try to decipher her ritual book an d learn mor e about


Huge fey magica l beas t (plant , undead ) X P 5,60 0
eac h

the area .
Initiative +16 Sense s Perceptio n +14 ; darkvisio n

A D C 2 4 Arcan a chec k indicate s that, whatever Shon-


Aur a o f Petrificatio n aur a 3 ; any enemy tha t enter s o r star t it s
turn s
withi n th e aur a take s 1 0 necroti c damag e an d is slowed .
vurru was doing to th e gate, th e energy o f he r workin g ha s

H P 376 ; Bloodie d 18 8
polluted th e site . Th e energy should b e allowe d to fade
A C 34 ; Fortitud e 32 , Refle x 30 , W i l l 2 8
completely over a couple hour s befor e th e gate is use d
Resist 1 0 necrotic ; Vulnerabl e 1 0 radian t
for any other task . A D C 2 9 Arcan a chec k shows she wa s

Savin g Throw s +2

aligning th e gate with th e Abyss, which is th e source o f th e


Spee d 6
Actio n Point s 1
polluted energy . Takin g one minut e to detect magic on th e

Petrifyin g Sla m (standard ; at-will) Necroti c


gate, as well as a D C 2 9 Arcan a check, reveals that Shon-

Reach 3 ; +2 5 vs . AC ; 2d1 2 + 8 damage , an d th e target is


vurru opene d th e gate recently, an d that a lot o f residual

immobilized (sav e ends) . First Failed Saving Throw : Target is


necrotic energy remain s from that opening .
restrained (sav e ends) . Second Failed Saving Throw: Target is
Beginning Summo n Raven's Aspect after Shonvurru' s
restrained an d take s ongoin g 5 necroti c damag e (sav e ends) .
defeat reveals th e site's pollution; th e PC s should delay

Third Failed Savin g Throw: Target is petrifie d (n o save) .

their ritual for a while . Th e character s ca n rest whil e they


Petrifyin g Root s (standard ; at-will)

wait . Nerull's gate is safe from any rando m encounter s


Close burst 3 ; +2 3 vs . Reflex ; 1d1 2 + 8 damag e an d th e targe t is

and soulfall .
knocked prone .

Alignmen t Unaligne d Language s -


Whe n th e PC s begin the ritual, go to Encounte r D 6 :

St r 2 6 (+18) De x 2 3 (+16) W i s 8 (+9)


Th e W r a t h o f Orcu s (on th e next page) .

Co n 2 0 (+16) In t 6 (+8) Ch a 18 (+14)

Shonvurru's Book : Shonvurru' s book, in Abyssal

and th e Barazha d script, contain s note s on what she was

doing. Th e book reveal s that she awakene d th e guardian s

and use d th e gate thre e days ago to summo n "th e Great

Beast, " whic h she sent "to th e reliquary. " Sh e then set

about inventin g a way to tie Nerull' s Gat e permanently to

Thanatos, Orcus' s Real m in th e Abyss . Sh e ha d not com-

pleted thi s task when th e PC s arrived . A D C 2 0 Religion

check indicate s that "th e Great Beast " is a nam e for an

aspect o f Orcus .

----------------------- Page 60-----------------------

E N C O U N T E R D 6 : T H E W R
A T H O E O R C U S

E n c o u n t e r L e v e l 2 4 ( 3 2 , 5 0 0
X P ) Aspect of Orcu s
Level 2 4 Elite Brut e

Large elementa l humanoi d (demon ) X P


12,10 0

SETU P
Initiative +1 5 Sense s Perceptio n +21 ; darkvisio n

Lesser Aur a o f Deat h (Necrotic ) aur a 10 ; enemie s tha t ente r o r

1 aspec t o f Orcu s
start thei r turn s i n th e aur a tak e 5 necroti c damag e (1 0 necroti c
2 blacksta r annihilator s
damage whil e th e aspec t of Orcu s is bloodied) .
1 D a w n W a r ghos t
H P 5 6 0 : Bloodie d 28 0

A C 37 ; Fortitud e 39 , Refle x 35 , W i l l 3 6
1 voidsou l specte r

Immune disease , poison ; Resis t 2 0 necrotic , 1 0 variabl e (3 /


encounter ; se e glossary)
Thi s encounter begin s when th e adventurer s execut e th e
Savin g Throw s +2

Summo n Raven Aspec t ritual, whic h take s an hour to


Spee d 6 , fly 8 (clumsy )

perform (see page 17) . Use th e sam e poster ma p as th e


Actio n Point s 1
previous encounter . Thi s encounter ha s n o tactica l map
Skul l Mac e (standard ; at-will) Necrotic , W e a p o n
the monster s approach from th e northwest .
Reach 2 ; +2 7 vs . AC ; 2d1 0 + 5 damage , an d th e targe t is

weakene d (sav e ends) .

4 Tai l Las h (immediat e reaction , whe n a n enem y move s o r shift s int o

W h e n th e adventurer s begi n th e ritual, read :

a squar e adjacen t t o th e aspec t o f Orcus ; at-will)


You begin the Raven Queens ritual, and as it progresses
the +27 vs . AC ; 2d 6 + 1 0 damage , an d th e targe t is
knocke d prone .

runes on the arch of Nerull's Gate darken and then begin to


glow Necroti c Burs t (standard ; at-will)
Necroti c

with blue light. As you perform the last incantations,


the arch Close burst 3 ; target s enemies ; +2 3 vs .
Fortitude ; 1d1 0 + 5
turns with a loud grinding sound. It makes a complete
rotation, necrotic damage .
stopping briefly three times as it comes around.
Alignmen t Chaoti c evi l Language s Abyssal , Commo n
First, you hear the calls of ravens and a swirling form
appears Skill s Arcan a +23 , History +23 , Intimidat e +24 ,
Religio n +2 3

St r 3 0 (+22) De x 1 7 (+15) W i s 1 9 (+16)


in the arch. Black motes of darkness-like tiny, swarming

Co n 30(+22 ) In t 2 2 (+18) Ch a 2 5 (+19)


ravens-slowly unite toform the regal form oj the Raven
Queen.

Equipment skul l mac e


"Excellent," she says. "You have done perfectly, and 1 salute

your tenacity and competence. Now, wait a moment, and I


shall

divine what it is we need to know."


ORCU S A R R I V E S

Her wings extend, and she. bows her head. The sound of
The aspect o f Orcu s an d its allie s try to approach th e arc h

circling ravens again Jill s the air .


undetected . Th e voidsoul specter approache s first, usin g

its invisibility ability .

2 Blackstar Annihilator s Level 2 3


Artillery A characte r keepin g watch might hea r th e
specter

Mediu m elementa l animat e X P


5,100 eac h (requires a passive Perception 34) . Th e adventurer
s feel

Initiative +20 Sense s Perceptio n +23 ; darkvisio n


the temperatur e fall when th e specter' s aur a touche s
H P 168 ; Bloodie d 8 4
them, but only PC s within th e aur a ca n use that clu e to
A C 35 ; Fortitud e 34 , Refle x 36 , W i l l 3 4
help locate th e undead . Th e specter remain s invisible an d
Resist 1 0 fire ; Vulnerabl e 1 0 radian t
opens with life siphon on as many target s as possible .

Spee d 5, fly 8 (clumsy )

A characte r on a tower durin g th e specter' s attack coul d


Sla m (standard ; at-will)
+30 vs . AC ; 2d 6 + 8 damage , an d ongoinj ; 5 damag e (sav e
ends) . see th e aspec t o f Orcus' s approach (D C 2 4
Perception

Meteo r Bol t (standard ; at-will)


check), an d warn th e party . Such a characte r automatically

Ranged 10 ; +2 8 vs . Reflex ; 3d 6 + 8 dam a ije, an d th e targe


t take s spots th e monster s when they are within 5 0 feet
o f th e site .

-2 t o savin g throw s an d ongoin g 5 damaj : e (sav e end s


both) .

Blacksta r Fal l (standard ; encounter )


W h e n th e aspec t o f Orcu s attacks , sho w t h e m th e

Th e blacksta r annihilato r ca n fly 8 square s an d ente r a n


enemy' s

"View o f Orcu s Attacks " illustratio n o n pag e 2 8 o f


space ; +2 8 vs . Fortitude ; 4d 6 + 8 damage , an d th e targe t

Adventure Book One, the n read :


is pushe d 2 square s an d knocke d prone . Miss : Th e targe t is

pushed 1 square . If th e targe t canno t b e pushed , th e


blacksta r Suddenly, the Raven Queen's head snaps
skyward, and her

annihilato rend s it s mov e i n a n unoccupie d squar e adjacen


t eyes grow fierce with anger.
to th e target . Secondary Attack: W h e n it lands , th e
blacksta r "The Great Beast is upon us." she says.
annihilato r attacks : clos e burst 3 ; target s enemies ; +26 vs .
Reflex ; Howling in rage as it appears over the
walls, Orcus rushes
2d6 + 8 damage , an d th e targe t is pushe d 1 squar e an d
knocke d toward the Raven Queen .

prone. Th e burst are a become s difficult terrain .

Alignmen t Evi l Language s Primordia l

St r 18 (+15) De x 2 8 (+20) W i s 2 4 (+18)

Co n 2 4 (+18) In t 8 (+10) Ch a 7 (+9)

----------------------- Page 61-----------------------

RAVEN QUEE N IN COMBAT


Dawn Wa r Ghost Level 2 3 Controller

Mediu m shadow humanoi d (undead ) X P


5,10 0

Th e Raven Queen is a story elemen t here, but give he r a


Initiative +19 Sense s Perceptio n +15 ; darkvisio n

place in th e initiative order jus t after th e aspec t o f Orcus .


Memorie s o f W a r (Fear , Psychic ) aur a 3 ; enemie s tha t ente r o r
star t
Describe he r comba t with Orcu s as one in which th e
thei r turn s i n th e aur a tak e 1 0 psychi c damag e an d is slowed .
demon princ e gain s th e upper hand . He r aspect is pri-
Th e are a is fille d wit h ghostly image s an d sound s of th e ghost' s

memories of th e Daw n War .


marily sensory, but she manage s to har m Orcu s befor e

H P 148 ; Bloodie d 7 4
she departs . On th e secon d round, jus t befor e th e Raven

A C 37 ; Fortitud e 32 , Refle x 35 , W i l l 3 4
Queen acts, read :

Immun e disease , poison ; Resis t insubstantia l

Spee d fly 8 (hover) ; phasin g

Orcus smites the Raven Queen with his mace, and she
staggers Traum a Touc h (standard ; at-will) Psychi c

hack, pained and wounded. She looks to you, andyou hear


her +26 vs . Reflex ; 2d 6 + 9 psychi c damage , an d th e
target is daze d
voice inyour mind.
until th e en d of th e ghost' s nex t turn .

\ Traumati c Possessio n (standard ; recharg e [Hj 111) Charm ,


"The place you seek is the Reliquary of Timesus, nearly
4 0

Psychic
miles to the northeast. Your map now shows this location,
and

Target s a livin g humanoid ; +26 vs . Will ; th e ghos t enter s th e


you shall mark it as the place where great black monoliths,
target' s spac e an d is remove d fro m play , an d th e targe t is

squared in their ancient shaping, rake the sky. Use this knowl-
dominated (sav e ends) . Th e ghos t ca n us e thi s powe r against
edge well. I've not much power left in this place, but enough to
one creatur e at a time . Instea d of dictatin g th e target' s action ,
aid you one last time. If you defeat this dog, he will be unable to
th e ghos t ca n caus e th e targe t t o tak e no actio n an d dea l it
return to this place for at least a decade. Strike well, my
faithful." 20 psychi c damage . W h e n th e target is n o
longe r dominated ,

or whe n th e ghos t choose s t o en d it s ghostly possessio n (a fre e


The Raven Queen glows, and she phases through Orcus,

action) , th e ghos t reappear s i n a n unoccupie d squar e adjacen t t o


taking a ghostly double of the demon prince with her. Orcus
th e target .

staggers and snarls, swinging his mace at her departing


form. <* Morta l Terro r (standard ; encounter ) Fear ,
Psychi c

His blow connects, but she flies into Nerull's Gate. In a flash,
she Close burs t 5 ; target s enemies ; +24 vs . Will ; 1d 8 +
9 psychi c

disappears.
damage , th e target is pushe d 5 squares , an d th e targe t is dazed ,

and take s ongoin g 1 0 psychi c damag e (sav e end s both) .

Spectra l Shif t (immediat e reaction , whe n misse d by a mele e attack ;


T A C T I C S

at-will)
Orcus attack s th e Raven Queen' s aspect durin g th e first
Th e ghos t shift s 3 squares .
two round s o f thi s battle, even i f a P C mark s him . H e
Alignmen t Chaoti c evi l Language s Common , Elve n
starts by slammin g into her with hi s entir e body as he
Skill s Stealt h +24

St r 1 1 (+11) De x 2 6 (+19) W i s 8 (+10)


lands, knockin g he r to th e ground . On hi s next turn, he

Co n 2 0 (+16) In t 1 2 (+12) Ch a 2 4 (+18)


opens with a necrotic burst i f marke d or nea r numerou s

Descriptio n Thi s shadow y spirit wear s th e for m o f a rega l mal e


foes, an d he then use s his action point to smite th e Raven
eladri n i n ancien t robes . It s hollow eye s ar e wid e wit h madness .

Queen with hi s mace . He saves hi s action point for later

if usin g it early would be a waste . Orcu s is otherwis e a


Voidsoul Specter Level 2 3
Lurker

straightforward brute . H e use s hi s mac e an d tail, employ-


Mediu m shadow humanoi d (undead ) X P
5,10 0

ing necrotic burst whenever he can, cursin g th e Raven


Initiative +2 3 Sense s Perceptio n +16 ; darkvisio n

Queen an d th e PC s in Commo n an d Abyssal .


Spectra l Col d (Cold ) aur a 1 ; any enem y tha t start s it s tur n withi n
th e
Th e blackstar annihilator s use blackstar fall on th e PC s
aura take s 1 0 col d damag e an d take s a -2 penalty t o al l defense s
first, catchin g the Raven Queen in the are a i f they can .
until th e star t of it s next turn .

H P 115 ; Bloodie d 5 7
They then tak e to th e air an d rain down range d attacks,

A C 35 ; Fortitud e 32 , Refle x 35 , W i l l 3 4
resorting to mele e only i f force d into close combat .

Immune disease , poison ; Resis t 3 0 necrotic , insubstantial ;


The voidsoul specter uses its mino r action to becom e
Vulnerabl e 1 0 radian t

invisible after eac h mele e attack it makes . It stalk s th e


Spee d fly 8 (hover) ; phasin g
battlefield, movin g at hal f spee d an d usin g Stealth to mak e
Spectra l Touc h (standard ; at-will) Necroti c
itself a harde r to hit target .
+25 vs . Reflex ; 2d1 2 + 6 necroti c damage .
Th e Daw n Wa r ghost quickly use s bot h o f its encounter
<c* Lif e Sipho n (standard ; encounter ) Healing , Necroti c
powers, sustainin g relive the war to divide PC s wh o han g
Close blast 5 ; +2 5 vs . Fortitude ; 2d1 2 + 6 necroti c damage ,

an d th e voidsou l specte r regain s 5 hit point s fo r every creatur e


back from melee . It then use s ghostly possession on a PC ,

damaged by th e attack .
preferring an arcan e or divine character .
Invisibility (mino r 1/round ; at-will) Illusio n

Th e voidsou l specte r become s invisibl e unti l it attack s o r unti l it

TREASUR E
is hit by a n attack . It remain s invisibl e whil e usin g life siphon .

Alignmen t Chaoti c evi l Language s Commo n


Orcus's skull mac e isn't magical, but it is an art objec t
Skill s Stealt h +24

worth 3 5 , 0 0 0 gp .
St r 12 (+12) De x 2 6 (+19) W i s 1 0 (+11)

Co n 1 9 (+15) In t 1 1 (+11) Ch a 2 3 (+17)

----------------------- Page 62-----------------------

E N C O U N T E R D 7 : S P O I L S O F
W A R

E n c o u n t e r Leve l 2 3 ( 2 5 , 5 0 0
X P ) A blue line bound s th e stasis vault's perimeter, a
nearly

invisible energy field tha t extend s floor to ceiling . Its


SETU P
anchor points are shown on th e map (A); eac h is a p a i r -

one point on th e floor an d one on th e ceiling . Th e Dawn


1 astra l warwin g c o m m a n d e r (C )

Wa r armo r an d Dawn Wa r weapon, eac h level 25 , float


2 astra l warwing s ( W )
upon an ancho r point . Th e creature s in thi s encounter are

1 stasi s vaul t tra p ( A for ancho r points )


not visible when th e adventurer s enter .

Th e adventurer s fin d thi s Dawn Wa r preserve by climbin g

W h e n th e warwing s emerge , sho w th e player s th e


to th e top o f th e severe d spire (D C 2 0 Athletic s chec k to
"View o f th e Daw n W a r P r e s e r v e " illustratio n o n

climb, height is 5 0 feet) .


pag e 2 8 o f Adventure Booh One, then , read :

A glittering silver construct emerges from behind each door,


W h e n adventurer s clim b t o th e top, read :

limned in stiver light that resembles brilliant wings. Each is


Smooth and shiny in the dim silver light, the surface of the
spire's

an armored, vaguely humanoid shape, floating legless above


top is like black glass. It descends toword a circular opening
that

the floor. As big as a titan, the largest has massive arms and
drops into the spire's dark inferior.

a head like a fenight's helm with a pointed tail . Silver lightning

whirls and rumbles in its torso and dances on its armor . The
Th e adventurer s must drop to th e floor that is 4 0 feet

smaller constructs, each as big as an ogre, are slimmer but no


beneath the m ( 4 d l 0 damag e i f n o precaution s ar e

lessfearsome.
taken) . Character s feel growin g drea d while approachin g

the opening .

Astral Warwin g Commander (C)Level 2 3 Elite Controller

Huge immorta l animat e (construct ) X P


10,20 0
W h e n th e adventurer s reac h th e inne r chamber ,

Initiative +18 Sense s Perceptio n +18


read :

Commander' s Boo n aur a 10 ; astra l warwing s tha t star t thei r tur n i n

You lond in the southern end of an ovoid-shaped chamber. Silver


th e aur a gai n a +2 bonu s t o attac k rolls .

light with no discernible source floods the chamber, and


orna- H P 418 ; Bloodie d 20 9

mental carvings cover every interior surface. Across from


your Regeneratio n 1 0 (if th e astra l warwin g take s necroti c
damage ,
entry point is a massive door that looks like it slides up or
down. regeneration doe s no t functio n unti l th e en d of it
s nex t turn )
Two similar but smaller doors flank it on the side walls.
A C 37 ; Fortitud e 35 , Refle x 34 , W i l l 3 4
Immune disease , poison , slee p
A suit of armor and a weapon floats in the middle of a
square

Savin g Throw s +2
of blue and silver light, rotating about 10 feet above the
floor. Spee d fly 8 (hover )

Actio n Point s 1

2 Astra l Warwing s (W ) Level 2 3


Soldier Astra l Blad e (standard ; at-will) W e a p o
n

Large immorta l animat e (construct )


X P 5,10 0 Reach 3 ; +2 8 vs . AC ; 2d1 0 + 8 damage , an d th e
target is pushe d

Initiative +20 Sense s Perceptio n +1 8


3 squares .

H P 214 ; Bloodie d 10 7
Blad e Swee p (standard ; at-will) W e a p o n

Regeneratio n 10 (if th e astra l warwin g take s necroti c damage ,


Close burst 3 ; +26 vs . AC ; 2d1 0 + 8 damage , an d target is pushe d

regeneration doe s not functio n unti l th e en d of it s next


turn) 3 squares .

A C 39 ; Fortitud e 35 , Refle x 35 , W i l l 3 5
Astra l Targe t (mino r 1/round ; at-will)

Immun e disease , poison , slee p


Ranged sight ; +27 vs . Reflex ; th e target is illuminate d i n astra l

Spee d fly 8 (hover )


fire, slowed , an d take s a n additiona l 1d1 0 + 8 damag e fro m

Astra l Mac e (standard ; at-will) Lightning , Radiant , W e a


p o n attack s mad e against it by astra l warwing s (sav
e end s both) .

Reac h 2 ; +3 0 vs . AC ; 2d1 2 + 6 lightnin g an d radian t


damage , an d -\<? Clearin g Burs t (standard ; at-will)
Psychi c

target i s marke d unti l th e en d of astra l warwing' s nex t


turn . Are a burst 2 withi n sight ; +27 vs . Will ; 2d
8 + 7 psychi c damage .

Mac e Swee p (standard ; recharg e X_ JJ ) Lightning , Radiant


, In addition , thi s powe r target s any conjuratio n o
r zon e i n th e

W e a p o n
burst; +2 7 vs . creator' s Will ; conjuratio n o r zon e i s destroyed , al l
Close blast 2 ; +2 8 vs . AC ; 2d1 2 + 6 lightnin g an d radian t
damage , its effect s end , an d it s creato r is daze d (sav e
ends) .

and target is daze d unti l th e en d of astra l warwing' s next


turn . <* Astra l Thunde r (standard ; encounter ) Radiant ,
Thunde r

Comba t Vigilanc e
Close blast 5 ; target s enemies ; +2 5 vs . Fortitude ; 2d 6 + 7

If a target that th e astra l warwin g ha s marke d shift s o r


make s thunde r an d radian t damage , an d th e targe t
is deafene d an d

a n attac k tha t doe s no t includ e th e astra l warwing , th e


astra l blinded (sav e end s both) , an d knocke d prone .
Miss : Hal f damage ,

warwin g ca n mak e a n astra l mace attac k a s a fre e actio n


against and th e targe t is deafene d (sav e ends) , but no t
blinde d o r

that target .
knocked prone .

Alignmen t Unaligne d Language s telepathy 2 0


Alignmen t Unaligne d Language s telepathy 2 0

St r 2 5 (+18) De x 2 4 (+18) W i s 2 4 (+18)


St r 2 7 (+19) De x 2 4 (+18) W i s 2 4 (+18)

Co n 2 2 (+17) In t 8 (+10) Ch a 8 (+10)


Co n 2 3 (+17) In t 12 (+12) Ch a 12 (+12)

----------------------- Page 63-----------------------

TACTICS
Th e astral warwin g commande r employs astral thunder

as soon as it make s the most sense . Otherwise, it attempt s


The astral warwing s attack only i f a characte r take s any

to stay back an d attack with astral target an d clearing


burst.
direct action against or triggers th e stasis vault . They oper-

Th e astral warwing s protect th e astral war commander .


ate under orders to protect th e last treasure s store d in thi s

They split up to mar k mele e combatant s for later use


place to th e exclusion o f all other concerns .

of combat vigilance, favoring enemie s who try to engage

the commander .
0
Stasis Vault (A) Level 2 3 Warde r
c

Tra p X P
5,10 0

FEATURES OE THE A R E A
N
Silver-blue lines of glowing energy form afloor-to-ceiling box in
the
center of this ovoid-shaped chamber.
Illumination : Bright light . A silvery radianc e covers
o

Trap : Th e stasi s vault is mean t to kee p it s content s i n an d


this area .
trespasser s out , but it s semivisibl e shel l allow s would-b e looter s
Astra l Field : Astral energy protect s th e spiritual integ-

t o se e within .

rity o f thi s local e an d bathe s th e interior in th e silver light .


Perceptio n

A soul survives for 1 2 hour s when expose d to Death' s


0
D C 29 : Th e characte r spot s th e astra l diamond s tha t serv e a s
th e

Reach here, an d rests taken her e are uninterrupted .


anchor s fo r th e stasi s vault , an d ca n target thos e anchors .

Z
Additiona l Skill : Arcan a
Treasure : Dawn War armor an d a Dawn War weapon,

D C 16 : Th e characte r sense s th e magi c of th e stasi s vault' s


walls . each 25t h level, rest within th e stasis vault, along
with 1 3
Th e chec k isn't possibl e fro m mor e tha n 5 square s away .
astral diamond s that are focuse s for th e vault . Se e page 2 4
D C 24 : Afte r detectin g th e stasi s vaul t o r seein g it i n action ,
th e of Adventure Booh One for details .
characte r identifie s it , an d understand s ho w it attack s an d tha t
it Wall s an d Ceiling : Th e carving s mak e th e walls
easy

has anchor s tha t mus t b e disable d t o breac h it .

to climb (D C 15 Athletic s check) . In fact, climbin g amon g


D C 2 9 (traine d only) : Th e characte r ca n se e th e stasi s vaul t
wall s
an d understand s it s weaknesses . Suc h a characte r know s wher e
the carving s in th e ceilin g is possible (D C 2 5 Athletic s

th e anchor s ar e an d gain s +2 o n any countermeasur e check .


check) .

Trigge r A
W h e n a creatur e trie s t o ente r a stasi s vaul t squar e withou t
usin g

a countermeasure , o r end s it s tur n adjacen t to but not insid e th e

vault' s perimeter , th e vaul t use s attac k A . W h e n a creatur e tie


s t o

teleport int o th e vault , it is shunte d t o th e neares t squar e


outsid e

th e vault , an d th e teleportin g creatur e is attacke d i n tha t square


.

Attac k A

Opportunity Actio n Mele e 1

Targets : Triggerin g creatur e

Attack : +2 7 vs . Fortitud e

Hit : 4d1 0 damage , an d th e target is daze d (sav e ends) , pushe d 3

squares, an d knocke d prone .

Miss : Hal f damage , an d th e targe t is pushe d 2 squares .

Effect : W h e n th e stasi s vaul t attacks , th e energy we b becom e


visibl e

fo r a split secon d a s a fluctuatin g weav e of silvery energy .

Trigge r B

A creatur e enter s o r start s it s tur n withi n th e vault .

Attac k B

Opportunity Actio n Mele e 1

Target : Triggerin g creatur e

Attack : +2 7 vs . Wil l

Hit : 2d1 0 damage , an d th e target is stunne d unti l th e star t of it s

next turn .

Miss : N o damage , an d th e targe t is slowe d an d mus t succee d o n a

D C 2 4 Athletic s chec k t o mov e 1 square . Fo r every 5 point s by

whic h th e chec k result exceed s th e DC , th e characte r ca n mov e

anothe r square . (Th e characte r ca n stil l run , if th e chec k allow


s
enoug h movement. )

Countermeasure s

A D C 2 9 Acrobatic s chec k allow s a characte r t o mov e by any

means throug h th e stasi s vault' s perimete r int o it s are a withou t

triggering trigge r A .

A characte r adjacen t t o a n ancho r poin t ca n disabl e it wit h a D C

29 Thievery chec k o r a D C 3 1 Arcan a check . If half th e ancho r

points ar e disabled , th e vaul t collapse s an d al l it s effect s end .

If a creatur e leave s th e stasi s vaul t wit h th e last of th e vault'


s

contents , th e vaul t collapse s an d is destroyed . Al l it s effect s


end .

----------------------- Page 64-----------------------

E N C O U N T E R D 8 : R E L I Q U A R Y
A P P R O A C H J

E n c o u n t e r L e v e l 2 3 ( 2 8 , 2 0 0
X P ) Time Wrait h
Level 2 1 Minion

Mediu m s h a d o w humanoi d (undead ) X


P 8 0 0

Initiative +17 Sense s Perceptio n +13 ; darkvisio n

SETU P
H P 1 ; a misse d attac k neve r damage s a minion .

A C 36 ; Fortitud e 32 , Refle x 33 , W i l l 3 1

1 phan e wrait h (P )
Immun e disease , poison ; Resis t 1 0 necrotic , insubstantia l

2 blacksta r crusher s (C )
Spee d fly 6 (hover) ; phasin g

5 tim e wraith s
Shado w Touc h (standard ; at-will) Necroti c

+26 vs . Reflex ; 12 necroti c damage .

Th e blackstar crusher s hide within th e guardian mono-


Spiritua l Connectio n
liths, melde d with th e stone until intruder s approach .
Th e tim e wrait h mark s th e targe t fro m whic h it wa s create d
Twenty feet above th e ground, th e phan e wraith is usin g
until th e tim e wrait h i s destroyed , o r th e mar k is otherwis e

superseded o r ended . A targe t canno t produc e anothe r tim e


its dead to time and space power . None o f th e creature s ca n

wrait h whil e so marked . W h e n th e tim e wrait h is reduce d t o 0


b e seen as the adventurer s move towar d th e reliquary
hit points , th e targe t fro m whic h it originate d is daze d unti l th e

entrance . They ar e alert an d wait for intruder s to approach


end of tha t target' s nex t turn .

close enough to launch their ambush .


Alignmen t Evi l Language s -

St r 6 (+8) De x 2 5 (+17) W i s 6 (+8)

W h e n th e adventurer s approac h th e area , read :


Co n 2 2 (+16) In t 6 (+8) Ch a 2 0 (+15)

Gigantic shafts of stone, carved from single spires of


rock, stab
into the clouded sky. Carved into these monoliths, relief images
Phane Wrait h (P) Level 2 4 Elite Controller
show a great flaming rock crashing to the ground. Symbols
like Large shadow magica l beas t (undead )
X P 12,10 0
writing cover each monolith in a twisting script. A few
paces Initiative +2 1 Sense s Perceptio n +24 ;
darkvisio n

H P 315 : Bloodie d 15 7
beyond the monoliths is a wide opening, carved to resemble
a

Regeneratio n 1 5 (if th e phan e wrait h take s radian t damage ,


great maw. A ramp leads downward into darkness.

regeneration is negate d unti l th e en d of it s next turn)

A C 38 , Fortitud e 36 , Refle x 38 , W i l l 36
W h e n th e blacksta r crusher s attack , read :
Immune disease , poison ; Resis t 1 0 necrotic , insubstantial ;
With a sound like glass scraped across glass, an apelike
construct Vulnerabl e 1 0 radian t (se e als o regeneratio n
above )
of smooth black stone emerges from each monolith,
floating Savin g Throw s +2
slightly above the ground. The size of a giant, each creature
is Spee d fly 10 (hover) ; phasin g
Actio n Point s 1
legless and hunched, with massive striking limbs.

Ghos t Touc h (standard ; at-will) Necroti c

Reach 2 ; +2 7 vs . Fortitude ; 2d1 0 + 1 1 necroti c damage , an d th e


2 Blackstar Crusher s (C) Level
2 4 Brut e target is pushe d 2 squares , an d is weakene d
unti l th e en d of th e

Large elementa l animat e


X P 6,05 0 phane wraith' s next turn . Th e phan e wrait h ca
n shift befor e an d

Initiative +19 Sense s Perceptio n +19 ; darkvisio n


afte r th e attack , u p t o a tota l o f 4 squares .

Blacksta r Gravit y aur a 5 ; any enem y withi n th e aur a a t th e


star t of V Ra y o f Tempora l Possibilit y (standard ; at-
will) Psychic ,

th e blacksta r crusher' s tur n is pulle d 2 squares .


Teleportatio n

H P 275 ; Bloodie d 13 7
Ranged 10 ; +2 7 vs . Reflex ; 2d1 0 +1 1 psychi c damage , an d

A C 36 ; Fortitud e 36 , Refle x 34 , W i l l 3 4
th e targe t is teleporte d 7 square s an d restraine d (sav e ends) .

Resist 1 5 fire ; Vulnerabl e 10 radian t


Aftereffect: Th e target is slowe d (sav e ends) .

Spee d fly 5 (clumsy )


Ghost Tempes t (standard ; at-will ; not usabl e whe n bloodied )

Sla m (standard ; at-will)


Necrotic

Reach 2 ; +27 vs . AC ; 2d1 2 + 6 damage .


Close burst 1 ; +2 5 vs . Will ; 1d1 0 + 1 1 necroti c damage , an d th e

Meteoric Shockwav e (standard ; recharg e : : :: : i )


Forc e target is pushe d 2 squares , an d is weakene d
an d insubstantia l

Close burst 3 ; +2 5 vs . Fortitude ; 2d1 2 + 1 2 forc e damage ,


an d until th e en d of th e phan e wraith' s nex t
turn . If possible , a tim e

th e targe t is pushe d 4 square s an d knocke d prone .


wrait h appear s i n th e target' s origina l spac e an d enter s th e

If th e targe t hit s a wal l o r othe r unmovabl e objec t a


s a result initiative order .
of th e push , th e targe t stop s i n th e last unoccupie d squar
e an d Tempora l Fugu e (minor ; at-will)

take s a n additiona l 1d1 0 + 4 forc e damag e fro m impactin g


By movin g backwar d an d forwar d i n time , a phan e wrait h

against th e wal l o r unmovabl e object ,


cancels on e conditio n o r typ e o f ongoin g damag e effectin g it .

y Focuse d Gravit y (standard ; at-will) Forc e


Dead t o Tim e an d Spac e

Ranged 20 ; +2 5 vs . Fortitude ; 2d 8 + 7 forc e damage , an d th


e Th e phan e wrait h is invisibl e an d immun e t
o al l damag e unti l it

target is knocke d prone .


attack s o r avoid s th e damag e fro m a n are a o r clos e attack .

Alignmen t Evi l Language s -


Alignmen t Chaoti c evi l Language s Primordial , Superna l

St r 2 8 (+21) De x 2 5 (+19) W i s 2 4 (+19)


St r 12 (+13) De x 2 8 (+21) W i s 2 5 (+19)

Co n 2 5 (+19) In t 4 (+9) Ch a 7 (+10)


Co n 2 5 (+19) In t 2 8 (+21) Ch a 10 (+12)

----------------------- Page 65-----------------------

W h e n th e phan e wrait h appears , read :

Out of nowhere, hovering between the monoliths, dark mist

coalesces into a centaurlike form blacker than a starless night.

The creature's lower body is that of a hunting cat whose legs and

tail trail off into nothingness. Where the cat's head would he,

a humanoid torso sprouts, topped with a long, featureless head

with two burning red eyes. Ripples pass through the creature as if

it can barely hold its incorporeal body together.

W h e n a tim e wrait h appears , read :

A shadowy, diaphanous, and twisted double of you appears in

the space you just left. Although barely physical, it is palpably

malevolent and burns your mind with its mocking presence.

TACTICS

The blackstar crusher s hurl themselve s at th e party . They

charge in an d utilize meteoric shockwave to throw PC s at


other party members . In their predatory cunning, they

stay close enough to their enemie s so that blackstar gravity

keeps numerou s targets hindered . Th e crusher s prefer to

remain nea r the ground .

Whe n it attacks, th e phan e wraith dives on th e PC s

to use ghost tempest. Its ai m is to produce as many tim e

wraith s as possible . It ca n creat e one tim e wraith from a

target at a time; it canno t creat e a new tim e wraith from a

target until that target's tim e wraith ha s bee n destroyed . It

cannot use thi s power whil e it is bloodied . Whe n unabl e

to mak e mele e attack s or its close burst attack, th e phan e

wraith employs ray of temporal possibility to restrain an d

place targets in range o f a blackstar crusher .

I f it ha s a choice, a tim e wraith attack s a target other


History D C 24/Religion D C 2 9 : Th e words an d image s

than th e creatur e from which it was created . It prefer s to


could refer to th e Black Star, a primordial wh o took th e

target a creatur e with which its P C double ha s a strong


shape o f a terrifyin g fallin g star . Th e gods defeate d an d

positive relationship .
imprisoned thi s creatur e in Death' s Reach durin g th e

Dawn War .

FEATURES OE THE A R E A
Rocks : Thes e black rock s creat e difficult terrain (+5

feet) or blockin g terrain (D C 1 5 Athletic s chec k to climb )


Illumination : Di m light . Deat h Reach' s usual pall
covers thi s area .
in their squares .

Roc k Spires : Thes e riblike spires rise to th e heights


Dust Drifts : Thes e piles ar e difficult terrain .

noted on th e map . A spire create s difficult terrain i f it


Entranc e R a m p : Fro m its 20-foo t opening, thi s ram p

doesn't fill its squar e (in which cas e it's blocking) . Catch-
descends steeply 3 0 0 feet into th e ground . Th e dusty ram p

ing hol d after fallin g (D C 3 0 Athletic s check ) deal s ldl O


is difficult terrain to creature s movin g up it . Creature s that

damage .
fall into th e openin g near its northern en d drop 1 0 feet

Rubble : Th e rubble is difficult terrain . A D C 2 9


(ldlO damage) .

Arcan a chec k allows a characte r to recogniz e th e remain s


Guardia n Monoliths : Each o f thes e highly polishe d

as th e remnant s o f blackstar host creatures .


shafts (D C 3 0 Athletic s chec k to climb ) allows a single

blackstar creatur e to mel d with it . Th e melde d creature' s

senses ar e unobstructed, an d it gain s resist 3 0 to all

damage whil e melded . Onc e a melde d creatur e leaves th e

monolith, it canno t mel d again for 1 hour .

Th e words accompanyin g th e image s on th e monolith s

are Primordial, in th e Barazha d script : The hammer of the

heavens sleeps. Its reawakening shall be the call of doom to all

immortals.

----------------------- Page 66-----------------------

>
Flameharrow Lord Level 2 0 Elite Controller (Leader)
E n c o u n t e r L e v e l 1 9 ( 1 3 , 1 0 0
X P )

Mediu m natura l humanoi d (undead ) X P


5,60 0

Initiative +13 Sense s Perceptio n +17 ; darkvisio n

Spiritua l Infern o aur a 5 ; any undea d ally withi n th e aur a gain s

resist 1 5 fire, an d deal s a n extr a ongoin g 1 0 necroti c damag e


1 flameharro w lor d

(save ends) wit h it s mele e o r range d attacks .


2 boda k reaver s

H P 374 ; Bloodie d 18 7
1 deat h ha g
A C 34 ; Fortitud e 3 1 ; Refle x 33 ; W i l l 3 5
3 abyssa l ghou l hungerer s
Immune disease , poison ; Resis t 2 0 necrotic , 2 5 fire; Vulnerabl e 1 0

radiant

Th e first tim e th e adventurer s stop to take an extende d


Savin g Throw s +2
rest in Death' s Reach, thi s encounter occurs . I f th e
adven- Spee d 6 . telepor t 5

Actio n Point s 1
turers refus e to tak e an extende d rest in Death' s Reach,

Flameharro w Cla w (standard : at-will) Fire , Necroti c


then roll l d 2 0 whenever they tak e a short rest, addin g
+1

+25 vs . AC ; 1d1 0 + 9 fire damage , an d th e targe t can' t spen d


to th e result eac h time . On a result o f 15 or greater,
thi s healing surge s unti l th e en d of th e
flameharrow' s next turn .
encounter occurs . Use whatever ma p th e adventurer s are
Harrowin g Gaz e (mino r 1/round ; at-will) Fear , Gaze , Psychi c
on when they tak e their rest .
Ranged 10 ; +24 vs . Will ; 2d 8 + 5 psychi c damage , an d th e targe t
Th e flameharro w lord approache s th e adventurer s
first, is pushe d 4 squares . Th e target is
daze d unti l th e en d of th e

flameharrow' s next turn .


while its companion s remai n out o f sight but nearby . Read :

Deadfire Gaz e (mino r 1/round : at-will) Fire , Gaze , Necroti c


An emaciated figure in a tattered cloak steps from
conceal-

Close blast 5 : target s enemies ; +22 vs . Reflex ; 1d 8 + 1 0 necroti c


ment, its face obscured by a ragged hood. The figure
sweeps back damage , ongoin g 1 0 fir e damage , an d th e
target is immobilize d

the hood with a bony hand to reveal a hare skull. A


gleaming (save end s both) ,

gem is set into each eye socket-one black, one red.


y Death' sSalvatio n (immediat e interrupt , whe n a n undea d ally is
It says, "I've greatly enjoyed cutting the still-beating
heart reduced to 0 hit points ; recharg
e : : : : ) Healin g
from one of your friends back in the natural world. As
the Ashen Ranged 10 ; targete d undea d ally regain s
2 5 hit points .
Alignmen t Chaoti c evi l Language s Abyssal , Commo n
Covenant commands, you're next!"

St r 1 5 (+12) De x 1 6 (+13) W i s 1 5 (+12)

Co n 1 9 (+14) In t 2 3 (+16) Ch a 2 6 (+18)


The flameharro w lies to elicit concern an d perhap s even

fear in one i f its targets . It claim s that it ha s kille d


someon e

that on e o f th e PC s knows bac k in th e natural world .


Thi s

isn't true, but th e flameharro w only care s about sowing

doubt, anger, an d fear in its opponents .

Th e flameharro w lord fights on its own for one round .

In th e secon d round, on thei r initiative counts, its


compan-

ions emerg e from hidin g to joi n th e battle . Read :

A mob of undead spill into the area to join the


cloaked skel-

eton. One, a hag of some sort, shouts, "The Ashen


Covenant

demands blood.'"

FLAMEHARROW LOR D

A rare form of undea d often mistaken for a lich or skeleton,

th e flameharrow (sometime s referre d t o a s an "eye of


fear

and flame" ) is an agen t o f utter chao s an d wanton


destruc-

tion . Although capabl e o f intricat e scheme s an d


patient

evil, it is mos t satisfie d whe n wreakin g pain an d


terror for
th e shee r joy of it . A numbe r of flameharrow s serve
Elder

Arantham . A flameharrow lord is an


advance d version

of th e bas e creature, which wa s first introduce d in


"Th e

Ashen Covenant " (Dragon 3 6 4 ) . Chec k out


D&D Insider

for mor e information .

----------------------- Page 67-----------------------

2 Bodak Reaver s Level 1 8


Soldier 3 Abyssal Ghoul Hungerer s
Level 1 8 Minion

Mediu m shadow humanoi d (undead ) X P 2,00 0


eac h Mediu m elementa l humanoi d (undead )
X P 50 0 eac h

Initiative +16 Sense s Perceptio n +17 ; darkvisio n


Initiative +17 Sense s Perceptio n +14 ; darkvisio n

Agonizin g Gaz e (Fear , Gaze , Necrotic ) aur a 5 ; a creatur e i n th e aur


a H P 1 ; a misse d attac k neve r damage s a minion ; se e
als o dead blood .

that make s a mele e o r a range d attac k against th e bodak'reave r


A C 30 ; Fortitud e 30 , Refle x 29 , W i l l 2 5

take s 5 necroti c damag e befor e th e attac k rol l is mad e an d


take s Immune disease , poison ; Resis t 1 0 necroti c

a -2 penalty to th e attac k roll .


Spee d 8 , clim b 4

H P 175 ; Bloodie d 8 7

A C 3 1 ; Fortitud e 3 1 , Refle x 30 , W i l l 3 1
+21 vs . AC ; 7 damage , an d th e target is immobilize d (sav e ends) .

Immune disease , poison ; Resis t 2 0 necrotic ; Vulnerabl e 5 radiant ;


<* Dea d Bloo d (whe n reduce d to 0 hit points) Necroti c

a boda k reave r tha t take s radiant damag e can't weake n a target


Close burst 1 ; target s enemies ; th e target take s 5 necroti c

until th e en d of it s next turn .


damage .

Spee d 5
Alignmen t Chaoti c evi l Language s Abyssa l

Greatax e (standard ; at-will) Necrotic . W e a p o n


Skill s Stealt h +2 2

+23 vs . AC ; 1d1 2 + 6 damag e (crit 2d1 2 + 18) plu s 1d 8 necroti c


St r 2 6 (+17) De x 2 5 (+16) W i s 1 7 (+12)

damage , an d th e targe t is daze d an d weakene d (sav e end s both) .


Co n 2 3 (+15) In t 1 9 (+13) Ch a 1 3 (+10)
Y Deat h Gaz e (standard ; encounter ) Gaze , Necroti c

Ranged 10 ; target s a livin g creature ; +20 vs . Fortitude ; if th e


TACTICS

target is weakened , it is reduce d t o 0 hit points ; otherwise , th e

target take s 1d 6 + 6 necroti c damag e an d lose s a healin g surge .


Th e flameharro w lord begin s comba t with its/lamehar-
Deat h Drinke r
row claw. It immediately follows up with harrowing
gaze as
If a livin g creatur e is reduce d t o 0 hit point s withi n 5 square s
o f a minor action, using it on th e characte r wh o seem s
most

th e boda k reaver , th e reave r gain s a + 1 bonu s t o attac k roll s


unti l

likely to deal exceptional mele e damage . I f it hasn't moved,


th e en d o f it s nex t turn , a s wel l a s 1 5 temporary hit points .

it use s its other minor at-will power, deadfire gaze on


one or
Alignmen t Evi l Language s Commo n
St r 2 2 (+15) De x 2 1 (+14) W i s 16 (+12)
more PC s in range . Th e flameharro w lord continue s to use

Co n 2 3 (+15) In t 1 0 (+9) Ch a 2 3 (+15)


the latter two attack s (foregoing its claws unles s a charac -

Equipment plat e armor , greatax e


ter gets close) eac h round, saving death's salvation to
kee p

its allie s in play .

Death Hag Level 1 8


Soldier Th e boda k reavers begin comba t with their
death gaze,
Mediu m fey humanoi d X P
2,00 0 then wade forwar d with their great axes .

Initiative +1 5 Sense s Perceptio n +12 ; low-light visio n


The death hag moves to use life drain, then continue s to
H P 171 ; Bloodie d 85 ; se e als o life drain
use its claws as often as possible .

A C 34 ; Fortitud e 34 , Refle x 3 1 , W i l l 3 2

The abyssal ghoul hungerer s attack character s wh o


Resist 1 0 necroti c

menace the flameharrow lord .


Spee d 6

Cla w (standard ; at-will) Necroti c


+24 vs . AC ; 1d 8 + 7 necroti c damage , an d th e target is marke d

and canno t spen d healin g surge s o r regai n hit point s unti l th e

end o f th e deat h hag' s next turn .

< Lif e Drai n (standard ; recharg e [::] [x] (IT) Healing , Necroti c

Close blast 3 ; +2 2 vs . Fortitude ; 1d 8 + 4 necroti c damage , an d

th e deat h ha g regain s 5 hit point s fo r eac h creatur e damage d by

thi s attack .

Chang e Shap e (minor ; at-will) Polymorp h

A deat h ha g ca n alte r it s physica l for m t o appea r a s femal e of

any Mediu m humanoi d rac e (se e Chang e Shape , Monste r Manua l

page 280) .

Alignmen t Evi l Language s Common , Elve n

Skill s Bluff+19 , Insight +17, Intimidat e +19 , Natur e +17

St r 2 5 (+16) De x 1 8 (+13) W i s 1 7 (+12)

Co n 1 9 (+13) In t 1 6 (+12) Ch a 2 0 (+14)

----------------------- Page 68-----------------------

E n c o u n t e r L e v e l 2 2 ( 2 3 , 7 0 0 X P
) Bodak Reaver (B)
Level 1 8 Soldier

Mediu m s h a d o w humanoi d (undead ) X P


2 , 0 0 0

!$?L TLtT*
Initiative +16 Sense s Perceptio n +17 ; darkvisio n

Agonizin g Gaz e (Fear , Gaze , Necrotic ) aur a 5 : a creatur e i n th e aur a

Maliwan, dar k nag a (M )


that make s a mele e o r a range d attac k against th e boda k reave r
1 boda k reave r (B)
take s 5 necroti c damag e befor e th e attac k rol l is mad e an d take s

a -2 penalty t o th e attac k roll .


4 blacksta r pawn s (P)

H P 175 : Bloodie d 8 7
2 blacksta r knight s (K)

A C 3 1 ; Fortitud e 31 , Refle x 30 , W i l l 3 1

Immune disease , poison ; Resis t 2 0 necrotic ; Vulnerabl e 5 radiant ;

Thi s encounter take s place in Location s 1 an d 2 on th e


a boda k reave r tha t take s radian t damag e can' t weake n a targe t

Reliquary ma p (see Adventure Book One, page 15) .


until th e en d of it s nex t turn .
Th e dark naga Maliwan an d her bodak assistant are
Spee d 5
responsible for impressin g Ashen Covenant control on
Greatax e (standard ; at-will) Necrotic , W e a p o n

+23 vs . AC ; 1d1 2 + 6 damag e (crit 2d1 2 + 18) plu s 1d 8 necroti c


blackstar host creature s free d from deeper inside th e reli-

damage , an d th e targe t is daze d an d weakene d (sav e end s both) .


quary . Onc e Maliwan use s its device (Brand of the Ashen

Y Deat h Gaz e (standard ; encounter ) Gaze , Necroti c


Covenant; see Feature s o f th e Area), a fragment o f Timesu s
Ranged 10 ; target s a livin g creature ; +20 vs . Fortitude ; if th e

can b e sworn to th e service o f th e Ashen Covenant .


target is weakened , it is reduce d t o 0 hit points ; otherwise , th e
The blackstar creature s begin th e encounter prone .
target take s 1 <J6 + 6 necroti c damag e an d lose s a healin g surge .
They have jus t been animate d an d await Maliwan's bidding
Deat h Drinke r
(they do not react to outside stimulus until that comman d
If a livin g creatur e is reduce d t o 0 hit point s withi n 5 square s of

th e boda k reaver , th e reave r gain s a + 1 bonu s t o attac k roll s unti


l
comes) . Maliwan th e dark naga tend s to the blackstar crea-

the en d of it s next turn , a s wel l a s 1 5 temporary hit points .


tures, while th e bodak reaver aids in the efforts .

Alignmen t Evi l Language s Commo n

St r 2 2 (+15) De x 2 1 (+14) W i s 16 (+12)

W h e n th e adventurer s arrive , read :


Co n 2 3 (+15) In t 1 0 (+9) Ch a 2 3 (+15)

A long hall stretches before you. Three sets of black metallic


Equipment plat e armor , greatax e

double doors stand closed on the north and south walls. A grand

altar looms at chamber's eastern end, over which hangs a winged


Dark Naga (M) Level 21 Elite Controller

sculpture. A pile of dirt and stone-encrusted skulls lies


before Large immorta l magica l beas t (reptile)
X P 6,40 0
the altar.
Initiative +14 Sense s Perceptio n +21 ; darkvisio n
lying on the floor, as if in the process of being sorted or
pre- H P 404 ; Bloodie d 20 2
pared, are six strange stone statues. Standing above them is a
A C 36 ; Fortitud e 34 , Refle x 33 , W i l l 3 6

Savin g Throw s +2
snakelike monster covered in fine purple scales with a face
that

Spee d 8
combines human and ophidian features. Next to it is a gray
Actio n Point s 1

fleshed, hairless humanoid with white, empty eyes. It


carries Tai l Stin g (standard ; at-will) Poiso n

a black rod. The snake-thing hisses in clear Common,


"You're Reach 2 ; +24 vs . AC ; 2d 6 + 8 poiso n damag e
(3d 6 + 8 damag e
late! Elder Arantham will have your hides! Come, help me sort
against a daze d target) , an d th e target is slowe d (sav e ends) .
these properly!"
<* Lur e (minor ; at-will) Char m

Close burs t 5 ; target s enemies ; +2 5 vs . Will ; th e targe t is pulle d 1

square an d daze d (sav e ends) .

OPPORTUNITY TO PARLAY
Psychic Miasm a (standard ; recharg e X !jj) Psychi c

Close burs t 3 ; +26 vs . Will ; 3d 6 + 1 0 psychi c damage , an d th e

Whe n th e adventurer s ente r thi s area, Maliwan


initially target i s daze d (sav e ends) . First Faile d Saving
Throw: Th e targe t is
believe s they are agent s of Elder Arantham, However, thi s
stunned (sav e ends) .
impression fade s unles s at least on e characte r wear s or
Alignmen t Evi l Language s Common , Draconic , Superna l

Skill s History +22 , Insight +21 , Stealt h +19


wield s paraphernalia of th e cult . If on e PC is s o equippe d

St r 2 6 (+18) De x 1 8 (+14) W i s 2 2 (+16)


(perhaps taken from a cultist on th e surface), they can
Co n 2 6 (+18) Int24(+17 ) Ch a 3 0 (+20)
attempt t o fool Maliwan . Two successful Bluff
check s

opposed by Maliwan's Insight chec k (with a + 5 bonu s t o

Maliwan's chec k t o account for suspicion) befor e on e fail-

ure convince s Maliwan t o open th e Altar Soarin g s o th e

"recruits" can find Elder Arantham deepe r inside . Th e naga

also tell s th e PCs th e Primordial pass phrase


"Timesu s
Ascendant " t o prevent th e guardians in th e flankin g cham -

ber s (Locations 4 an d 5 ) from emerging .

----------------------- Page 69-----------------------

2 Blackstar Knights (K) Level 2 3 Soldier


TACTICS

Mediu m elementa l animat e X P 5,10 0


eac h

Initiative +20 Sense s Perceptio n +19 ; darkvisio n


If Maliwan decide s that th e adventurer s ar e not the*agents
H P 212 ; Bloodie d 10 6
it thought they were, or i f th e character s attack, roll initia-
A C 39 ; Fortitud e 3 5 Refle x 34 , W i l l 3 5
tive . Maliwan screams, "Arise, Host o f th e Black Star, an d
Resist 1 5 fire ; Vulnerabl e 10 radian t
deal with th e enemie s o f your master Timesus! "

Spee d 7

Th e prone blackstar creature s stan d up on their first


Greatswor d (standard : at-will) W e a p o n

actions . They move to block (or engage an d mark ) PC s


+28 vs . AC ; 2d1 0 + 9 damage , an d th e target is marke d unti l th e

end of th e blacksta r knight' s next turn ,


closest to th e dark naga . Th e knight s attempt to hol d th e
j - Deathswor d (standard ; recharg e jj ! : : ) W e a p o n
PCs in place whil e th e naga moves to use its lure an d tail
Requires greatsword ; t28vs . AC ; 3d1 0 * 9 damage , an d if th e
attack . Th e bodak begin s with its death gaze an d moves to
target is marke d by th e blacksta r knight it take s ongoin g 1 0
engage PC s with its greataxe . Th e pawn s engage one target
damage (sav e ends)
at a time .

Soldier' s Dut y (whe n reduce d t o 0 hit points)

Th e blacksta r knight explodes ; clos e burst 2 ; target s enemies ;


+24 vs . Reflex ; 1d1 0 + 9 damage ; marke d target s tak e a n
FEATURES OE THE A R E A
additiona l 1d1 0 + 9 damage .
Illumination : Darkness .

N o Escap e (move ; at-will) Teleportatio n

Alta r Soaring : Thi s massive altar is carve d to resem-


Th e blacksta r knigh t ca n telepor t 1 0 square s a s lon g a s it

ble a primordial o f th e air . It is compose d o f a fragment o f


end s i n a squar e adjacen t t o a n enem y marke d by th e
blacksta r
knight.
Timesus, an d is thu s a membe r o f th e blackstar host, but

Alignmen t Evi l Language s Primordia l


jus t barely . Th e altar seals acces s to Location 6 . Indeed,
St r 2 6 (+19) De x 24 (-18) W i s 2 6 (+19)
unless PC s examin e th e wall (D C 2 9 Perception chec k to
Co n 2 0 (+16) In t 1 0 (+11) Ch a 9 (+10)
realize ther e might b e somethin g behin d it), th e altar gives
Equipment greatswor d
every indication o f bein g th e terminu s o f th e chamber .

Over th e millennia, th e altar ha s becom e corrupted; it


4 Blackstar Pawn s (P) Level 2 3 Minion
is mor e lenient about allowin g passage . A living sacrific e

Mediu m elementa l animat e X P 1,27 5


eac h

on th e altar remain s a possible trigger, but now placin g


Initiative +18 Sense s Perceptio n +13 ; darkvisio n
one o f th e skull s from th e pile befor e it is sufficient . Fro m

H P 1 ; a misse d attac k neve r damage s a minion .

the opposite side, th e altar slides down with a touch (no


A C 37 ; Fortitud e 37 , Refle x 36 , W i l l 3 1
Resist 1 5 fire
sacrifice necessary) .

Spee d 7
Opening th e altar activate s th e guardian s in Location s
Cla w (standard ; at-will)
4 an d 5, i f they haven't yet bee n defeated . Th e guard-
+26 vs . AC ; 12 damag e (crit 1 8 damage) .
ians begin to enter thi s chambe r a roun d after th e altar
Blacksta r Ricoche t (immediat e reaction , whe n a blacksta r paw n
descends . Th e creature s remai n quiet i f th e pass phras e

withi n 5 square s is reduce d to 0 hit points ; at will )

"Timesus Ascendant " is shoute d in Primordia l when th e


Th e blacksta r paw n shift s 3 square s an d collide s wit h a n
enemy ;
altar slides away to reveal th e exit .
+24 vs . Fortitude ; 8 damage .

Bran d o f th e Ashe n Covenant : Whe n touche d to


Alignmen t Evi l Language s -

St r 2 6 (+19) De x 2 4 (+18) W i s 1 4 (+13)


the body o f an iner t construc t or undea d for 1 minute, th e
Co n 1 8 (+15) In t 3 (+7) Ch a 3 (+7)
black ro d brand s th e creatur e with th e Ashen Covenant' s

mark (the skull o f a ram's head), animate s th e creatur e

according to its type, an d modi-

fies th e creature' s allegianc e so

that it serves th e Ashen Cov-

enant . Th e bran d doesn't work

on already animat e construct s or

undead .

History o n th e Walls : Se e

page 1 6 in Adventure Book One for

details.

Pil e o f Skulls : Thes e were

gathered from graves on th e sur-

face o f Death' s Reach . They retain

jus t enough residue o f shattere d

souls to serve as keys to open th e

Altar Soaring . Thes e square s are


difficult terrain .

----------------------- Page 70-----------------------

E N C O U N T E R R 2 : G U A R D I A N
A L C O V E S

E n c o u n t e r L e v e l 1 9 ( 1 2 , 0 0 0
X P ) Blaspheme Imperfect Keeper (I)
Level 1 9 Brut e

Mediu m natura l animat e (construct , undead ) X P


2,40 0

Initiative+1 3 Sense s Perception+13 ; darkvisio n

SETU P
Life Sa p (Healing , Necrotic ) aur a 1 ; any livin g enemy tha t start s
1 blasphem e imperfec t keepe r (I)
its tur n withi n th e aur a take s 5 necroti c damage . Eac h round ,

if at least on e enem y is damage d by th e aura , th e blasphem e


2 blasphem e knigh t keeper s (K )

imperfect keepe r regain s 5 hit points .


1 blasphem e discipl e keepe r (D)
H P 214 ; Bloodie d 107 ; se e als o bloodied degeneration

4 blasphem e fragmen t keeper s (F )


A C 3 1 ; Fortitud e 32 , Refle x 29 , W i l l 2 9

Immune disease ; Resis t 1 5 necrotic ; Vulnerabl e 1 0 radian t

Thi s encounter take s place in Location 4 on th e Reliquary


Spee d 7
map (see Adventure Book One, page 1 5) .
X Sla m (standard ; at-will) Necroti c

+22 vs . AC ; 2d1 2 + 1 1 necroti c damage ,


In their restin g state, th e blasphem e creature s are posi-

f Deadl y Clutc h (standard ; at-will) Necroti c


tioned in th e alcoves as note d on th e tactica l map . Thes e

Requires a fre e hand ; +20 vs . Reflex ; 2d1 2 + 1 1 necroti c damage ,


guardians have bee n inactive for so long tha t they are
and th e target is grabbed ; se e also life drain,

a little slow to react; roll initiative only after a creatur e


f Lif e Drai n (standard : at-will) Healing , Necroti c

(whether P C or NPC ) steps fully into th e chambe r (and is


Target s a creatur e grabbe d by th e blasphem e imperfec t keeper ;
noticed), or i f a guardian is attacked . Th e blasphem e keep-
-20 vs . Fortitude ; 2d1 0 + 9 necroti c damage , an d th e targe t lose s
ers attack all intruder s without bias (they have not been
a healin g surge , an d th e blasphem e imperfec t keepe r regain s 1 5

hit points .
converted to th e Ashen Covenant as yet) .

Bloodied Degeneratio n (whil e bloodied )


I f comba t in Location 2 spills int o thes e connecte d

Th e blasphem e imperfec t keeper' s body begin s t o degenerate ,


chambers, or i f th e altar in Location 2 is activate d with-
and it enter s a stat e of bloodlust . Th e blasphem e gain s

out use o f th e pass phrase, th e keeper s awaken an d joi n


vulnerabl e 5 to al l damag e an d deal s 3d 6 extr a damag e o n a hit .

the fight .
Alignmen t Evi l Language s

St r 24 (+16) De x 18 (+13) W i s 19 (+13)

W h e n th e adventurer s ente r thi s chamber , sho w th e


Co n 14 (-11) In t 14 (+11) Ch a 12 (+10)

player s th e "Vie w o f th e Sentries " illustratio n o n


pag e 2 9 of Adventure Book One, then , read :
Blaspheme Disciple Keeper (D)Level 1 9 Artillery (Leader)
A half-foot thick layer of dust covers the floor of this
double Mediu m natura l animat e (construct , undead )
X P 2,40 0 eac h
chamber. Ebony alcoves line the far wall. Standing silent
within Initiative +14 Sense s Perceptio n
+14 ; darkvisio n

H P 136 ; Bloodie d 6 8
each alcove is a dust-shrouded nightmare-humanoid
in shape,

A C 3 1 ; Fortitud e 29 , Refle x 3 1 , W i l l 3 3
each is a composite figure formed of mummified corpse
pieces Immune disease ; Resis t 1 5 necrotic , 1 5 poison ;
Vulnerabl e 1 0

that do not match. Devilish, demonic, and otherwise decid-


radiant

edly nonhuman sections are stitched into a gruesome


mixture. Spee d 6
The creatures stand like sentries, each staring out of their
(D Unhol y Smit e (standard ; at-will) Necroti c
individual alcove.
+26 vs . AC ; 1d1 0 + 1 0 necroti c damage .
Y Unhol y Ra y (standard ; at-will) Necroti c

Ranged 20;+2 4 vs . Reflex ; 1d1 2 + 1 2 necroti c damage , an d

th e targe t take s a -2 penalt y t o attac k roll s unti l th e en d of th e


B L A *
blaspheme disciple' s next turn .

i'f W o r d s o f Undeat h (standard ; recharg e X : i ) Necrotic ,

Psychic

Are a burs t 2 withi n 20 ; target s enemies ; +2 2 vs . Will ; 3d 6 + 1 2

necrotic an d psychi c damage . I n addition , undea d allie s withi n

th e burst regai n 1 0 hit points .

Alignmen t Evi l Language s t ommo n


-:.> >ii:.*:ii.:: hav e a vdi'ieiy <;l ?-<>
iy > i , Skill s Heal+19 , Religion+1 7

from th e worship o f dark god s an d obedienc e to sinister


St r 1 3 (+10) De x 2 0 (+14) W i s 2 0 (+14)
master s t o th e pursuit of redemption for their curse d exis-
Co n 16 (+12) In t 16 (+12) Ch a 2 4 (+16)

tence . Th e creature s foun d in Timesus' s Reliquary wer e

recruited a s eterna l guardians by dark god s aligne d against

th e primordials . Blaspheme s wer e first presente d in Open

Grove: Secrets of the Undead. Th e creature s detaile d


her e

are advance d version s o f thes e monsters .

----------------------- Page 71-----------------------

4 Blasphem e Fragment Keeper s (F) Level 1 9 Minion


FEATURES OE THE A R E A

Mediu m natura l animat e (construct , undead ) X P 60 0


eac h

Initiative+16 Sense s Perception+12 ; darkvisio n


Illumination : Darkness .
H P 1 ; a misse d attac k neve r damage s a minion .
Alcoves : Th e alcoves ar e roughly carve d o f black sedi-
A C 33 ; Fortitud e 32 , Refle x 3 1 , W i l l 2 7
mentary stone; small fossils o f strange bony creature s
Immun e disease ; Resis t 1 5 necrotic , 1 5 poiso n
protrude visibly from th e stone . The alcoves have an inter-

Spee d 7

esting property that preserve s undea d flesh against th e

wear o f extrem e time . Any undea d creatur e that end s its


+22 vs . AC ; 12 damage , an d th e target is slowe d (sav e ends) .
Alignmen t Evi l Language s Commo n
turn in an alcove regain s 1 0 hit points .

St r 2 6 (+17) De x 2 5 (+16) W i s 17 (+12)


On th e other hand, any living creatur e that end s its
Co n 2 3 (+15) In t 19 (+13) C h a 1 3 ( t 1 0 )
turn in an alcove is subject to a necrotic pulse of preservation.

Thi s attack occur s every roun d a living creatur e stand s


2 Blasphem e Knight Keeper s (K) Level 1 9 Soldier
within an alcove . I f multiple living character s stan d in th e
Mediu m natura l animat e (construct , undead ) X P 2,40 0
eac h alcoves, multiple attack s go of f at th e en d o f each o f
thei r
Initiative +16 Sense s Perceptio n +9 ; darkvisio n
turns . Th e attack s are not part o f a trap; n o subtle clue s
H P 182 ; Bloodie d 9 1
provide creature s unfamilia r with the m a hint about thei r
A C 35 ; Fortitud e 3 1 , Refle x 29 . W i l l 2 9
function, an d n o countermeasure s other tha n not enterin g
Immun e disease ; Resis t 1 5 necrotic . 1 5 poison ; Vulnerabl e 1 0
the alcoves ar e useful in preventin g th e attack .

radiant

Spee d 6

Necroti c Puls e o f Preservatio n (triggere d whe n a livin g creatur e

Greatswor d (standard ; at-will) W e a p o n

end s it s tur n i n a n alcove ) Necroti c


+26 vs . AC ; 1d1 2 + 1 3 damage , an d th e target is marke d unti l

+28 vs . Fortitude ; 2d 8 + 7 necroti c damage , an d th e targe t is


th e en d of th e blasphem e knight keeper' s next turn ; se e als o

immobilized (sav e ends) .


blasphemous might .

Sweepin g Cleav e (standard ; encounter ) W e a p o n

Requires greatsword ; clos e burst 1 ; +24 vs . AC ; 2d1 2 + 1 3


History o n th e Walls : Se e page 1 6 in Adventure Book
damage , an d th e target is marke d unti l th e en d o f th e blasphem
e One for details .

knight's next turn ; se e als o blasphemou s might .


Blasphemou s Migh t (whe n a creatur e marke d by th e blasphem e

knight make s a n attac k that doesn' t includ e th e knight)

Until th e en d o f it s next turn , th e blasphem e knight deal s 3d1 0

extra necroti c damag e whe n it hit s th e marke d creature .

Alignmen t Unaligne d Language s Commo n

St r 2 5 (+16) De x 2 0 (+14) W i s 10 (+9)

Con22(+15 ) Int14(+11 ) Cha20(+14 )

Equipment ornat e scal e armor , greatswor d

TACTICS

Th e blasphem e knight keeper an d blasphem e imperfect

keeper rush to attack th e closest adventurer, usin g sweep-

ing cleave an d deadly clutch, respectively . Meanwhile, th e


blaspheme fragment s attempt to move towar d th e door

through which th e character s did not enter th e chambe r

in an attempt to gain a flank .

The blasphem e disciple keeper doesn't even move from

its alcove; it begin s comba t with unholy ray. It continue s to

use unholy ray for at least one more round, then target s any

congregation o f blaspheme s an d adventurer s with words

ofundeath in hope s o f healin g its allie s while harmin g

its opponents .

Th e monster s are happy to allow advancin g charac -

ters to position themselve s in an empty alcove slot, which


affects living creature s far differently from how it affect s

undead (see "Feature s o f th e Area") . Despite th e regen-

erative natur e o f th e alcoves for undead, none o f th e

blaspheme s retreat i f th e combat goes poorly; they fight

until destroyed .

----------------------- Page 72-----------------------

E N C O U N T E R R 3 : P O R T A L
G U A R D I A N S

E n c o u n t e r L e v e l 2 2 ( 1 9 , 6 2 5 +
X P ) Void Lich (V)
Level 2 0 Elite Lurker

Mediu m a b e r r a n t h u m a n o i d (undead )
X P 5 , 6 0 0

S f t i i p
initiative +13 Sense s Perceptio n +18 ; darkvisio n

Shrou d o f Nigh t aur a 5 ; bright light withi n th e aur a is reduce d t o

1 voi d lic h (V )
di m light , an d di m light withi n th e aur a is reduce d t o darknes s (if

th e voi d lic h take s radian t damage , th e aur a is negate d unti l th e


2 bloo d fiend s (B)

end of th e voi d lich' s next turn) .


3 bloo d fien d m a r t y r s (or more)
H P 296 ; Bloodie d 148 ; se e als o indestructible an d life ta p

A C 34 ; Fortitud e 31 , Refle x 32 , W i l l 3 4

Thi s encounte r take s place in Location 5 on th e Reliquary


Immune disease , poison , fear ; Resis t 1 0 necroti c
map (see Adventure Book One, page 15) .
Savin g Throw s +2
Th e void lich boun d to thi s are a is calle d Ahemoth . It s
Spee d 4 , fly 8 (hover) , se e als o phase ste p

Actio n Point s 1
phylactery lies in a buried, forgotten cyst in th e natura l

Lif e Ta p (standard ; at-will) Healing , Necroti c


world . I f Ahemot h is destroyed, it reappear s by its phylac-

+23 vs . Fortitude ; 2d 6 + 7 necroti c damage , an d th e voi d lic h


tery ldl O days after its destruction . Tha t cause s it to b e
regains 1 5 hit points .

free d fro m its bondag e servin g as a guardian in th e reli-


*Y Voi d Tendril s (standard ; at-will) Necroti c

quary . Th e lich then resume s its ancien t plots an d scheme s


Ranged 10 ; +2 3 vs . Will ; 2d 8 + 7 necroti c damage , an d th e targe t
that it initiate d whil e th e Daw n Wa r yet raged . Thi s devel-
is knocke d pron e an d daze d (sav e ends) .
opment coul d b e th e basi s for a subsequent adventure for
*^ Frightfu l Gaz e (minor ; at-will) Fear , Gaz e
Close blast 3 ; +2 1 vs . Will ; th e targe t is pushe d 5 square s an d
the player characters .

take s a -2 penalty t o attac k roll s (sav e ends) . First Faile d Savin g


Thi s encounter begin s with th e void lich an d th e two

Throw : Th e target is dazed , immobilized , an d take s a -2 penalty


bloo d fiend s visible, standin g silent an d motionles s in th e
to attac k roll s (sav e end s all) .

chamber . Th e thre e bloo d fien d martyr s appear, on e eac h


<* Hideou s Laughte r (minor ; recharge s whe n th e voi d lic h bloodie s
in front o f th e thre e portals, after comba t begins .
an enemy ) Fear , Psychi c
Th e reliquary guardian s her e have stood dorman t so
Close blast 3 ; +2 1 vs . Will ; 2d 8 + 7 psychi c damage , an d th e
long they do not immediately respon d to th e door s to th e
target take s a - 5 penalty to al l defense s unti l th e en d of th e voi d

lich's next turn .


room opening; roll initiative only after a creatur e (whether

Fade t o Dus k (minor : recharg e lit)


P C or NPC ) steps fully into th e chambe r or i f a guardian

Th e voi d lic h become s insubstantia l an d invisibl e unti l it attack s

is attacked . Th e creature s her e attack all intruder s with-

or unti l th e en d of it s next turn .


out bia s (the lich ha s not bee n converte d to th e Ashen
Phase Ste p (minor ; at-will)

Covenant, an d th e bloo d fiend s ar e neither construct s no r


Th e voi d lic h teleport s u p t o 2 squares .
undead) .
Indestructible
I f comba t fro m Location 2 spills into thes e thre e con-
W h e n a voi d lic h is reduce d to 0 hit points , it s body an d

possessions dissipat e int o whip s of darkness , but it is not


necte d chambers , or i f th e altar in Location 2 is activate d

destroyed . It reappear s (alon g wit h it s possessions) i n 1d1 0 day s


without use o f th e pass phrase, th e creature s awaken an d

withi n 1 squar e of it s phylactery , unles s th e phylactery is also


joi n th e fight .
found an d destroyed .

Alignmen t Evi l Language s Common , Dee p Speech ,

W h e n an y o f th e thre e doubl e door s (all set s ar e


telepathy 1 0
unlocked ) ar e opened , read :
Skill s Arcan a +22 , Intimidat e +20
A half-foot thick layer of dust covers thefloor of
this triple cham- St r 16 (+13) De x 1 7 (+13)
W i s 2 6 (+18)

Co n 2 2 (+16) In t 2 4 (+17) Ch a 2 0 (+15)


ber. Three 10-foot wide archways open in the center of the
far

wall of each connected chamber. The archways are


filled with an

opaque blue radiance. Relief sculptures cover the walls


and ceil-

ings of these chambers.


I

Three creatures stand motionless under a pall of


dust, one in

each of the three connected chambers. Two are blood-


red, hairless

humanoids with four arms and massive claws. The final


creature

- , f < j 11 j i-nnjy f i m [lPSv .'.<'-, h


'h-"f;v
is a skeletal human dressed in rotting finery. The
faintest sugges- v

as its own . A void lich can be identifie d by a shrou d of


tion of shadow tentacles writhes like a crown around its
skull.

dimness aroun d its head, which sometime s appear s a s a

mass of tentacles . Void liche s first appeare d in Open


Grave:

Secrets of the Undead.

----------------------- Page 73-----------------------

2 Blood Fiends (B) Level 2 3 Soldier


TACTICS

Mediu m elementa l humanoi d X P 5,10 0


eac h

initiative +2 1 Sense s Perceptio n +23 ; darkvisio n


Whe n initiative is rolled, roll for th e bloo d fiend martyr s
H P 220 ; Bloodie d 11 0
too, despite non e bein g initially present . W h e n their ini-
A C 4 1 ; Fortitud e 36 , Refle x 34 , W i l l 3 2
tiative come s up, thre e bloo d fiend martyr s appear on th e

Immun e fea r

map, one eac h in one o f th e two square s befor e eac h o f


Spee d 8 , fly 1 0

the thre e portals . Every round, i f fewer tha n five martyr s


Claw s (standard ; at-will)

are active at th e start o f th e martyrs ' turns, th e portal s spit


+28 vs . AC ; 2d 8 + 1 0 damage .
\ Bloodthirst y Bit e (standard ; at-will) Healin g
out one or mor e (to a maximu m o f five in play at any given
Requires comba t advantage ; +2 8 vs . AC ; 1d 8 + 1 0 damage ,
time) until th e portal s ar e deactivate d (see "Feature s o f th e
an d th e target is grabbe d an d take s ongoin g 1 0 damag e (unti l
Area " for details) . Th e PC s ear n X P for eac h bloo d fiend
escape) . Also , th e bloo d fiend regain s 10 hit points .
martyr that they defeat in thi s encounter .
Terro r Gaz e (minor ; at-will) Fea r
Th e bloo d fiends already present in th e chambe r shak e

Close blast 3 ; +24 vs . Will ; th e target is immobilize d (sav e


ends) .

off th e dust o f ages an d move to place on e or mor e intrud-


Comba t Advantag e

ers within range o f thei r terror gaze, then start in with thei r
Th e bloo d fiend gain s comba t advantag e against any living ,
bloodied enemy .
bite . Thes e bloodfiend s ar e happy to attack character s tha t
Alignmen t Chaoti c evi l Language s Primordia l
have bee n grabbe d by th e martyrs .

Skill s Intimidat e +24


The void lich begin s comba t by using/ade to dusk
St r 3 0 (+21) De x 2 6 (+19) W i s 24 (+18)
(if th e are a remain s dark or dimly lit) an d phase step to
Co n 2 8 (+20) In t 2 2 (+17) Ch a 2 7 (+19)
move unexpectedly into th e midst o f a group o f intrud-

ers, perhap s even int o a flankin g position . At that point,


3 + Blood Fiend Martyr s Level 2 3 Minion
it unleashe s its hideous laughter to lower its foes defenses,
Mediu m elementa l humanoi d X P 1,27 5
eac h then void tendrils to kee p the m off-balance . It uses life
tap

Initiative +19 Sense s Perceptio n +18 ; darkvisio n


against controller s while keepin g defender s at bay with
H P 1 ; a misse d attac k neve r damage s a minion .
frightful gaze.
A C 37 ; Fortitud e 36 , Refle x 34 , W i l l 3 2

Immun e fea r

Spee d 8
FEATURES OE THE A R E A

Claw s (standard ; at-will)

Illumination : Darkness .
+28 vs . AC ; 1 5 damage , an d th e target is grabbe d an d take s
ongoing 1 0 damag e unti l th e gra b ends .
History o n th e Walls : Se e page 1 6 in Adventure Book

Comba t Advantag e
One for details .
Th e bloo d fiend marty r gain s comba t advantag e against any
Th e Martyr' s Portals : Th e portal s ar e actually
living, bloodie d enemy .
damage to th e fabric o f time, create d by th e ancien t enti-
Alignmen t Chaoti c evi l Language s Primordia l
ties that built th e reliquary . Th e portal s ca n "summon "

St r 3 0 (+21) De x 2 6 (+19) W i s 2 4 (+18)

blood fiend martyr s as describe d above as long a s thei r


Co n 2 8 (+20) In t 2 2 (+17) Ch a 2 7 (+19)

focus is intact . Tha t focu s is th e skull o f a bloo d fiend set

as th e keystone atop th e middl e arc h (D C 2 4 Percep-

tion chec k to notice, followed by a D C 2 9 Arcan a chec k

to determin e it might have somethin g to do with portal

function) . A characte r ca n attack th e focu s (AC 30 ; Forti-

tude 27, Refle x 27; 6 9 hit points); destroyin g it disable s all

three portals .

I f a creatur e walk s through an arch, it randomly walk s

out o f on e o f th e other two, unscathed .

----------------------- Page 74-----------------------

E N C O U N T E R R 4 : H Y D R A
D E F E A T E D
E n c o u n t e r L e v e l 2 1 ( 1 7 , 0 0 0 X
P ) I f th e adventurer s procee d directly from Location
2

to thi s chambe r after successfully bluffin g Maliwan, that


SETU P
tactic come s to an end . Th e rakshas a immediately recog-

nizes th e adventurers . Likewise, i f th e adventurer s rest


2 blacksta r knight s (K)

and return after dealin g with th e threat s o f Location 2 , th e


1 rakshas a nobl e huecuv a (R)
Ashen Covenant is on alert against invaders .

1 deat h ha g (H )

TACTICS
Thi s encounter take s place in Location 6 on th e Reliquary
map (see Adventure Book One, page 15) .
W h e n th e adventurer s ente r th e chamber , th e rakshas a

Elder Arantham' s forces defeate d th e most significant


noble huecuv a is employin g its deceptive veil power to

guardians in thi s chamber . A force remains, compose d


appear as a defenseles s huma n male . It raise s its finger s

of converte d blackstar knight s an d loyal Ashen Covenant


to its lips an d point s to th e sleepin g hag an d th e motion-

cultists . Th e creature s remai n in thi s are a but don't move


less blacksta r knights . The n it point s to th e doubl e door s

from their places, lest th e summonin g symbol in th e area's


leading to Location 9 (the southeast doors), an d motion s

center power up again an d produc e anothe r guardian pri-


for th e adventurer s to pas s by . Th e creatur e attempt s

mordial hydra (as it did when th e covenant first entere d


to bluf f th e character s int o enterin g Location 9 . I f th e

the chamber) .
adventurers do as th e creatur e suggests, it an d th e ha g

pile in behin d a few round s later an d attack as th e PC s

W h e n th e adventurer s ente r th e chamber , read :


deal th e othe r encounte r (see Encounte r R 5 : D r e a m

Fresh blood and ichor splatter every surface. A glimmering


Pool, on page 4 4 ) .

symbol etched in the center of the room slowly alters and


shifts Whethe r thi s ploy fails or succeeds, th e rakshas a
from moment to moment. To the north, three alcoves open
off begin s comba t with mind twist. It uses/rightful phantom
to

the chamber. Two are tiled with rune-covered plates; the


central lure PC s int o th e webbe d alcove, or if in Location
9, into

one is empty except for gauzy web fragments. Each runed


alcove the water .

holds a baroque figure of black stone standing on the symbol-


cov- Th e death hag rouses from her fake doze to use
life

ered plate. A wizened crone naps along the north end of the
east drain, then moves in to use her claws .

wall. In the center of the east wall, a human in ragged


clothing Th e blackstar knight s remai n on th e run e
plates to

stands near a set of adamantine double doors.


counter a magica l phenomenon that would otherwis e

call a primordial hydra back to th e center o f th e chambe r

1 Blackstar Knight s (K) Level 2 3


Soldier (see "Feature s o f th e Area") . Th e blackstar knight s
attack

Mediu m elementa l animat e X P 5 . 1


0 0 eac h creatures within range, but do not leave th e alcoves, even

Initiative +20 Sense s Perceptio n +19 ; darkvisio n


if attacke d at range . I f th e hag or rakshas a see th e adven-

H P 212 ; Bloodie d 10 6
turers attack a knight, on e warns, "D o not displace th e
A C 39 ; Fortitud e 3 S Refle x 34 , W i l l 3 5
knights, or th e ancien t thin g will return! "

Resist 1 5 fire ; Vulnerabl e 1 0 radian t

Spee d 7

Greatswor d (standard ; at-will) W e a p o n

+28 vs . AC ; 2d1 0 + 9 damage , an d th e targe t is marke d unti l


th e HUECUVA
end o f th e blacksta r knight' s next turn .
Although th e Ashen Covenant did not originally creat
e

\ Deathswor d (standard ; recharg e [E] [l!]) W e a p o n


huecuvas, many belon g t o th e movement . Huecuvas wer e
Requires greatsword ; +2 8 vs . AC ; 3d1 0 + 9 damage , an d if th e

originally th e spawn of a divine curs e mean t t o punish


target is marke d by th e blacksta r knight it take s ongoin g 1
0
damage (sav e ends)
priests wh o violate d thei r vows . Now, a ritual exist s t o

<* Soldier' s Dut y (whe n reduce d to 0 hit points)


confer thi s statu s on powerful evil priests . Thos e unfor-

Th e blacksta r knight explodes ; clos e burst 2 ; target s enemies


; tunate s wh o suffer th e curse a s punishmen t lose mos
t of
+24 vs . Reflex ; 1d1 0 + 9 damage ; marke d target s tak e a n
their original personality an d memories . They are
con-
additiona l 1d1 0 + 9 damage .
demned t o an existenc e fraught with insanity, paranoid,
No Escap e (move ; at-will) Teleportatio n
and unrelentin g self-doubt . Thos e being s deprave d enough

Th e blacksta r knight ca n telepor t 1 0 square s a s lon g a s it


end s i n

to willingly accep t th e rite suffer n o memor y loss an d gain


a squar e adjacen t t o a n enemy marke d by th e blacksta r knight
.

:. unholy power, but their personalitie s shift even


further
Alignmen t Evi l Language s Primordia l
St r 2 6 (+19) De x 2 4 (+18) W i s 2 6 (+19)
toward evil . Huecuvas wer e first introduce d in "Th e Ashen

Co n 2 0 (+16) In t 1 0 (+11) Ch a 9 (+10)


Covenant " article (Dragon 3 6 4 ) . Chec k out D& D Insider for
Equipment greatswor d
more information .

----------------------- Page 75-----------------------

Death Hag Level 1 8


Soldier

Mediu m fey humanoi d X P


2.00 0

Initiative +1 5 Sense s Perceptio n +12 ; low-light visio n

H P 171 ; Bloodie d 85 ; se e als o life drain

A C 34 ; Fortitud e 34 , Refle x 3 1 , W i l l 3 2
Resist 1 0 necroti c

Spee d 6

Cla w (standard ; at-will) Necroti c

+24 vs . AC ; 1d 8 + 7 necroti c damage , an d th e targe t is marke d

and canno t spen d healin g surge s o r regai n hit point s unti l th e

end of th e deat h hag' s next turn .

Life Drai n (standard ; r e c h a r g e : ! X I :) Healing , Necroti


c

Close blast 3 ; +2 2 vs . Fortitude ; 1d 8 + 4 necroti c damage , an d

th e deat h ha g regain s 5 hit point s fo r eac h creatur e damage d by

thi s attack .

Chang e Shap e (minor ; at will ) Polymorp h

A deat h ha g ca n alte r it s physica l for m t o appea r a s femal e o


f FEATURES OF THE A R E A

any Mediu m humanoi d rac e (se e Chang e Shape , Monster


Manual

Illumination : Di m light . Th e shiftin g pattern o f light


page 280) .

in th e cente r o f th e chambe r illuminate s th e room .


Alignmen t Evi l Language s Common , Elve n

Skill s Bluff+19 , Insight+17 , Intimidat e +19 , Natur e +17


History o n th e Walls : Se e page 1 6 in Adventure
Booh

St r 2 5 (+16) De x 18 (+13) W i s 1 7 (+12)


One for details .
Co n 19 (+13) In t 16 (+12) Ch a 2 0 (+14)
Run e Alcoves : Elder Arantha m wa s able to us e

clues gathere d elsewher e to defeat thi s puzzle . Th e two


Rakshasa Noble Huecuva (R) Level 1 9 Elite Controller
"rune alcoves " ar e each tile d with four square s bearin g
Mediu m natura l humanoi d X P
4,80 0 an ancient rune . PC s wh o succee d on a D C 3 1 Arcan a

Initiative +14 Sense s Perceptio n +19 ; darkvisio n


check know th e rune s predate th e Gian t script that is cur -
Deathless Fanaticis m aur a 10 ; any ally withi n th e aur a tha t is
rently use d for th e Primordia l language . Th e rune s ca n

reduced t o 0 hit point s immediately make s a mele e basi c attac k

b e roughly translate d as : Greed, Deceit, Corruption, an d


wit h a +2 bonu s t o th e attac k an d damag e rolls .
H P 356 ; Bloodie d 17 8
Destruction (each set o f four repeats, but in a different

Regeneratio n 5 (damag e fro m silve r weapon s negate s regeneratio n


order in eac h alcove) . On e blackstar knight stand s on Cor-

until th e en d o f th e rakshas a nobl e huecuva s nex t turn )


ruption in on e alcove, th e other on Deceit . I f one or bot h
A C 33 ; Fortitud e 3 1 , Refle x 33 , W i l l 34 ; se e also phantom
image of thes e rune s is allowe d to go unoccupie d for 5
minutes,
Savin g Throw s +2
a primordial hydra (Monster Manual page 165 ) appear s in

Spee d 7

the cente r o f th e chamber . Th e hydra attack s cultist s an d


Actio n Point s 1

adventurers alike . Killin g th e hydra an d occupyin g th e


Unhol y Cla w (standard ; at-will)
+24 vs . AC ; 1d 6 + 3 damage , an d th e targe t take s ongoin g 1 0
noted square s (any weight o f 10 0 or mor e pounds, living

necrotic damag e (sav e ends) . W h e n th e targe t take s ongoin g


or dead, will do) prevents a new hydra from appearing .

necrotic damag e fro m thi s power , al l adjacen t livin g creature s


Webbe d Alcove : A nasty undea d spider-demon onc e
tak e 5 necroti c damage .
used thi s alcove as a lair, but Arantham' s cultist s destroye d
Min d Twis t (standard ; at-will) Psychi c
it. Th e alcove retain s a residual influenceeach creatur e

Ranged 20 ; +2 3 vs . Will ; 3d 6 + 7 psychi c damage , an d th e targe


t

that enter s it is slowed (save ends) .


is daze d (sav e ends) .

f Phanto m Lur e (standard ; at-will) C h a r m

Ranged 10 ; +2 3 vs . Will ; th e targe t slide s 5 squares .


Y Frightfu l Phanto m (standard ; recharg e [x] (M)) i " e a r

Ranged 5 ; +2 3 vs . Will ; 4d 8 + 7 psychi c damage , an d th e targe t


is

pushed 5 square s an d stunne d (sav e ends) .

Deceptive Vei l (minor ; at-will) Illusio n

Th e rakshas a nobl e huecuv a ca n disguis e itself t o appea r a s


any

Mediu m humanoid . A successfu l Insight chec k (oppose d by th e

rakshasa's Bluff check ) pierce s th e disguise .


Phanto m Imag e (minor ; recharg e (X | [0 ) Illusio n

Until th e en d o f th e rakshas a nobl e huecuva' s nex t turn , any

creature tha t attack s th e rakshasa' s A C o r Reflex defens e mus t

roll twic e an d us e th e lowe r attac k rol l result . If eithe r


result is a

critica l hit , us e tha t result instead .

Alignmen t Evi l Language s Commo n

Skill s Arcan a +20 , Athletic s +17, Bluff+21 , Diplomac y +21 , History

+20, Insight +19 , Intimidat e +2 1

St r 16 (+12) De x 2 0 (+14) W i s 2 0 (+14)

Co n 1 8 (+13) In t 2 2 (+15) Ch a 2 4 (+16)

----------------------- Page 76-----------------------

E N C O U N T E R R 5 : D R E A M
P O O L

E n c o u n t e r L e v e l 2 1 ( 1 6 , 2 0 0
X P ) Chuul Juggernaut (C) Level 2
3 Elite Soldier

Huge aberran t magica l beas t (aquatic) X P 1 0 ,


2 0 0

SETU P
Initiative +17 Sense s Perceptio n +17 ; darkvisio n

Psychic Moa n (Psychic ) aur a 1 ; a chuu l juggernau t exude s a

1 chuu l juggernau t (C)


constant hu m of psychi c energy . Enemie s i n th e aur a tak e a -2
1 abolet h oversee r (A)
penalty t o Wil l defens e an d gai n vulnerabl e 5 psychic .

H P 434 ; Bloodie d 21 7
1 githyank i dreamslice r (G)

A C 39 ; Fortitud e 37 , Refle x 3 1 , W i l l 3 3

Savin g Throw s +2
Thi s encounte r take s place in Location 9 on th e Reliquary
Spee d 7, swi m 7

map (see Adventure Book One, page 15) .


Actio n Point s 1
Th e creature s note d above ar e not initially present in
Cla w (standard ; at-will)
the chamber ; they appear only after sentient creature s
Reac h 3 ; +3 0 vs . AC ; 2d 8 + 8 damage , o r 5d 8 + 8 damag e against
fully enter th e mai n chamber .
a n immobilize d creature .

) Doubl e Attac k (standard ; at-will) Poiso n

Th e chuu l juggernau t make s tw o claw attacks . If bot h claw


W h e n th e adventurer s ente r fro m Locatio n 6 , read :

attack s hit a singl e target , th e chuu l juggernau t make s a


A relief-carved passage leads south. The far end of the
corridor secondary attac k against th e sam e targe t wit h
it s tentacles .

is sealed with ebony double doors. Dreamy music and


wavering Secondary Attack: +2 8 vs . Fortitude ; th e targe t
is immobilize d
blue light emanates from two passages leading east.
(save ends) ,

y Psychi c Lur e (standard ; at-will) Psychi c

W h e n th e adventurer s loo k int o th e mai n area , read :


Ranged 10 ; +29 vs . Will ; 2d1 0 + 3 psychi c damage , an d th e

target is pulle d 5 squares .


A pool/ills the far side of this chamber. Its contents roll and

Tentacl e Ne t Poiso n
break as if part of a larger sea of effervescent, glowing
elixir.

A creatur e hit by a chuu l juggernaut' s opportunity attac k is


Runes around the pool spell out a message. Four statues
of unfa- immobilized unti l th e en d o f th e juggernaut' s
next tur n

J I II .
miliar, multiwinged angels with eyes gouged out stand
facing Alignmen t Unaligne d Language s Dee p
Speec h

each other near the pool.


St r 2 7 (+19) De x 1 9 (+15) W i s 2 2 (+17)

Co n 2 5 (+18) In t 4 (+8) Ch a 1 6 (+14)

W h e n th e adventurer s ente r th e mai n area , read :

A massive wave breaks over the lip of the pool. Even as the wave
TACTICS
crests and begins to curl downward, it takes on hue and
form,

The chuul' s presenc e make s adventurer s within its aura


becoming a huge crustacean horror, pincerlifee claws and
mouth

vulnerable to psychic damage, which sets the m up for


cilia squirming incessantly and dripping with malodorous

extra damag e from th e other monster s an d th e statue s


fumes. Beside it, a creature takes form. It is half-primeval
fish,

here . It pulls foes into rang e with psychic lure. I f it immo -


half-enormous slug, with tentacles where fins should be. On the

bilizes a foe, it spend s its action point to mak e anothe r


pincered creature's other side, a thin woman with
mottledyellow

double attack against th e sam e target .


and brown skin takes shape holding a silvery sword.

Th e aboleth use s psychic slime to hinder its enemie s an d

then select s a target to dominate.

Th e dreamforge d mindslicer begin s comba t by


A B E R R A N T D R E A M S

unleashin g a psychic barrage against multiple enemies . It


When the Dawn Wa r raged, the released energy seare d stays at th e
edge o f th e pool, going so far as to walk east
dimensional walls, weakening them enough so that crea-along th e narrow
ledge, an d continue s assailin g foes with
tures from the Far Realm dimly noticed the fledgling
its mindslicer power unti l it ca n recharg e an d unleash psy-
creation.
chic barrage again .
Filled with the tears of angels driven insane by the W h e n creature
s from th e Drea m Pool ar e destroyed,
horrors of the Dawn War, the Dream Pool is resonant

they collapse into liquid .


to aberrant nightmares. The liquid reacts when thinking
beings enter the main chamber, forming creatures glimpsed
in far-off realms.

----------------------- Page 77-----------------------

Aboleth Overseer (A) Level 1 8 Elite Controller (Leader)

Large aberran t magica l beast (aquatic) X P


4,00 0

Initiative +12 Sense s Perceptio n +16 ; darkvisio n

Mucu s Haz e aura 5 ; enemie s trea t th e are a withi n th e aur a a s

difficult terrain .

H P 348 : Bloodie d 174

A C 35 ; Fortitud e 33 , Refle x 31 , W i l l 3 3

Savin g Throw s +2

Spee d 5 , swi m 10

Actio n Point s 1
> y

Tentacl e (standard ; at-will)

Reac h 2 ; +2 2 vs . AC ; 1d 8 + 8 damag e (3d 8 + 8 damag e against a

dazed target) , an d th e target is daze d (sav e ends) .

Psychic Slim e (standard ; recharge s whe n first bloodied )

Psychic

Close burst 10 ; target s enemies ; +20 vs . Will : 2d 8 + 8 psychi c

damage , an d th e targe t is daze d (sav e ends) .

,
Dominat e (standard ; at-will) Char m

Ranged 10 ; target s a daze d humanoid : +20 vs . Will ; th e targe t is

dominated (sav e ends) . A n abolet h oversee r ca n dominat e only

one creatur e at a time .

*y Enslav e (standard ; at-will) Charm , Psychi c

Ranged 5 ; target s a dominate d creature ; +20 vs . Will ; 6d 8 + 8

psychic damage . A target reduce d to 0 hit point s o r fewe r by

thi s attac k doesn' t di e but become s enslave d i n preparatio n fo r

th e Abolet h Servito r ritual . Enslave d target s ar e dominated , an d

only th e deat h of th e oversee r ca n en d thi s domination . Onc e


FEATURES OE THE A R E A

a creatur e is enslaved , a n abolet h oversee r is fre e t o dominat e


Illumination : Di m light . Th e dream-charge d liqui d
othe r creatures .
Invisibility (minor : encounter ) Illusio n
glows with a wistful blue light that suffuse s th e area .

Ange l Statues : Each creatur e not forme d o f th e Drea m


Th e abolet h oversee r an d on e ally withi n 10 square s of it tur n

invisible unti l th e en d of th e abolet h overseer' s next turn .


Pool that end s its turn in a squar e adjacent to one o f thes e

Alignmen t Evi l Language s Dee p Speech , telepathy 2 0


statues take s 1 5 psychic damage . Destroyin g a statue end s
Skill s Arcan a +20 , Dungeoneerin g +21 , Insight +2 1
its effect (AC/Reflex 5, Fortitude 10, 4 0 hit points) .
St r 2 6 (+17) De x 16 (+12) W i s 2 5 (+16)
Doubl e Doors : Writte n on th e southern doors in
Co n 2 2 (+15) In t 2 3 (+15) Ch a 2 2 (+15)
Supernal is, "Fashion from dream s a golden key. " Thes e

doors sport a large, obvious keyhole . They ar e magically


Githyanki Dreamslicer (G) Level 1 8 Artillery
reinforce d an d locke d securely by divine decree . Unles s

Mediu m natura l humanoi d X P


2.00 0

the adventurer s physically bypas s th e door s (D C 3 7 Thiev-


Initiative +16 Sense s Perceptio n +1 5

ery chec k to open; D C 3 0 Strength chec k to break; AC/


H P 128 ; Bloodie d 6 4

Reflex 4 , Fortitude 12 , 2 0 0 hit points, regeneration 15) ,


A C 32 ; Fortitud e 29 , Refle x 30 , W i l l 2 4
Savin g Throw s +2 against char m effect s
they must use a key fashione d in th e Drea m Pool to pro-

Spee d 6 ; se e also telekinetic leap


ceed . Arantha m keep s such a key with him .
(J) Silve r Longswor d (standard ; at-will) Psychic , W e a p o n
D r e a m Pool : Writte n roun d th e rim o f thi s pool in
+23 vs . AC ; 1d 8 + 5 plu s 1d1 0 psychi c damage .
Supernal is, "Wha t is your dream ? Se e your drea m mad e
Y Mindslic e (standard ; at-will) Psychi c
flesh an d iron merely by wishin g it so. " Th e Drea m Pool

Ranged 10 ; +21 vs . Will ; 2d1 0 t 5 psychi c damage .

might have bee n th e forge o f many incredibl e creations .


f Telekineti c Lea p (move ; encounter )

However, it is preset only to summo n glimmer s o f horror s


Ranged 10 ; th e githyank i dreamslice r o r a n ally withi n rang e ca n

fly u p t o 5 squares .
from beyon d and, shoul d any creatur e nam e it, a golden
i'f Psychi c Barrag e (standard ; recharg e jHj) Psychi c
key that serve s to open th e southern doors (the key seem s
Are a burs t 1 withi n 20 ; +2 1 vs . Will ; 1d 8 + 5 psychi c damage ,
normal in all other respects) . Th e horror s appear immedi -
and ongoin g 5 psychi c damag e (sav e ends) , an d th e targe t can' t
ately an d automatically; th e key require s a few round s to
use daily o r encounte r power s (sav e ends) .
materialize onc e wishe d for . Only one set o f defender s an d

Alignmen t Evi l Language s Common , Dee p Speec h

one key ca n b e forme d in eac h 24-hou r period .


Skill s History +17, Insight +1 5

I f any characte r enter s or falls into th e Drea m Pool, it is


St r 2 2 (+15) De x 2 5 (+16) W i s 12 (+10)
Co n 2 2 (+15) In t 1 7 (+12) Ch a 1 1 (+9)
the sam e as fallin g int o norma l water . Th e pool is 1 0 feet

Equipment robes , overcoat , silve r longswor d


deep an d feature s current s an d waves as though it were

the shore o f a great, turbulent ocean .

History o n th e Walls : Se e page 1 6 in Adventure Book

One for details .

----------------------- Page 78-----------------------

E N C O U N T E R R 6 : D E S E C R A T E
D T E M P L E

E n c o u n t e r L e v e l 2 3 ( 2 5 , 9 0 0
X P ) Portal Thing (P)
Level 2 2 Elite Brut e

Large shado w animat e (blind , ooze , undead ) X


P 8,30 0

Initiative +1 5 Sense s Perceptio n +15 ; blindsight 20 ,

X. X v t I
tremorsens e 2 0
1 porta l thin g (P)
H P 520 ; Bloodie d 26 0

Regeneratio n 2 0 (if th e porta l thin g take s radian t damage ,


1 deathpries t hierophan t (D)

regeneration doesn't functio n o n it s next turn )


4 immolit h claw s (I)
A C 34 ; Fortitud e 38 , Refle x 32 , W i l l 3 2

Immune disease , poison ; Resis t 1 5 acid , 1 5 fire , 1 5 necroti c

Thi s encounter take s place in Location 1 0 on th e Reli-


Savin g Throw s +2
quary ma p (see Adventure Book One, page 15) .
Spee d 0 (immobile )

Actio n Point s 1
Elder Arantha m an d allie d Orcu s cultist faction s

Cla w (standard ; at-will) Necroti c


discovered they coul d siphon thi s chamber' s uniqu e influ-

Reach 4 ; +2 5 vs . AC ; 4d 6 + 1 0 necroti c damage , an d th e targe t is


ences for th e greater glory o f th e demon prince .

pulled 1 ; se e als o into th e thing .


As soon as th e adventurer s enter th e chamber, th e
<~ Death' s Tendril s (standard ; at-will) Necroti c

deathpriest challenge s them .


Close blast 4 ; target s enemies ; +2 1 vs . Reflex ; 2d 6 + 1 0 necroti c

damage , an d th e target is pulle d 1 ; se e als o into the thing .

W h e n th e adventurer s ente r thi s chamber , sho w th e


Into th e Thin g
player s th e "Vie w o f th e Hierophant " illustratio n o n
A creatur e tha t enter s o r start s it s tur n i n a squar e containin g

the porta l thin g take s 2 0 necroti c damag e an d is immobilize d


pag e 3 0 of Adventure Book One, then , read :

(save ends) . A creatur e tha t die s i n th e porta l thin g is slowly


A yawning cavity punctures the floor of this 30 foot
high cham- dissolved ove r a 24-hou r period .

ber. The pit is surrounded on three sides by a 10-foot tall


wall of Threatenin g Reac h

obsidian. Animate black liquid undulates as if seeking to escape


Th e porta l thin g ca n mak e opportunity attack s against al l
the cavity, constantly scrabbling at the sides of its pit with ten-
enemie s withi n it s reach .
drils and claws of darkness. The stench of rotting blood pours
Alignmen t Chaoti c evi l Language s
from the thing. The air above the cavity is hazed with distortion,
St r 3 0 (+21) De x 1 8 (+15) W i s 1 8 (+15)

Co n 3 0 (+21) In t 1 (+6) Ch a 1 (+6)


and every few moments, a rivulet of blood appears
within the

haze and/alls onto clawing darkness. The larger rivulets are


accompanied by faint shrieks of terror, each of which cuts off at
4 Immolith Claws (I) Level 2 0
Controller

Large elementa l magica l beas t (demon, fire , undead ) X P 2,80 0 eac h


its crescendo.

Initiative +14 Sense s Perceptio n +1 3


Four fire pillars bum in the chamber 's corners; each pillar is

Flaming Aur a (Fire ) aur a 1 ; any creatur e tha t enter s o r start s it s


tur n
topped by a /ire-blackened, horned, demonic skull. Six disembod
withi n th e aur a take s 1 0 fire damage .

ied skeletal claws emerge from the lower portions of the flame.
H P 193 ; Bloodie d 9 6

Behind each flame pillar, identical statues to Orcus rest atop


A C 34 ; Fortitud e 35 , Refle x 32 , W i l l 3 2
10-foot tall stone biers.
Immun e disease , fire, poison ; Resis t 1 5 variabl e (2/encounter ; se e
An emaciated human male wearing an elaborate ramhom
Monster Manual pag e 282) ; Vulnerabl e 10 radiant

Spee d 6
headdress and red robes stands by the obsidian wall, lie
cackles

Flamin g Cla w (standard ; at-will) Fir e


u
and says, Ah,just in time! Areyou ready to sacrifice your lives

Reac h 4;+2 5 vs . AC ; 1d10 + 9 fire damage , an d ongoin g 5 fire


for the glory of Orcus?"
damage (sav e ends) ,

f Fier y Gra b (standard ; at-will) Fir e

Th e immolit h claw make s a flamin g claw attac k against a Larg e

or smalle r target . O n a hit , th e target slide s int o a squar e adjacen t

to th e immolit h claw an d is grabbed . Whil e grabbed , th e targe t

Mv
loses any resistanc e it ha s t o fire. A n immolit h claw ca n hol d u p
to five grabbe d creature s using thi s power .

-V Deathfir e Curs e (minor : at will ) Fir e

Ranged 10 ; +2 3 vs . Will ; th e targe t is slowe d (sav e ends) .

A/tereJFect : Th e targe t take s ongoin g 5 fire damag e (sav e ends) .


ueteateu opponents, i n e reo-naze o spac e
tmmeGiaieiy

C- Fier y Las h (standard ; encounter ; recharge s whe n first bloodied )


above th e altar is stretched . It simultaneously connect s t o

4- Fir e
several newly founde d (and refounded) temple s t o Orcu s
Close burs t 4 ; target s enemies ; +2 3 vs . AC ; 1d1 0 + 9 fire damage ,

in t h e n a t u r a l world . B l o o d s a c r i f i c e s m a d
e in t h o s e t e m - and ongoin g 1 0 fire damag e (sav e
ends) .

p l e s f a l l t h r o u g h c r a c k s i n r e a l i t y an d l
a n d h e r e , f e e d i n g t h e Alignmen t Chaoti c evi l Language s
Abyssa l
"animate altar " with fresh vitality, all in Orcus's name .
St r 2 4 (+17) De x 18 (+14) W i s 16 (+13)

Co n 2 5 (+17) In t 9 (+9) Ch a 1 8 (+14)

----------------------- Page 79-----------------------

Deathpriest Hierophant (D) Level 21 Elite Controller

Mediu m natura l humanoid , huma n X P


6,40 0

Initiative +11 Sense s Perceptio n +14

Aur a o f Deca y (Necrotic ) aur a 5 ; livin g enemie s i n th e aur a tak e


a -2

penalty t o al l defenses .

H P 382 ; Bloodie d 19 1

A C 35 ; Fortitud e 35 , Refle x 32 . W i l l 3 7

Resist 1 0 necroti c

Savin g Throw s +2

Spee d 5

Actio n Point s 1
Mac e (standard ; at-will) Necrotic . W e a p o n

+24 vs . AC ; 1 d 8 + 5 damage , an d ongoin g 10 necroti c damag e

(save ends) .

Visio n o f Deat h (standard ; recharg e : : : : ) Psychi c

Ranged 10 ; +24 vs . Will ; 2d 6 + 7 psychi c damage , an d th e targe t

FEATURES OE THE A R E A
is daze d (sav e ends) .

W o r d o f Orcu s (standard ; recharg e : : ) Healing , Necroti c


Illumination : Bright light . Each Orcu s idol clutche s a
Close burst 5 ; target s enemies ; +24 vs . Fortitude ; 2d 6 + 7
fiery brazier .

necrotic damage , an d th e targe t is stunne d (sav e ends) . Undea d

Bloo d H a z e : Th e haz e above th e portal is th e end-


in th e burst regai n 1 5 hit points .

point o f literally hundred s o f portal s in th e natura l world .


Alignmen t Chaoti c evi l Language s Abyssal . Commo n
Skill s Religion+1 7
Blood an d life force fro m sacrifice s mad e in thos e place s

St r 2 0 (+15) De x 1 3 (+11) W i s 18 (+14)


come here, an d sometime s living sacrifice s (or unfortu-
Co n 1 5 (+12) In t 14 (+12) Ch a 24 (+17)
nate priests wh o get to o close to their fancy new sacrificia l
Equipment plat e armor , mace , cense r
portal) fall through int o th e thing . I f th e portal thin g is

killed, thi s spatial anomaly disperse s in mer e moments .

TACTICS
History o n th e Walls : Se e page 1 6 in Adventure Book

One for details .


Th e portal thin g is dangerous, but th e three-side d enclo-

Orcu s Idols : Any undea d creatur e or follower o f Orcu s


sure block s its attack s in all direction s except one . Th e

within line o f sight o f one or mor e o f thes e idols gain s a


four square s in front o f th e creatur e ar e subject to attack .

+2 bonu s to saving throw s an d an additional 5 necroti c


The portal thin g doesn't attack Orcu s cultists, unles s they

damage every tim e they mak e a successful attack against


fall into th e thing .
Th e deathpriest and th e immolith claws attempt to
an enemy .

steer th e adventurer s into th e clutche s o f their animat e

altar whenever possible . They seek to keep th e adventur-

ers corralle d within reach o f th e portal thin g so that it ca n

mak e its attack s every round .

Th e immolith s begin th e comba t using/iery lash to

initially soften up th e adventurers . They also use a mino r

action eac h roun d to use deathfire curse, each targetin g a

different opponent . Th e immolith s try to remain in line o f

sight o f one or mor e Orcu s idols to gain their benefit s (see

"Features o f th e Area " for mor e information) .

The deathpriest initially retreat s from sight aroun d th e

side o f th e portal thing's shiel d wall . H e hope s th e adven-

turers will get tie d up by th e immoliths ' initial attacks .

Once h e does joi n combat, he begin s to cal l out in a loud

voice, "Orcus, ai d m e now ! Orcus, your servant need s your

presence ! Enter now an d destroy thes e infidels! " Ther e is

no chanc e that Orcu s will appear, but th e adventurer s do

not know this . Th e deathpriest want s to keep the m guess-

ing an d put a little fear into thei r (hopefully) short lives .

----------------------- Page 80-----------------------

E n c o u n t e r L e v e l 2 3 ( 2 7 , 7 2 5 X P )
Blackstar Idol (B) Level 2 2 Elite Controller (Leader)

Large elementa l animat e X P


8,30 0

Initiative +12 Sense s Perceptio n +21 ; darkvisio n


SETU P

Blacksta r Puls e (Healing ) aur a 3 ; enemie s tha t start thei r turn s

1 dracolic h (D )
withi n th e aur a tak e 1 0 damage , an d blacksta r host tha t star t
thei r turn s withi n th e aur a hea l 1 0 hit points .
1 flameharrow lor d (F )

H P 420 ; Bloodie d 21 0
1 blacksta r ido l (B)

A C 36 ; Fortitud e 34 , Refle x 27 , W i l l 3 6
3 blacksta r pawn s (P)
Resist 10 fire ; Vulnerabl e 1 5 radiant

Savin g Throw s +2

Thi s encounter take s place in Location 11 on th e Reli-


Spee d fly 8 (hover) , telepor t 4
quary ma p (see Adventure Book One, page 15) .
Actio n Point s 1
Th e blackstar idol in thi s chambe r ha s shaken of f th e
(p Forc e Sla m (standard ; at-will) Forc e

+27 vs . AC ; 2d 6 + 8 forc e damage .


Covenant's control . In its surprise attack, it kille d several

y Mindri p (minor ; at-will) Psychi c


invaders . Now it vies for control o f a summonin g circl e
Ranged 10 ; +26 vs . Will ; 1d1 0 + 8 psychi c damage , an d th e

against a Covenant flameharro w lord .


target is slowe d (sav e ends) .
Th e dracolich is not present when thi s encounte r
*C Blacksta r Nov a (standard ; recharge s whe n first bloodied )
begins . Wher e it appear s is partly determine d by th e
Psychic
actions o f th e adventurers, an d i f they brea k th e concentra-
Close burst 5 ; target s enemies ; +24 vs . Will ; 4d 6 + 8 psychi c

damage , an d th e targe t is pushe d 2 square s an d knocke d prone .


tion o f one or bot h summoners .

Miss: Hal f damage , an d th e targe t is neithe r pushe d no r knocke d


Th e blackstar pawn s are als o hidden when th e encoun-

prone.
ter begins . The y emerg e fro m th e excavation s in th e
if Mindquak e (standard ; recharg e i: :i |X11: :i) Psychi c

second roun d o f combat .


Are a burst 5 withi n 20 ; target s enemies ; +24 vs . Will : 4d 6 + 8

Th e summoner s ar e determine d to kill eac h other first,


psychic damage , an d th e targe t is daze d (sav e ends) .
then turn thei r attention to intruders .
Animat e Blacksta r (standard ; at-wil l o r encounter )

Th e ido l target s th e remain s o f a falle n blacksta r creatur e an d


imbues it wit h energy . A s a n at-wil l power , th e falle n blacksta r
W h e n th e adventurer s ope n th e doo r t o thi s cham -

rises a s a blacksta r pawn . If th e blacksta r ido l target s a blacksta r


ber, read :

paw n a s a n encounte r power , it become s a blacksta r knight .


Relic/sculptures cover the walls and ceiling here. 'Thefloor
along Alignmen t Evi l Language s Primordia l

the east and west walls has been heavily excavated, as


evident St r 2 5 (+18) De x 1 3 (+12) W i s
3 0 (+21)

by the large pits dug there. Two magic circles flare with power
in Co n 2 6 (+19) In t 1 0 (+11) Ch a 7 (+9)

the center of the room. Near one, a featureless black ball of


stone

hovers, energy arches from it to the circle nearest it. At the


other TACTICS

circle, a skeleton with a gleaming gem set into each eye


socket-

Nothing attack s th e adventurer s durin g th e first roun d


one black, one red-gesticulates and chants, apparently trying
to

of combat . Th e idol an d th e flameharro w simply con-


summon something into its circle. The undead glances
repeat-

tinue their rituals . I f a P C attack s th e flameharro w or


edly at the floating ball, as if determining its progress.

idol durin g thi s round, th e energy arcin g aroun d it an d

its circl e dims, an d th e glow o f th e energy nea r th e other


3 Blackstar Pawn s (P) Level 2 3 Minion

brightens .
Mediu m elementa l animat e

On roun d 2, th e blackstar idol rise s up nea r th e ceil-


Initiative +18 Sense s Perceptio n +13 ; darkvisio n
H P 1 ; a misse d attac k neve r damage s a minion .
ing an d attack s th e flameharro w with mindquake. Th e

A C 37 ; Fortitud e 37 , Refle x 36 , W i l l 3 1
flameharrow trie s to engage th e idol with harrowing
gaze.

Resist 1 5 fire
Th e pawn s emerg e thi s roun d an d swar m towar d th e
Spee d 7
flameharrow .
(D Cla w (standard ; at-will)
On roun d 3, th e fight become s a free-for-all, even i f th e

+26 vs . AC ; 12 damag e (crit 18 damage) .

PC s have manage d to stay completely out o f th e conflic t to


CO Blacksta r Ricoche t (immediat e reaction , whe n a blacksta r paw n

this point . Th e idol an d th e flameharro w bot h assum e th e


withi n 5 square s is reduce d t o 0 hi t points ; at-will)
Th e blacksta r paw n shift s 3 square s an d collide s wit h a n enemy ;
PC s ar e reinforcement s for th e other, an d either directly

+24 vs . Fortitude ; 8 damage .


attack th e PC s or sen d th e dracolich an d pawn s after
Alignmen t Evi l Language s -
them . As th e fight continues, kee p mixin g up th e combat-
St r 2 6 (+19) De x 2 4 (+18) W i s 1 4 (+13)
ants wh o target th e PC s to mak e thi s conflic t as chaoti c as
Co n 18 (+15) In t 3 (+7) Ch a 3 (+7)
possible .

----------------------- Page 81-----------------------

Flameharrow Lord (F) Level 2 0 Elite Controller (Leader)


Dracolich (D) Level 1 8 Solo Controller

Mediu m natura l humanoi d (undead ) X P


5,60 0 Huge natura l magica l beas t (dragon , undead )
X P 10,00 0

Initiative +13 Sense s Perceptio n +17 ; darkvisio n


Initiative +1 5 Sense s Perceptio n +18 ; darkvisio n

s
Spiritua l Infern o aur a 5 ; any undea d ally withi n th e aur a gain s
H P 885 ; Bloodie d 442 ; se e als o bloodied breat h

<
resist 1 5 fire , an d deal s a n extr a ongoin g 1 0 necroti c damag e
A C 34 ; Fortitud e 34 , Refle x 32 , W i l l 3 0
I
(save ends) wit h it s mele e o r range d attacks .
Immune disease , fear , poison ; Resis t 3 0 necrotic ; Vulnerabl e
u
H P 374 : Bloodie d 18 7
10 radiant
u
A C 34 ; Fortitud e 3 1 ; Refle x 33 ; W i l l 3 5
Savin g Throw s + 5
z

Immune disease , poison ; Resis t 2 0 necrotic , 2 5 fire ; Vulnerabl e 1 0


Spee d 8. fly 1 0 (clumsy)

radiant
Actio n Point s 2 _ _ _ _ _

Savin g Throw s +2
Bit e (standard ; at-will) Necroti c

Spee d 6 , telepor t 5
Reach 3 ; +2 3 vs . AC ; 2d 8 + 8 damage . Agains t a stunne d target ,

Actio n Point s 1
this attac k deal s a n extr a 2d 8 necroti c damage .

Flameharro w Cla w (standard ; at-will) Fire , Necroti c


V Mesmerizin g Glar e (immediat e interrupt , whe n a n enemy make s
1/1

+25 vs . AC ; 1d1 0 + 9 fire damage , an d th e target can't spen d


a mele e attac k against th e dracolich ; at-will) Fea r

healing surge s unti l th e en d o f th e flameharrow' s nex t turn .


Close blast 3 ; +20 vs . Will ; th e targe t is stunne d unti l th e en d o f
DC

Harrowin g Gaz e (mino r 1/round ; at-will) Fear , Gaze , Psychi c


the dracolich' s next turn . Miss : Th e target take s a -2 penalty t o

DC
Ranged 10 ; +24 vs . Will ; 2d 8 + 5 psychi c damage , an d th e targe t
attac k roll s against th e dracolic h unti l th e en d of th e dracolich' s

is pushe d 4 squares . Th e targe t is daze d unti l th e en d of th e


ngxtturn.

flameharrow' s nex t turn .


<* Breat h W e a p o n (standard ; recharg e Ix]\l l\) Necroti c

^ Deadfir e Gaz e (mino r 1/round ; at-will) Fire , Gaze , Necroti c


Th e dracolic h breathe s a coruscatin g blast o f necroti c energy .
0

Close blast 5 ; target s enemies ; +2 2 vs . Reflex ; 1d 8 + 1 0 necroti c


Close blast 9 ; +2 1 vs . Reflex ; 2d 8 + 7 necroti c damage , an d th e

u
damage , ongoin g 1 0 fir e damage , an d th e targe t is immobilize d
target is stunne d unti l th e en d o f th e dracolich' s next turn . Miss :
z

(save end s both) .


Half damage , an d th e targe t is no t stunned . Hi t o r Miss : Th e targe t

Death's Salvatio n (immediat e interrupt , whe n a n undea d ally is


loses any necroti c resistanc e it ha s (sav e ends) .

reduced to 0 hit points ; recharg e : : X i i ) Healin g


V Bloodie d Breat h (free , whe n first bloodied ; encounter )

Ranged 10 ; targete d undea d ally regain s 2 5 hit points .


Th e dracolich' s breat h weapo n recharges , an d th e dracolic h use s
Alignmen t Chaoti c evi l Language s Abyssal , Commo n
it immediately .

St r 1 5 (+12) De x 16 (+13) W i s 1 5 (+12)


Frightful Presenc e (standard ; encounter ) Fea r

Co n 1 9 (+14) In t 2 3 (+16) Ch a 2 6 (+18)


Close burst 10 ; target s enemies ; +20 vs . Will ; th e target is stunne d

until th e en d of th e dracolich' s next turn . Aftereffect: Th e target

DEVELOPMENT
take s a -2 penalty to attac k roll s unti l th e en d of th e encounter .

Alignmen t Evi l Language s Draconi c


I f any o f th e PC s successfully attack th e blackstar idol,
Skill s Arcan a +17, Enduranc e +21 , History +17, Insight +18 ,

the dracolich appear s (partly) within th e circl e nea r th e


Intimidate t17 . Religio n +17

flameharrow lord on th e following roun d an d unde r its


St r 2 6 (+17) De x 2 2 (+15) W i s 1 8 (+13)
control . I f the PC s first hit th e flameharrow, th e dracolich
Co n 2 5 (+16) In t 17 (+12) Ch a 1 6 (+12)

appears in th e circl e neare r th e idol an d under its control

on th e next round . I f th e PC s successfully attack both sum-


FEATURES OE THE AREA.-

moners in the first round, th e dracolich manifest on the

Illumination : Di m light . Th e magic circle s glow


next roun d under n o one's control in a circl e you choose . I f

faintly .
the PC s stay out o f th e fight, th e dracolich appear s in th e

Ceiling : Th e ceilin g is 30-fee t tall in thi s chamber .


thir d round, under th e control o f th e blackstar idol .

Excavations : Several member s o f th e blackstar host

were unearthe d by Arantham . Each crevic e is 3 0 feet

deep.

History o n th e Walls : Se e page 1 7 in Adventure Book

One for details .

Summonin g Circles : Th e circle s were designe d to


summon a variety o f immensely powerful creature s to

fight intruder s from acros s th e planes . Th e Ashen Cov-

enant ha s so scuffe d an d damage d th e circle s that only

enough energy remain s resident in the m to illuminat e th e

chamber dimly, an d for th e summoning s bein g attempte d

as th e PC s enter .

A D C 2 9 Arcan a chec k reveal s that a creatur e standin g

in one o f th e circle s might b e able to dismis s th e dracolich .

Accomplishing thi s require s anothe r D C 2 9 Arcan a check .

Only on e attempt to dismis s th e dracolich can be made .

On e Squar e = 5 f t

i id -B L if^ftfi n if^_J____l_Bi-___-ri-W

----------------------- Page 82-----------------------

E N C O U N T E R R 8 : S A R C O P H A G I
C H A M B E R

E n c o u n t e r L e v e l 2 3 ( 2 5 , 5 0 0
X P ) Larva Wa r Master (L) Level
2 3 Elite Brut e

Mediu m natura l magica l beas t (undead ) X P 10,20


0

SETU P
Initiative +19 Sense s Perceptio n +1S

Tactica l Feedbac k (Psychic ) aur a 6 ; any enemy withi n th e aur a take


s

1 larv a wa r maste r (L)


10 psychi c damag e whe n it shifts .
1 bloo d fien d (B)
H P S28 ; Bloodie d 26 4

A C 37 ; Fortitud e 37 , Refle x 35 , W i l l 3 4
2 voidsou l specter s (V )

Immune disease , poison ; Resis t 1 0 necrotic ; take s half damag e fro m

melee an d range d attacks ; Vulnerabl e 1 0 radiant , 1 0 against


Thi s encounter take s place in Location 14 on th e Reli-
close an d are a attack s

quary ma p (see Adventure Book One, page 15) .


Savin g Throw s +2
Th e chambe r initially appear s serene . None o f th e
Spee d 5 ; se e also squeezing swarm
creature s are place d on th e tactica l map . I f th e players
Actio n Point s 1

0 Mandibl e Blad e (standard ; at will ) Necroti c


ignore th e clues indicatin g great treasure s might b e pres-

+24 vs . Fortitude ; 3d1 0 + 8 necroti c damage .


ent in thi s area, th e creature s never leave their still-seale d

+ Doubl e Attac k (standard ; at-will) Necroti c


sarcophagi .
Th e larv a wa r maste r make s tw o mandible blade attacks ,

On th e other hand, i f th e adventurer s open any o f th e


y Punishin g Beetl e (immediat e reaction , whe n a creatur e regain s hit

thre e centra l sarcophagi, or attempt to open either o f th e


points; encounter ) 4- Poiso n
two golden sarcophagi to the west, an encounter begins .
Ranged 20 ; target s th e triggerin g creature ; +24 vs . Fortitude ;
Ancient divine heroe s who fell in th e battle s against th e
5d10 I 12 poiso n damage . Miss : Hal f damage .

Squeezin g S w a r m
blackstar host rise to safeguar d their legacy . Over th e mil-

By alterin g it s shape , a larv a wa r maste r ca n squeez e throug h


lennia, eac h one's spirit ha s becom e corrupt in its own

small opening s a s if it wer e a Tiny creature .


unique fashion . Eac h creature, in initiative order, appear s
Alignmen t Evi l Language s Commo n

(spending a mino r action to emerg e from its sarcophagus)


Skill s Acrobatic s +22 , Athletic s +23 , Intimidat e +2 2
in th e spac e next to its tomb, as noted on th e tactical map .
St r 2 8 (+20) De x 2 6 (+19) W i s 1 8 (+15)

Co n 2 4 (+18) In t 2 0 (+16) Ch a 2 2 (+17)


W h e n th e adventurer s ente r th e chamber , read :
Equipment plat e armo r

Relief sculptures cover the walls and ceiling. Four massive sar-

cophagi lie in this chamber-three are sealed, one gapes


open TACTICS

and empty. Two/ree-standing stone sculptures of armored


war-

Onc e th e larva war master is free o f its sarcophagus, its


riors rest on either end of the northern wall. The statues seem

tacticalfeedback moves out to envelope nearby creature s


inert, but their eyes glow so fiercely that they dimly
illuminate

in a carpe t o f imagine d beetles, punishin g any creatur e


the area. To the west, an arched passage is flanked by two
large

that shift s on thi s phantom footing . Th e undea d charge s


alcoves, each of which holds a sarcophagus that gleams
as if

the closest intruder . I f reduce d to 5 0 hit points or fewer,


plated with gold.

it flee s through crack s in th e tile floorin g o f the chamber,

using squeezing swarm. Th e larva war master ca n appear


I f th e adventurer s wak e th e area' s guardians , read :

later to bother th e party durin g another encounter, its


Screams rip from the three sealed sarcophagi lying in the center

wounds heale d so that its powers ar e recharge d an d it ha s


of the chamber. The first sarcophagus lid smashes upward,
pro-

regained 10 0 hit points .


pelled on a burst of cloying steam. A moment later, a
creature

The bloo d fien d kick s of f eac h turn with terror gaze,


stands revealed, its eyes blazing with hate.

attempting to immobiliz e foes . The n it gets down to th e

business o f destroyin g th e intruders, one at a time . It

double-teams with th e larva war master i f possible to gain


LARVA WAR MASTER
flank s an d otherwis e haras s th e adventurers .

Th e voidsoul specter s don't visibly appear when th e sar-


The bodie s of larva undea d ar e wholly compose d o f rot-

cophagus they share blasts open . Instead, they sneak up on


ting flesh, fragment s of bone, and maggots, centipedes,

the intruder s an d uses spectral touch. They use their abili-


beetles, an d othe r vermin . Their purpose s vary with thei r

ties to move aroun d th e chambe r an d drain the life force


form, but they are invariably anathem a t o th e living. Th e

of th e adventurers, but unlik e th e larva war master, they


larva war maste r wa s introduce d in Open Grave: Secrets of

fight until they are destroyed .


the Undead.

----------------------- Page 83-----------------------

2 Voidsoul Specter s (V) Level 2 3


Lurker

Mediu m shadow humanoi d (undead ) X P 5,10 0


eac h

Initiative -2 3 Sense s Perceptio n +16 ; darkvisio n

Spectra l Col d | Cold ) aur a 1 ; a n enem y tha t start s it s tur n i n th


e aur a

take s 10 cold damag e an d take s a -2 penalty to al l defense s unti l

the start of it s next turn .

H P 115 : Bloodie d 5 7

A C 35 ; Fortitud e 32 , Refle x 35 , W i l l 3 4

Immune disease , poison ; Resis t 3 0 necrotic , insubstantial ;

Vulnerabl e 1 0 radian t

Spee d fly 8 (hover) ; phasin g

Spectra l Touc h (standard ; at-will) Necroti c

+25 vs . Reflex ; 2dT 2 + 6 necroti c damage .

Life Sipho n (standard ; encounter ) Healing , Necroti c

Close blast 5 ; +2 5 vs . Fortitude ; 2d1 2 + 6 necroti c damage ,


and th e voidsou l specte r regain s 5 hit point s fo r every creatur e

damaged by th e attack .

Invisibility (mino r 1/round ; at-will) Illusio n

Th e voidsou l specte r become s invisibl e unti l it attack s o r unti l


it

is hit by a n attack . It remain s invisibl e whil e usin g life siphon .

Alignmen t Chaoti c evi l Language s Commo n

Skill s Stealt h +24

St r 12 (+12) De x 2 6 (+19) W i s 1 0 (+11)

Co n 19 (+15) In t 1 1 (+11) Ch a 2 3 (+17)

FEATURES OE THE A R E A

Blood Fiend (B) Level 2 3


Soldier Illumination : Di m light . Th e eyes o f th e
statues alon g

Mediu m elementa l humanoi d X P


5,10 0 the north wall glow fiercely .

Initiative +2 1 Sense s Perceptio n +23 ; darkvisio n


Centra l Sarcophagi : On e is open an d contain s only
H P 220 ; Bloodie d 11 0
dust. Thre e ar e seale d (D C 3 3 Strength chec k to brea k th e
A C 4 1 ; Fortitud e 36 , Refle x 34 , W i l l 3 2
stone seal) .

Immune fea r

Golden Sarcophagi : Th e sarcophagi alon g th e western


Spee d 8 , fly 1 0

wall are als o seale d (D C 3 3 Strength chec k to brea k th e


Claw s (standard ; at-will)
+28 vs . AC ; 2d 8 + 1 0 damage .
stone seal) . I f either is opened, th e encounter is triggered .

4 Bloodthirst y Bit e (standard ; at will ) Healin g


Thes e sarcophagi hold great treasure, includin g an artifact

Requires comba t advantage ; +2 8 vs . AC ; 1d 8 + 1 0 damage ,


of th e ancient world . Th e placement o f thi s wealth helpe d
and th e target is grabbe d an d take s ongoin g 1 0 damag e (unti l
anchor th e spirits of th e guardian s in thi s chamber, who
escape) . Also , th e bloo d fien d regain s 1 0 hit points .
felt mor e beholden to guar d it than th e approach to Time-

<* Terro r Gaz e (minor ; at-will) Fea r

sus's prison .
Close blast 3 ; +24 vs . Will ; th e targe t is immobilize d (sav e
ends) .
Comba t Advantag e
History o n th e Walls : Se e page 17 in Adventure Book

One for details .


Th e bloo d fiend gain s comba t advantag e against any living ,

bloodied enemy .
Southern Alcoves : Empty, but i f th e trappe d archway s
Alignmen t Chaoti c evi l Language s Primordia l
leading to Location 15 ar e activated, blaspheme s appear
Skill s Intimidat e +24
within thes e space s (see Encounte r R 9 : Sentine l Traps,
St r 3 0 (+21) De x 2 6 (+19) W i s 2 4 (+18)
starting on th e next page) .

Co n 2 8 (+20) In t 2 2 (+17) Ch a 2 7 (+19)

Treasure : On e golden sarcophagu s holds 2 , 0 0 0 pp,

1 level 2 5 magic item, an d one o f th e Eyes of the Old Gods


If the adventurer s fle e back towar d th e stairs in Loca-
(see Adventure Booh One page 25) .

tion 13, th e larva war master an d the blood fien d allow


The other golden sarcophagu s holds 9 0 0 pp, 1 level 2 6

them to leave . However, th e voidsoul specter s take s up th e


magic item, an d th e other Eye of the Old Gods.

hunt, an d attack th e character s immediately after they

conclude their next short rest .

----------------------- Page 84-----------------------

E N C O U N T E R R 9 : S E N T I N E L
T R A P S

E n c o u n t e r L e v e l 1 9 ( 1 2 , 0 0 0
X P ) 2 Blasphem e Imperfect Keeper s (I)
Level 1 9 Brut e

Mediu m natura l a n i m a t e (construct , undead ) X P 2,40 0 e


a c h

SETU P
Initiative +13 Sense s Perceptio n +13 ; darkvisio n

Life Sa p (Healing , Necrotic ) aur a 1 ; any livin g enem y tha t start s

2 blasphem e imperfec t keeper s (I )


its tur n withi n th e aur a take s 5 necroti c damage . Eac h round ,
4 blasphem e fragmen t keeper s (F )
if at least on e enemy is damage d by th e aura , th e blasphem e
1 kineti c arche s tra p (K )
imperfect keepe r regain s S hit points .
1 voi d extrusio n tra p (V )
H P 214 ; Bloodie d 107 ; se e als o bloodied degeneration

A C 3 1 ; Fortitud e 32 , Refle x 29 . W i l l 2 9

Immune disease ; Resis t 1 5 necrotic ; Vulnerabl e 1 0 radian t


Thi s encounter take s place in Location 15 on th e Reli-
Spee d 7

quary ma p (see Adventure Book One, page 15) .


Sla m (standard ; at-will) Necroti c

Unless th e proper countermeasure s are executed, th e


+22 vs . AC ; 2d1 2 + 1 1 necroti c damage .
kinetic arche s trap triggers thi s encounter whenever a
+ Deadl y Clutc h (standard ; at-will) Necroti c
character moves through it . Ashen Covenant cultist s know
Requires a fre e hand ; +20 vs . Reflex ; 2d1 2 + 1 1 necroti c damage ,

and th e targe t is grabbed ; se e also life drain .


how to deactivate thi s trap .

\ Lif e Drai n (standard ; at-will) Healing , Necroti c


Th e blaspheme s ar e not initially present when thi s

Target s a creatur e grabbe d by th e blasphem e imperfec t keeper ;


encounter begins . Place the m in th e proper alcoves after
+20 vs . Fortitude ; 2d1 0 + 9 necroti c damage , an d th e targe t lose s

the kineti c arche s trap is triggered, on their initiative


a healin g surge , an d th e blasphem e imperfec t keepe r regain s 1 5

count . They appear in a flash o f silver radiance .


hit points .

Bloodied Degeneratio n (whil e bloodied )

W h e n a n adventure r move s throug h th e arche s


Th e blasphem e imperfec t keeper' s body begin s t o degenerate ,

and it enter s a stat e o f bloodlust . Th e blasphem e gain s


marke d "K" , read :

vulnerabl e 5 t o al l damag e an d deal s 3d 6 extr a damag e o n a hit .


Both archways explode with silver radiance, producing a
sound

Alignmen t Evi l Language s


not unlike the roar of a battle-hardened commander
calling St r 24 (+16) De x 18 (+13) W
i s 19 (+13)

troops to the front line. Suddenly, an invisible force grabs


you, Co n 14(+11 ) In t 14 (+11) Ch a 12
(+10)

crushing and hurling you forward, toward the gaping maw


in

the floor ahead . In the chamber behindyou, composite


creatures 4 Blasphem e Fragment Keeper s (F)
Level 1 9 Minion

formed of mummified corpse pieces that do not match


appear in Mediu m natura l a n i m a t e (construct ,
undead ) X P 60 0 e a c h

the formerly empty alcoves to the south.


Initiative +16 Sense s Perceptio n +12 ; darkvisio n

H P 1 ; a misse d attac k neve r damage s a minion .

TACTICS
A C 33 ; Fortitud e 32 , Refle x 31 , W i l l 2 7

Immune disease ; Resis t 1 5 necrotic , 1 5 poiso n

I f th e arche s trap is activated, mor e than a single charac -


Spee d 7
ter is potentially subject to bein g pushe d through th e arc h
Sla m (standard ; at-will)
and int o th e void extrusion trap . Both trap s attack eac h
+22 vs . AC ; 1 2 damage , an d th e target is slowe d (sav e ends) .
round .
Alignmen t Evi l Language s Commo n

St r 2 6 (+17) De x 2 5 (+16) W i s 1 7 (+12)


Th e blaspheme s tha t manifes t when th e arche s trap is

Co n 2 3 (+15) In t 19 (+13) Ch a 1 3 (+10)


triggered are undea d sentinel creature s not sworn to th e

Ashen Covenant . They attack any creatur e in th e chambe r

Characters who are pushe d int o th e void extrusion


and attempt to push the m int o range o f th e arches . I f nec-

suddenly fin d themselve s in swirlin g mist s o f silvery lumi-


essary, th e blasphem e minion s even put themselve s within

nescence . Here, they experienc e th e touch o f th e divine .


range o f the arches; th e blasphem e imperfect s endeavor to

For heightene d suspense, do not tell th e other players what


keep clea r o f th e blast area .
has becom e o f th e missin g characte r until he or she reap-
Th e sentinel s an d th e trap s continu e to attack every

pears an d ca n describ e th e experienc e personally .


roun d that intruder s remai n in th e area .

----------------------- Page 85-----------------------

A silve r net of radiance grabs you in a crushing grip, then throws you
A dark, deep pit in the floor appears to have clouds of silver radiance
through the air like a doll.
far withi n it s seemingly bottomless depths.

Trap : W h e n a creatur e step s throug h th e archway , th e are a withi n


Trap : Th e tra p become s activ e whe n triggered .

and aroun d th e arche s violently slide s creature s west .


Perceptio n

Perceptio n
D C 14 : Th e characte r ca n se e th e pit fro m Locatio n 14 , thoug h

D C 27 : A small , wavelik e symbo l is set upo n th e to p of th e arch ,


th e ful l dange r isn't apparent .

protruding slightly lik e a stud .


Additiona l Skill : Natur e o r Dungeoneerin g

Initiative : +8
D C 2 2 : Th e characte r recognize s th e dange r of th e extrusio n

Trigge r
before movin g withi n 3 square s o f it (whic h might not d o muc h

W h e n a creatur e move s throug h th e archway , th e tra p activate s


good if th e characte r is bein g propelle d by th e kineti c arche s

and roll s initiative .


trip) .

Attac k
Trigge r

Standar d Actio n Clos e burst 2


Thi s tra p activate s whe n a creatur e enter s th e pit . If th e arche s

Targets : Eac h creatur e i n burst


tra p is disable d o r bypassed , thi s tra p doe s not activate , o r cease s

Attack : +2 2 vs . Reflex
attacking .

Hit : 3d1 2 + 5 damage , an d th e targe t slide s 4 square s towar d th e


Specia l

voi d extrusio n trap .


Creature s tha t ar e pushe d o r slid int o th e pit gai n a savin g
Countermeasure s
throw t o han g ont o th e edge . Creature s tha t fai l th e sav e fal l

A n adjacen t characte r ca n disabl e th e tra p wit h thre e D C 2 4


into darkness . I n truth , they ar e teleporte d int o a silvery spac e

Thievery check s mad e a s standar d actions .


of divin e creation , not unlik e th e expans e o f th e Astra l Sea .

If th e stu d ha s bee n spotted , pressin g it deactivate s th e tra p fo r


1 They remai n i n thi s divin e spac e eac h roun d (sav
e ends) an d ar e

round (unti l th e en d of th e pressin g character' s nex t turn) .


subject t o attack .

Attac k

Standar d Actio n

Targets : Eac h creatur e i n th e divin e spac e

Attack : +22 vs . Wil l

Hit : 4d 8 + 7 radian t damage .

Aftereffec t

A creatur e tha t emerge s fro m th e divin e spac e appear s i n

Location 14 , i n th e entranc e t o th e trappe d corridor . Th e creatur e

is daze d an d take s ongoin g 5 psychi c damag e (sav e ends) fro m

th e experience , an d is subject t o additiona l attack s by th e kineti c

arche s (if they ar e stil l active) .

Countermeasure s

A creatur e i n th e burst ca n minimiz e th e damag e o f th e extrusio


n

wit h a D C 3 3 Acrobatic s chec k mad e a s a n immediat e interrup t


before th e attack . W i t h a successfu l check , th e creatur e take s

half damag e o n a hit , an d n o damag e o n a miss .

1 1 |
Leapin g beyon d th e pit int o th e fa r sid e o f th e corrido r cut s off
a

characte r fro m th e affect s of th e kineti c arche s trap .

Floor Cavity : Th e hole in th e floor is describe d under

One Squar e = 5 ft
the void extrusion trap stat block .

History o n th e Walls : Se e page 1 7 in Adventure


Book

One for details .

FEATURES OE THE A R E A
Other Features : Th e various sarcophagi, statues, an d

alcoves are describe d in Encounte r R 8 : Sarcophag i


Illumination : Darkness . Th e dim light from Location

C h a m b e r (see page 50) .


14 doe s not exten d into th e corridor .

Arches : Th e arche s ar e describe d in th e kineti c arche s

trap stat block . Onc e deactivated, th e trap remain s inac-

tive for one hour . Th e Ashen Covenant cultist s high

enough in th e organization to work thi s far inside th e reli-

quary know how to safely deactivate th e trap by pressin g

the stud above th e arch .

----------------------- Page 86-----------------------

E N C O U N T E R RIO : H A L L O E
J U D G M E N T

E n c o u n t e r L e v e l 2 3 ( 2 7 , 1 5 0
X P ) I f th e adventurers attempt to speak with th e
beholder,

it boast s o f its service to th e Ashen Covenant, an d th e


SETU P
great power Elder Arantha m has given to it . Conversation

doesn't mak e it brea k off combat, however .


1 beholde r deat h empero r (B)

Th e stone golem s focus on PC s that ar e not in mele e


2 ston e golem s (G)

with th e death emperor, especially character s standin g

back usin g range d attacks . I f possible, they use golem ram-


Thi s encounte r take s place in Location 1 6 on th e Reli-

page to smash through as many opponent s as possible, an d


quary map (see Adventure Book One. page 15) .

in doing so, block easy escap e for PC s already in th e cham -


The beholder rises an d attack s only when a creatur e
ber . I f either golem come s close to 0 hit points, it attempt s

moves to a squar e adjacent to th e excavation, or i f a crea-


to leave at least one squar e between itself an d th e death

ture moves within 3 square s o f th e eastern exit .


emperor, so as not to catch th e emperor in th e death burst

of its destruction .
W h e n th e adventurer s loo k int o th e chamber , read :

Relief sculptures cover the walls and ceiling. Free-standing


stone FEATURES OE THE ARE A

sculptures of armored warriors stand in three corners. The


stat-
ues' eyes glow so fiercely they dimly illuminate the chamber. To
Illumination : Di m light . Th e eyes o f th e statues (two o f

the east, a passage lined with alcoves is obscured by a rolling


which are stone golems) glow fiercely .

cloud of mist. A massive excavation lies in the chamber's


center. Easter n Exit : Th e fog-shrouded corridor leadin g
to

Location 1 7 is a trap (see Encounte r R l l : Reliquar y

I f th e adventurer s mov e t o ente r th e c h a m b e r an d


Test on page 56) . In thi s encounter, th e mist jus t block s

hav e fifty percen t o r mor e o f thei r tota l dail y power s


line o f sight .

an d healin g surges, read :


Excavation : Th e sides o f th e hole in th e center o f th e

The Raven Queen's voice echoes inyour mind like a


distant chamber ar e not sturdy . Any creatur e that end s
its turn

memory. "Recall that I promised you a favor beforeyour


end?" in a squar e adjacent to th e hole is subject to an
attack :

her voice rings out. "Then heed me now. Your end is at


hand, +25 vs Reflex . Targets struck must mak e a saving
throw

if you enter this place unprepared."


or fall 2 0 feet to th e uneven floor o f th e hole, takin g

2 d 1 0 damag e (D C 2 9 Athletic s chec k to climb out o f th e

I f th e adventurer s rous e th e deat h emperor , read :


crumblin g cavity) .

Maniacal laughter accompanies the appearance of a


large, History o n th e Walls : Se e page 1 7 in
Adventure Book

free-floating sphere from the central excavation. The wide


orb One for details .

is dominated by a central eye and mouth. Ten smaller eyes on


Statues: Two o f thes e are golems; th e one in th e north-

stalfes sprout from the orb. The entire creature is rotting


and eastern corne r is an actua l statue carve d o f onyx .
Th e

mold-encrusted. Gaping wounds expose portions of its


gruesome gems inset int o th e eyes o f eac h ar e worth 2 , 0 0
0 gp each;

interior. All its eyes are milky with death. Simultaneously,


two of there are 6 gem s in all .

the stone statues shudder, animate, and move toward


you.

DEATH EMPEROR
TACTICS

A b e h o l d e r d e a t h e m p e r o r is a mor e p o w e r f u l v e
r s i o n
Th e beholder emerge s from th e excavation an d prefer s
of th e beholde r d e a t h t y r a n t tha t first appeare d i n O
p e n

to float above it so that mele e character s must move

G r a v e : Secrets of the Undead. A characte r k n o w s t h e


f o l -
next to th e pit to attack it (where they ar e subject to fallin g
l o w i n g i n f o r m a t i o n w i t h a s u c c e s s f u l D u n g e o n
e e r i n g o r

into th e pit) .
R e l i g i o n c h e c k :

Th e death emperor uses its centra l eye to slow nimbl e


DC 2 4 : D e a t h t y r a n t a n d d e a t h e m p e r o r b e h o l
d e r s a r e

PC s an d to strip resilient one s o f necroti c resistance .


a n i m a t e d c o r p s e s o f e y e t y r a n t s . N e c r o m a n c
e r c u l t s s o m e -

Whe n it uses eye rays, it gauges a target's weaknesse s an d


t i m e s h u n t a n d kil l e y e t y r a n t s s p e c i f i c a l l y
f o r t h e p u r p o s e

attacks with th e ray most likely to har m that target . It


o f a n i m a t i n g t h e m . U n d e a d b e h o l d e r s r e t a i n m
a n y o f t h e

also use s feilling look at each opportunity, focusin g on one


p o w e r s they h a d i n life . D e a t h e m p e r o r s a r e m o r
e p o w e r -

opponent . I f th e character s fle e in either direction (bac k


f u l v e r s i o n s o f d e a t h t y r a n t s .

the way they came , or east through th e mist), th e beholder


D C 2 9 : U n d e a d b e h o l d e r s are mor e akin t o a l i c h
t h a n

followers, laughin g maniacally all th e while . Don't


a z o m b i e . They r e t a i n f u l l m o b i l i t y an d r e a s o n ,
a n d g a i n t h e

forget to take advantage of its aur a at th e start o f each


u s e o f f e l l r a y s . I n d e a t h , t h e s e c r e a t u r e s
g a i n t h e a b i l i t y t o

character's turn .

s t r i p n e c r o t i c r e s i s t a n c e f r o m f o e s , g i v i n g
t h e i r d e a d l y e y e

r a y s f r e e r e i g n t o w i t h e r f l e s h .

----------------------- Page 87-----------------------

Beholder Death Emperor (B) Level 2 2 Solo


Artillery 2 Ston e Golems (G)
Level 1 7 Elite Soldier

Large aberran t magica l beas t (undead )


X P 20,75 0 Large natura l animat e (construct )
X P 3,20 0 eac h

Initiative +19 Sense s Perceptio n +20 ; all-aroun d vision ,


Initiative + 8 Sense s Perceptio n +7 ; darkvisio n

darkvisio n
H P 336 ; Bloodie d 168 ; se e als o deat h burst

Eyes o f th e Beholde r aur a 5 ; th e beholde r deat h empero r use s on


e A C 33 ; Fortitud e 33 , Refle x 24 , W i l l 2 4

random eye ray a s a fre e actio n against any enem y withi n th e


Immune disease , poison , slee p

aura at th e start of that enemy' s turn .


Savin g Throw s +2

H P 832 ; Bloodie d 41 6
Spee d 6 ; can't shift

A C 34 ; Fortitud e 35 , Refle x 36 , W i l l 3 7
Actio n Point s 1

Immune disease , poison ; Resis t 2 0 necrotic ; Vulnerabl e 2 0 radian t


Sla m (standard ; at-will)

Savin g Throw s + 5
Reach 2 ; +2 3 vs . AC ; 3d 6 + 7 damage , an d th e targe t is pushe d 1

Spee d fly 5 (hover )


square an d daze d (sav e ends) .

Actio n Point s 2
\ Doubl e Attac k (standard ; at-will)

Bit e (standard ; at-will)


Th e ston e gole m make s tw o sla m attacks .

+29 vs . AC ; 3d 4 + 12 damage .
\ Gole m Rampag e (standard ; recharg e [X]\s':\)

Y Centra l Ey e (minor ; at-will)


Th e ston e gole m move s u p t o it s spee d plu s 2 an d ca n mov e

Ranged 20 ; +2 7 vs . Will ; th e targe t is slowe d an d lose s necroti


c throug h enemies ' spaces , provokin g opportunity
attack s a s h

resistance unti l th e en d o f th e beholde r deat h emperor' s next


normal. W h e n it enter s a creature' s spac e (ally o r enemy) , th e

z
turn .
gole m make s a sla m attac k against tha t creature . Th e creatur e

Y Ey e Ra y (standard ; at-will) se e tex t


remains i n it s space , an d th e gole m mus t leav e th e spac e afte r
0
Th e beholde r deat h empero r use s u p t o tw o different eye
ray it attacks . Th e gole m mus t en d it s rampag e i n
a n unoccupie d u
powers (chose n fro m th e list below) . Eac h ray mus t targe t
space .
UJ

a different creature , an d usin g eye ray doe s not provok e


Deat h Burs t (whe n reduce d t o 0 hit points)

opportunity attacks .
Th e ston e gole m explode s i n a burst o f jagge d stones . Clos e

1 , 2Witherin g Ra y (Necrotic) : Range d 10 ; +27 vs . Fortitude ;


burst 1 ; +2 3 vs . AC ; 2d 6 + 7 damage , an d th e spac e it occupie d

1d8 + 8 necroti c damage , an d ongoin g 1 5 necroti c damag e


is difficult terrai n unti l cleared .

(save ends) .
Alignmen t Unaligne d Language s -

3-Confusio n Ra y (Psychic) : Range d 10 ; +2 7 vs . Will ; 2d 8 + 1 1


St r 2 4 (+15) De x 7 (+6) W i s 8 (+7)

psychic damage , an d th e targe t slide s 5 square s an d is daze d


Co n 24 (+15) In t 3 (+4) Ch a 3 (+4)

(save ends) .

4 - G r a v e Ra y (Necrotic) : Range d 10 ; +2 7 vs . Reflex ; 2d 8 + 1


1

necrotic damage .

5-Fear Ra y (Fear , Psychic) : Range d 10 ; +27 vs . Will ; 2d 8 + 8

psychic damage , an d th e targe t immediately move s it s spee d

away fro m th e beholde r deat h emperor . Th e targe t avoid s

hazardous terrai n an d difficult terrai n if possible .

6 - B u r n i n g Ra y (Fire) : Range d 10 ; +29 vs . AC ; 2d 8 + 8 fire

damage , an d ongoin g 1 5 fire damag e (sav e ends) .

7-Decaying Ra y (Acid) : Range d 10 ; +2 7 vs . Reflex ; 2d 8 + 1 1

acid damage , an d ongoin g 1 5 aci d damag e (sav e ends) .

8Entombing Ray : Range d 10 ; +3 0 vs . Fortitude ; th e targe t

is slowe d (sav e ends) . First Failed Savin g Throw : Th e targe t i s

immobilized instea d of slowe d (sav e ends) . Second


Failed Saving FFB B

Throw: Th e targe t is petrifie d (n o save) .

9 - D e a t h Ra y (Necrotic) : Range d 10 ; +27 vs . Fortitude ; 2d 8


+ 8 necroti c damage , an d if th e targe t is bloodie d it is daze d

(save ends) . First Faile d Savin g Throw : Th e targe t is daze d an d

weakene d (sav e ends) . Secon d Faile d Saving Throw : Th e targe t

dies .

f I
10Reanimating Ra y (Necrotic) : Range d 10 ; +2 7 vs . Fortitude ;

2d10 + 8 necroti c damage . If th e targe t is reduce d t o 0 hit point


s

or fewer , th e targe t rise s a s a hord e ghou l (Monster


Manual

page 118) unde r th e beholde r deat h emperor' s contro l at th e en


d

of it s next turn .

Killing Loo k (immediat e reaction , whe n a n enem y withi n 1 0


One Square = 5 ft .

squares of th e beholde r deat h empero r fail s a savin g thro w


against

ongoing damage ) Gaze , Necroti c

Close burst 10 ; target s th e triggerin g creature ; +27 vs . Will ; th


e

target lose s 2 healin g surges .

Alignmen t Evi l Language s Common , Dee p Speec h

St r 12 (+12) De x 26 (+19) W i s 19 (+15)

Co n 2 4 (+18) In t 2 2 (+17) Ch a 2 8 (+20)

----------------------- Page 88-----------------------

ENCOUNTER Rll : RELlOUAl

E n c o u n t e r L e v e l 2 1 ( 2 0 , 4 0 0
X P ) Altar of Compassion (A)
Level 2 3 Blaster

Tra p X P
5,10 0

Th e eaglelike wings of the altar flap, and a wave of force blasts


out
SETU P
in al l directions .
1 alta r o f compassio n tra p (A)
Trap : W h e n it attacks , th e alta r erupt s wit h kineti c energy tha t
1 mist s o f stor m tra p (M )
pushes livin g creature s towar d th e othe r traps .
1 aci d pit tra p (P)
Perceptio n

D C 24 : Th e faintes t shimme r i n th e ai r mark s th e are a a s


1 endles s fal l tra p (F )

dangerous .

Additiona l Skill : Arcan a

Thi s encounter take s place in Location 1 7 on th e Reli-


D C 29 : Th e characte r recognize s th e are a a s a fiel d simila r t o

quary ma p (see Adventure Book One, page 15) .


the glow aroun d th e arche s i n Locatio n 1 4 (se e Encounte r R 9 :
Th e traps her e ca n b e avoided by character s wh o solve
Sentine l Tra p o n pag e 52) .
the challeng e puzzle locate d on th e eastern altar (as Elder
Initiative : +10

Trigge r
Arantha m an d hi s senior servant s did when they initially

W h e n a creatur e put s it s hand s o n th e alta r but give s th e


reache d thi s chamber) .

incorrect answer , fail s t o answer , o r remove s it s hand s befor e

answering , th e tra p activate s an d roll s initiative .

W h e n adventurer s ente r th e chamber , read :


Attac k
Relief sculptures cover the walls and ceiling of this chamber.
The Standar d Actio n Clos e blast 3
alcove-lined passage from which you just emerged is
obscured Targets : Eac h creatur e i n blast
by a rolling cloud of mist. To the south, a black cavity gapes in
Attack : -2 6 vs . Reflex

Hit : 3d1 2 - 9 damage , an d th e target is pushe d 4 square s towar d


the floor. To the north, a chiseled pit steams with green vapor.

one of th e othe r trap s i n thi s area .


A grand altar looms at the chamber's eastern end, over
which

Miss : Hal f damage , an d th e target is pushe d 2 square s towar d on e of


hangs a roughly eaglelike sculpture. Two approximately
human- th e othe r trap s i n thi s area .

sized hand-prints are carved on the altar "s top. On the altar's face
Countermeasure s

Supernal hieroglyphics spell out a message. "Place thy


hands A n adjacen t characte r ca n disabl e th e tra p
wit h a D C 2 9 Thievery
upon me if you seek Timesus."
chec k (a faile d chec k activate s th e trap) . A n additiona l D C 2 9

Thievery chec k is require d to caus e th e alta r to rise , revealin g th e

passage dow n to th e vault level .


I f a P C ca n rea d Supernal , th e messag e says :

A characte r ca n correctly answe r th e riddle , whic h deactivate s


"Placeyour hands if you seek Timesus."

the tra p an d move s th e alta r u p to revea l th e passag e down .

I f a P C place s hi s or he r hand s in th e carve d pal m print s

Acid Pit (P) Level 2 3 Obstacl


e
on th e altar, th e riddle begins .
Tra p X P
5,10 0

Acid fills this deep basin, burning all that falls withi n it .
Onc e th e riddl e begins, a voic e i n Superna l call s out :

Trap : Th e aci d attack s any creatur e i n a tra p square .


Formless, I can move even gods to action.
Perceptio n

Soundless, my fervor can inspire grand rhetoric.


No chec k is necessary to notic e th e depressio n filled wit h acid .
Colorless, in my absence atrocities gather and fester.
Trigge r
Breathless, victims of those who ignore me echo to the sky.
W h e n a creatur e enter s o r start s it s tur n i n a trappe d square , th e

Not all care to receive me, but those who do wield


salvation. tra p attacks .

Attac k

Opportunity Actio n Mele e

Targets : Eac h creatur e i n a trappe d squar e


i./lu C
Attack : +2 8 vs . A C

Hit : 3d1 0 + 5 aci d damage , an d th e targe t take s ongoin g 1 5 aci d

damage (sav e ends) . Aftereffect: Th e targe t is daze d unti l th e en


d

of it s next turn .

Countermeasure s

A creatur e ca n mak e a savin g throw to avoi d bein g pushe d int o

th e aci d pit tra p by th e alta r o f compassio n attack . Unfortunately ,

-'ton {ijt.. a ><reetwtse (UC .


the side s of th e aci d pit ar e slic k an d al l suc h savin g throw s tak e

Make th e challeng e complexity level 1, an d give the m th e


a -2 penalty .

answer if they ge t 4 successe s befor e 3 failures . If they fail

th e skill challenge, th e altar o f compassion trap activates .

----------------------- Page 89-----------------------

Endless Fall (F) Level 2 3 Obstacl


e TACTICS

Tra p X P
5,100

Creature s that/al l int o thi s pit blin k out of existence.


Th e altar o f compassion trap continue s to attack every

Trap : Th e force s of thi s pocke t dimensio n pumme l a characte r eac h


round any creatur e remain s in its blast area . I f all crea-

round unti l h e o r sh e escapes .


tures leave th e are a an d let it settle for five minutes, it
Perceptio n
become s inactive again . A characte r ca n als o rush in, put
No chec k is neede d t o se e tha t thi s pit seem s t o descen d
indefinitely . hands to th e pal m print s on th e altar, an
d attempt to pro-

Additiona l Skill : Arcan a


vide th e correc t answer to th e riddle . Providin g th e correc t
D C 29 : Th e characte r recognize s tha t telepor t magi c is at play i
n

answer als o deactivate s th e trap .


this pit .

Trigge r

W h e na creatur e enter s o r start s it s tur n i n a pit squar e (o r


th e FEATURES OE THE A R E A
pocket dimensio n t o whic h th e tra p send s it s victims) , th e tra p
Illumination : Bright light . Two point s o f light on th e

attacks .

altar blaz e with celestial brilliance .

Opportunity Actio n Mele e


Alta r o f Compassion : Unles s th e adventurer s exam-

Targets : Eac h creatur e i n a trappe d squar e o r i n th e pocke t


ine th e are a aroun d th e altar (D C 2 9 Perception chec k to

dimensio n
realize that somethin g might b e beneat h it), th e altar gives
Attack : +26 vs . Refle x
every indication o f bein g th e terminu s o f th e chamber . I n
Hit : 3d1 2 + 6 forc e damage . If i n a trappe d square , th e targe t is
also addition to servin g as a trap, thi s altar block s acces
s to a

transporte d t o a nul l spac e bounde d by impenetrabl e blac k force .

floor shaft that descend s 10 0 feet down to Location 18 .


Miss : Hal f damage .

Th e shaft is smooth (D C 2 9 Athletic s chec k to climb) .


Countermeasure s
A characte r i n th e pocke t dimensio n ca n mak e a D C 2 4
From beneath, th e altar slides up an d out o f th e way

with a touch .
Intelligence o r Wisdo m chec k at th e en d o f it s turn . If
successful ,

th e characte r appear s next t o th e edg e o f th e cavity .


Whe n th e adventurer s solve th e riddle, th e altar

ascends into a space in th e ceiling, revealin g a shaft in th e

Mist of Storm (M) Level 2 3 Obstacl


e floor that leads down to th e vault level an d Location
18 .
Tra p X P
5,100 History o n th e Walls : Se e page 1 7 in Adventure
Book
Th e mist-/illed hallwa y begins to sizzle with the fury of a storm.
One for details .

Trap : Onc e th e alta r o f compassio n is activated , lightnin g strike s

begin arcin g acros s thi s hallway .

Perceptio n

No chec k is neede d t o se e tha t thi s are a is fille d wit h mist .

Additiona l Skill : Arcan a

D C 29 : Th e characte r recognize s tha t th e are a migh t prov e

particularly conduciv e t o electrica l discharges .

Trigge r

W h e n a creatur e enter s o r start s it s tur n i n a trappe d square ,


th e

tra p attacks .

Attac k

Opportunity Actio n Mele e

Targets : Eac h creatur e i n a trappe d squar e

Attack : +2 6 vs . Fortitud e

Hit : 3d1 0 + 6 lightnin g damage , an d th e targe t is stunne d (sav e


ends) .

Miss : Hal f damage , an d th e target is daze d (sav e ends) .

RIDDL E ANSWE R

Compassion moved th e gods to step in an d save th e world

from th e primordials, an d compassion (or a similar con-

cept, such as pity or sympathy) is th e riddle's answer .

I f th e riddle is answere d successfully (it must b e spoken

aloud in Supernal), th e altar recede s int o th e ceilin g (see

"Features o f th e Area " for information) .

If an answer is provided that doesn't solve th e riddle, or

if th e characte r remove s hi s or he r hand s from th e altar,

the altar trap activate s an d attacks .

----------------------- Page 90-----------------------


E N C O U N T E R R 1 2 : D I V I N E
M E M O R L

E n c o u n t e r L e v e l 2 5 ( 3 5 , 7 0 0
X P ) 2 Chuul Juggernaut s (C)
Level 2 3 Elite Soldier

Huge aberran t magica l beas t (aquatic) X P 10,20 0


e a c h

SETU P
Initiative +17 Sense s Perceptio n +17 ; darkvisio n

Psychic Moa n (Psychic ) aur a 1 ; a chuu l juggernau t exude s a


2chuu l juggernaut s (C)
constant hu m of psychi c energy . Enemie s i n th e aur a tak e a -2
1 blacksta r annihilato r (A)
penalty to Wil l defens e an d gai n vulnerabl e 5 psychic .
1 blacksta r knigh t (B)
H P 434 ; Bloodie d 21 7
4 blacksta r pawn s (P)
A C 39 ; Fortitud e 37 , Refle x 31 , W i l l 3 3

Savin g Throw s +2

Spee d 7, swi m 7
A 5-foot-high raise d dais (with steps) lies directly beneat h
Actio n Point s 1

the shaft that descend s from Location 17 . Th e monster s


X Cla w (standard ; at-will)

(as well as th e large statues and their remnants ) ar e visible


Reach 3 ; +3 0 vs . AC ; 2d 8 + 8 damage , o r 5d 8 + 8 damag e against
when th e adventurer s enter th e chamber .
a n immobilize d creature .
Use th e poster ma p when runnin g thi s encounter .
f Doubl e Attac k (standard ; at-will) Poiso n

Th e chuu l juggernau t make s tw o claw attacks . If bot h claw


Elder Arantha m ha s manage d to corrupt a couple o f th e

attack s hit a singl e target , th e chuu l juggernau t make s a


reliquary's most fearsom e guardian s to hi s own purposes -

secondary attac k against th e sam e target wit h it s tentacles .


two chuul from th e Drea m Pool (Location 9) . Likewise,
Secondary Attack : +28 vs . Fortitude ; th e targe t is immobilize d

the member s o f th e blackstar host situate d her e are als o


(save ends) .

turne d to Elder Arantham' s cause .


Y Psychi c Lur e (standard ; at-will) Psychi c
Ranged 10 ; +29 vs . Will ; 2d1 0 + 3 psychi c damage , an d th e

W h e n adventurer s ente r th e chamber , sho w th e


target is pulle d 5 squares .

Tentacl e Ne t Poiso n
player s th e "Vie w o f th e Memorial " illustratio n o n

A creatur e hit by a chuu l juggernaut' s opportunity attac k i s


pag e 3 1 o f Adventure Book One, then , read :

immobilized unti l th e en d of th e juggernaut' s next turn .


Relief sculptures cover the walls and ceiling of this chamber. A
Alignmen t Unaligne d Language s Dee p Speec h

dais directly below the access shaft in the ceiling is carved


with St r 2 7 (+19) De x 19 (+15) W i s
2 2 (+17)

images of flying angels. Heavy stone pillars arch up and over


Co n 2 5 (+18) In t 4 (+8) Ch a 16 (+14)

this chamber like granite ribs. Two rows of statues march


down

the center of the chamber. Two of the statues are smashed, and
Blackstar Annihilator (A) Level 2 3
Artillery
stony pieces litter the floor. The four that remain whole
gleam Mediu m elementa l animat e
X P 5,100

as if with internal light. They depict humanoid


creatures of such Initiative +20 Sense s Perceptio n
+23 ; darkvisio n
astounding beauty and grace, they can only be divine
entities, H P 168 ; Bloodie d 8 4
though none seem familiar.
A C 35 ; Fortitud e 34 , Refle x 36 , W i l l 3 4

Resist 10 fire; Vulnerabl e 1 0 radian t


Creatures are also present in the chamber. Two huge crusta

Spee d 5, fly 8 (clumsy )


cean horrors with pincerlifee claws skulk around the
periphery Sla m (standard ; at-will)

of the chamber. Also present are two constructs of


black stone, +30 vs . AC ; 2d 6 + 8 damage , an d ongoin g
5 damag e (sav e ends) .

one carved in baroque armor, the other a hovering orb of


glossy Meteo r Bol t (standard ; at-will)
black stone.
Ranged 10 ; +2 8 vs . Reflex ; 3d 6 + 8 damage , an d th e targe t take s
-2 t o savin g throw s an d ongoin g 5 damag e (sav e end s both) .

Blacksta r Fal l (standard ; encounter )


4 Blackstar Pawn s (P) Level 2 3
Minion

Th e blacksta r annihilato r ca n fly 8 square s an d ente r a n enemy' s


Mediu m elementa l animat e X P
1,27 5 e a c h

space ; +2 8 vs . Fortitude ; 4d 6 + 8 damage , an d th e target


Initiative +18 Sense s Perceptio n +13 ; darkvisio n

is pushe d 2 square s an d knocke d prone . Miss : Th e targe t is


H P 1 ; a misse d attac k neve r damage s a minion .

pushed 1 square . If th e target canno t b e pushed , th e blacksta r


A C 37 ; Fortitud e 37 , Refle x 36 , W i l l 3 1

annihilato r end s it s mov e i n a n unoccupie d squar e adjacen t


Resist 1 5 fire

to th e target . Secondary Attack : W h e n it lands , th e blacksta r


Spee d 7

annihilato r attacks : clos e burst 3 ; target s enemies ; +26 vs . Reflex ;


0 Cla w (standard ; at-will)

2d6 + 8 damage , an d th e targe t is pushe d 1 squar e an d knocke d


+26 vs . AC ; 12 damag e (crit 1 8 damage) .
prone. Th e burst area become s difficult terrain .

Blacksta r Ricoche t (immediat e reaction , whe n a blacksta r


paw n

Alignmen t Evi l Language s Primordia l


withi n 5 square s is reduce d t o 0 hit points ; at-will)

St r 1 8 (+15) De x 2 8 (+20) W i s 2 4 (+18)


Th e blacksta r paw n shift s 3 square s an d collide s wit h a n
enemy ;

Co n 2 4 (+18) In t 8 (+10) Ch a 7 (+9)


+24 vs . Fortitude ; 8 damage .

Alignmen t Evi l Language s -

Str26(+19 ) Dex24(+18 ) Wis14(+13 )

Co n 1 8 (+15) In t 3 (+7) Ch a 3 (+7)

----------------------- Page 91-----------------------

Perceptio n Chec k

D C 17 : The unbroken statues give off a dim illumination,


while

the smashed statues shed deep shadows.

D C 2 6 : The creatures in the chamber seem less comfortable

near the unbroken statues.

D C 3 1 : The dais below the shaft vibrates ever so slightly with

unseen power.

TACTICS

Th e chuu l juggernaut s are tall an d have reac h 3, so they

are mor e than capable o f scrapin g flyin g PC s of f th e

ceiling i f nee d be . Th e unholy crustacean s attempt to

lure character s close to their pincer s an d to th e black-

star knight . I f a chuul manage s to immobiliz e a foe, it

spends its action point to mak e a double attack against th e

same target .

The blackstar annihilato r use s its blacfestar/all against


FEATURES OE THE A R E A

a controller i f possible, an d might even use thi s attack to


knock a flying characte r out o f th e air . Afterward, it uses
Illumination : Di m light . Th e intact statue s provide

its meteor bolt power eac h roun d against distant targets .


dim light throughout th e chamber .

Th e blackstar knight goes toe-to-toe against th e closest


Ceiling : Th e ceilin g in thi s chambe r is 4 0 feet high .

defender, using its deathsword liberally, an d no escape


when- Doubl e Doors : Th e design s on th e doors show a
black

ever a marke d foe moves away.


meteorite burie d under layers o f stone an d iron . Th e doors

The blackstar pawn s begin s in th e alcoves an d aren't


are not locked, but they ar e heavy (D C 2 4 Strength chec k

necessarily initially seen as threats . They engage th e PC s


to push open; onc e open, th e doors swin g close d again 1

only after a full roun d o f combat ha s occurred .


round later unles s brace d in some manner) . I f th e doors

are opened, th e welcomin g Dragon Breat h o f Bahamu t


trap (see page 60 ) begin s th e final encounter .
Blackstar Knight (B) Level 2 3 Soldier
Mediu m elementa l animat e X P
5,10 0 History o n th e Walls : Se e page 17 in Adventure
Book

One for details .


Initiative +2 0 Sense s Perceptio n +19 ; darkvisio n
H P 212 ; Bloodie d 10 6
Intact Statues : Any undea d or elementa l that begin s

A C 39 ; Fortitud e 3 5 Refle x 34 , W i l l 3 5
its turn adjacent to an intact statue is daze d (save ends) .
Resist 1 5 fire ; Vulnerabl e 1 0 radiant
Raise d Dais : I f th e vibration is noted, a D C 2 9 Reli-
Spee d 7
gion chec k reveal s that th e dais retain s a residue o f th e

Greatswor d (standard ; at-will) W e a p o n

divine power from th e tim e o f th e Dawn War . As a mino r


+28 vs . AC ; 2d1 0 + 9 damage , an d th e targe t is marke d unti l th e

action onc e per round, a creatur e that know s about th e


end o f th e blacksta r knight' s next turn .
T Deathswor d (standard ; recharg e [X] f! i ) W e a p o n
residual power an d standin g on the dais gain s a +2 bonu s

Requires greatsword ; +2 8 vs . AC ; 3d1 0 + 9 damage , an d if th e


to attack rolls with th e next divine power used .

target is marke d by th e blacksta r knigh t it take s ongoin g 1 0


Smashe d Statues : Thes e statues do not block move-
damage (sav e ends)
ment but they do count as difficult terrain . In addition,
V Soldier' s Dut y (whe n reduce d t o 0 hit points)
any living creatur e that begin s its turn in th e squar e o f a

Th e blacksta r knight explodes ; clos e burst 2 ; target s enemies ;

smashed statue or adjacent to a smashe d statue receive s a


+24 vs . Reflex ; 1d1 0 + 9 damage ; marke d target s tak e a n

- 2 penalty to saving throw s (save ends) .


additiona l 1d1 0 + 9 damage .

No Escap e (move ; at-will) Teleportatio n

Th e blacksta r knight ca n telepor t 1 0 square s a s lon g a s it end s


i n

a squar e adjacen t t o a n enem y marke d by th e blacksta r knight .

Alignmen t Evi l Language s Primordia l


St r 26 i -19 De x 2 4 (+18) W i s 2 6 (+19)

Co n 2 0 (+16) In t 1 0 (-11) Cha9(+10 )

Equipment greatswor d

----------------------- Page 92-----------------------

E N C O U N T E R R 1 3 : R E L I O U A R Y
( P A R T 1)

E n c o u n t e r L e v e l 1 8 ( 1 0 , 4 0 0
X P ) SETU P ON E

1 breat h o f Bahamu t tra p (B)


Thi s chambe r is divide d into two parts . Setup On e

2 ange l o f madnes s hazard s (M )


describes th e portion o f th e chambe r jus t beyon d th e

2 ange l o f desolatio n hazard s (D)


double doors . Whe n at least on e o f th e adventurer s moves

into th e other area, Setup Two commence s th e clima x o f

W h e n adventurer s ope n th e doubl e door s fro m Loca -


this fina l encounter with Elder Arantha m an d hi s allies .

tio n 17, sho w th e player s th e "Vie w o f th e Breat h o f


Use th e poster map for bot h part s o f thi s encounter .

B a h a m u t " illustratio n o n pag e 3 1 o f Adventure Book

One, then , read :

The disembodied head of a gargantuan plafinum-hued


dragon

breaths forth an apocalypse of radiant/ire .

The breat h o f Bahamu t trap activates when th e adven-

turers open th e door to thi s chamber .

Breath of Bahamut (B) Level 1 9 Blaster

Tra p X P
2 , 4 0 0
The dragon head release s a gout of radiant fire.

Trap : Onc e a creatur e open s th e door s an d step s throug h th e

doorway , th e hea d breath s eac h round .

Perceptio n

D C 2 7 : Th e characte r notice s tha t th e dragon' s eye s flas h the n

grow di m fo r a momen t wit h eac h breat h it unleashes .

Initiative : +8

Trigge r

W h e n th e door s i n front of th e tra p open , it make s it s first attac


k

as a n immediat e reaction . The n it attack s eac h roun d o n it s

initiative.

Attac k

Immediate Reactio n o r Standar d Actio n Clos e blast 5

Targets : Eac h creatur e i n blast

Attack : +2 2 vs . Refle x

Hit : 3d1 2 + 5 radian t an d fire damage , an d ongoin g 1 0 radian t an d

fire damag e (sav e ends) .

Miss : Hal f damage , an d n o ongoin g damage .

Countermeasure s
A characte r wh o climb s u p th e fac e t o th e eye s wit h a D C 2 2

Athletic s chec k ca n disabl e th e tra p wit h a D C 2 7 Thievery

check .

W h e n a P C move s int o eithe r sid e corridor, read :

The sculpture of a faceless angel stands in an alcove, glowing

with a faint radiance that projects forward. Another alcove

holds the sculpture of a darker angel, which radiates a dimmer,

colder light. Where the two emanations meet, turbulence


shim

mers the air.

Ik,

----------------------- Page 93-----------------------

2 Angel s of Madnes s (M) Level 1 8


Blaster

Tra p X P 2,00
0 eac h

The angel's golden glow begins to eat at your mind!

Trap : Th e are a befor e th e tra p is filled wit h mentally disruptiv e

psychic energy .

Perceptio n

D C 13 : A golde n shimme r i n th e ai r mark s th e are a i n fron t o f


th e

statue a s potentially dangerous .

Additiona l Skill : Arcan a

D C 20 : Th e characte r recognize s th e are a a s filled wit h


disruptiv e

psychic influence .
UJ

D C 25 : Th e combine d radiation s of th e golde n an d shadow y light

likely ha s additiona l unpleasan t effects .

Trigge r

W h e n a creatur e enter s o r start s it s tur n withi n 5 square s o f


th e

statue , th e tra p is triggere d an d attacks . Th e affecte d are a


visibly

UJ
brightens wit h a puls e of golde n light .
h
Attac k
Z
Opportunity Actio n Mele e
FEATURES OE THE A R E A
z

Target : Th e triggerin g creatur e

Illumination : Di m light, punctuate d by moment s o f


0
Attack : +2 1 vs . Fortitud e

bright light when th e dragon hea d breathes .


2
Hit : 2d1 0 + 5 psychi c damage , an d ongoin g 5 psychi c damag e
(save ends) .
Ceiling : Th e ceilin g in thi s chambe r is 4 0 feet high .
UJ

Miss : Hal f damage , an d n o ongoin g damage .


History o n th e Walls : Se e page 1 7 in Adventure
Book
Specia l
One for details .
A creatur e takin g ongoin g necroti c damag e whe n it take s
Side Corridors : Th e mi x o f psychic an d necroti c
damage fro m thi s tra p lose s al l resistanc e t o eithe r psychi c o r
energy pulsatin g in th e side corridor s inflic t damag e ont o

necrotic damage . Thi s resistanc e return s whe n ongoin g damag e

living creature s in th e area . Any living creatur e that start s


of neithe r typ e is bein g taken .

its turn in a squar e in either o f th e side corridor s take s 1 0

points o f psychic an d necroti c damage .


2 Angel s of Desolation (D) Level 1 8
Blaster

Tra p X P 2,00
0 eac h

The angel's dim glow begins to draw out your soul!

Trap : Th e are a befor e th e tra p is filled wit h soul-harmin g necroti c

energy .

Perceptio n

D C 13 : A shadow y shimme r i n th e ai r mark s th e are a i n fron t


o f

th e statu e a s potentially dangerous .

Additiona l Skill : Religio n

D C 20 : Th e characte r recognize s th e are a a s filled wit h


necroti c

energy .

D C 2 5 : Th e combine d radiation s o f th e golde n an d shadow y light

likely ha s additiona l unpleasan t effects .

Trigge r

W h e n a creatur e enter s o r start s it s tur n withi n 3 square s of th


e

statue , th e tra p is triggere d an d attacks . Th e affecte d are a


visibly

darken s wit h a puls e o f dee p shadow .

Attac k

Opportunity Actio n Mele e

Target : Th e triggerin g creatur e

Attack : +2 1 vs . Wil l

Hit : 2d1 0 + 5 necroti c damage , an d ongoin g 5 necroti c damag e

(save ends) .

Miss : Hal f damage , an d no ongoin g damage .

Specia l

A creatur e takin g ongoin g psychi c damag e whe n it take s damag e

fro m thi s tra p lose s al l resistanc e t o eithe r psychi c o r necroti


c
damage . Thi s resistanc e return s whe n n o ongoin g damag e o f

eithe r typ e is bein g taken .

----------------------- Page 94-----------------------

E N C O U N T E R R 1 3 : R E L I O U A R Y
( P A R T 2 )

E n c o u n t e r L e v e l 2 5 ( 4 0 , 7 7 5
X P ) W h e n th e adventurer s ca n se e int o thi s
chamber ,

read :

SETU P TW O
Relief sculptures cover the walls and ceiling of this chamber.

Great incisions in the floor proceed by giant's steps from the


west
Elder A r a n t h a m , h u m a n cleri c huecuv a (A)

to the east. The lowest level of the excavation contains several


1 blacksta r ido l o f Timesu s (T )

creatures concentrated around two large objects. The larger of


5 blacksta r pawn s (P)
the two objects is a mass of floating black rock. Smaller crea-

2 grea t flameskull s (F)


tures, apparently composed of the same stone as the mass but

roughly carved to resemble humanoids, swing mining tools.


Thes e enemie s enter th e encounter when th e adventurer s

They carve pieces out of the ground, and then carry the pieces
arrive fro m either o f th e side corridors . All enemie s ar e
to a portal that resembles nothing so much a vertical pool of

visible when thi s par t o f th e encounter begins .


swirling blood.

Two/laming skulls blazing with green fx re flit over the area.


Elder Arantha m (A) Level 2 5 Elite Controller (Leader)
One other creature stands within the pit: a lichlifee humanoid

Mediu m natura l humanoi d (undead ) X


P 14,00 0

wearing fine robes. It looks up and screams, "You're too late!".


Initiative +1 5 Sense s Perceptio n +18 ; darkvisio n

Deathless Fanaticis m aur a 10 ; any ally withi n th e aur a tha t


is

reduced t o 0 hit point s immediately make s a mele e basi c


attac k TACTICS
wit h a +5 bonu s t o th e attac k an d damag e rolls .

Elder Arantha m already ha s what he wants . For him,


H P 448 ; Bloodie d 22 4
Regeneratio n 5 (damag e fro m silve r weapon s negate s Arantham' s
this conflic t shouldn't b e a fight to th e death . Still, h e rec-

regeneration unti l th e en d of hi s next turn )


ognizes th e adventurer s as a potential threa t to Orcus' s

A C 39 ; Fortitud e 37 , Refle x 38 , W i l l 4 0
future plans . Rathe r tha n merely leave through th e portal
Immun e disease ; Resis t 1 5 necroti c
when th e adventurer s arrive, h e fights .
Savin g Throw s +2
As soon as Elder Arantha m is bloodied, he uses return

Spee d 6

to sanctum to teleport next to th e bloo d portal, an d the n he


Actio n Point s 1

steps through . H e keep s hi s action point handy for jus t thi s


Unhol y Touc h (standard ; at-will) Necroti c
+28 vs . Reflex ; 1d1 0 + 6 necroti c damage , ongoin g 1 0 necroti
c sort o f escape, an d he use s it i f th e adventurer s
prove to be

damage , an d whe n th e targe t o f thi s attac k take s ongoin g


more capabl e tha n he expected .

necrotic damage , al l adjacen t creature s tak e 5 necroti c damag


e Meanwhile, Arantham' s blackstar an d undea d allie s

(save end s both) .


harry th e adventurer s as much as they ar e able with
Y Unhol y Glar e (mino r 1/round ; at-will) G a r e , Necroti c
ranged, then close attacks . At least one (an d perhap s both)
Ranged 10 ; +28 vs . Reflex ; 1d1 0 + 6 necroti c damage , ongoin
g of th e flameskull s hovers within 5 square s o f
Arantha m to

10 necroti c damage , an d whe n th e targe t of thi s attac k


take s

take advantage o f hi s killing in the name power . Whateve r


ongoing necroti c damage , al l adjacen t creature s tak e 5
necroti c
damage (sav e end s both) .
the outcom e o f th e battle, procee d to th e "Conclusion "

when it ends .
V Killin g i n th e N a m e (standard ; at-will)

Close burs t 5 ; u p t o 3 allie s i n burst mak e on e basi c


attac k wit h
a +2 bonu s to th e attac k roll . Th e attac k deal s a n extr a
2d 6 FEATURES OE THE ARE A

damage .

Dying fo r th e Caus e (immediat e interrupt , whe n Elde r Arantha m


Illumination : Bright light . Th e combination o f great

take s damage ; encounter )


flameskull s an d glowing porta l illuminate s th e area .
Requires a n adjacen t allie d minion . Th e ally is reduce d t o
0 hit Ceiling : Th e ceilin g in thi s chambe r is 4 0
feet high .
points. Arantha m take s n o damag e fro m th e triggerin g
attack . History o n th e Walls : Se e page 1 7 in
Adventure Book

Retur n t o Sanctu m (standard , whil e bloodied ; encounter )

One for details .


Teleportatio n

Bloo d Portal : Living creature s canno t pass . Th e porta l


Elder Arantha m teleport s himsel f an d on e ally withi n 5
square s
of hi m t o a prepare d locatio n withi n 1 mil e of him .
allows only undea d or a living creatur e holdin g a n undea d

Secon d W i n d (standard ; encounter )


to pass .

Arantha m spend s a healin g surg e an d regain s 11 2 hit points .


H e The bloo d porta l is focuse d on two black stones
set
gains a +2 bonu s t o al l defense s unti l th e star t of hi s nex
t turn . in th e floor (D C 3 1 Perception chec k to
notice) . I f bot h
Alignmen t Chaoti c evi l Language s Abyssal , Common ,
stones ar e destroye d (D C 2 6 Strength chec k to break; AC/

Primordial

Reflex 4 , Fortitude 12 , 5 0 hit points), th e porta l collapse s


Skill s Arcan a +21 , Diplomac y +20 , History +21 , Insight +23 ,

over a span o f 1 0 minutes .


Religion +2 1
St r 1 7 (+15) De x 16 (+15) W i s 2 2 (+18)
Excavatio n Steps : Th e excavation debri s is difficult

Co n 16 (+15) In t 1 9 (+16) Ch a 17 (+15)


terrain . Th e ma p provides th e elevation o f eac h step .

Equipment : scal e armor , +6 holy symbo l

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Treasure : A D C 2 6 Perception chec k reveal s an iron


2 Great Flameskull s (F) Level 2 4
Artillery
chest beneat h a pile o f debri s that contain s choic e item s
Smal l natura l animat e (undead ) X P 6,05 0
eac h
Arantha m gleane d from Death' s Reach : 1 level 2 7 magic
Initiative +19 Sense s Perceptio n +22 ; truesight 6
item, 1 level 2 6 magic item, 5 , 0 0 0 pp, 2 potions of
recovery, H P 174 ; Bloodie d 8 7

Regeneratio n 1 0
and 4 5 , 0 0 0 gp gems .

A C 37 ; Fortitud e 34 , Refle x 39 , W i l l 3 7

Immune disease , poison ; Resis t 2 0 fire , 1 0 necrotic ; Vulnerabl e 5

5 Blackstar Pawn s (P) Level 2 3


Minion radiant

Mediu m elementa l animat e X P 1,27


5 eac h Spee d fly 1 0 (hover )

Initiative +18 Sense s Perceptio n +13 ; darkvisio n


Fier y Bit e (standard ; at-will) Fir e

H P 1 ; a misse d attac k neve r damage s a minion .


+26 vs . AC ; 1d 4 damag e plu s 2d 6 fire damage .

A C 37 ; Fortitud e 37 , Refle x 36 , W i l l 3 1
Y Flam e Ra y (standard ; at-will) Fir e

Resist 1 5 fire
Ranged 20 ; +2 8 vs . Reflex ; 2d 8 + 1 0 fire damage , an d th e targe t

Spee d 7
is daze d unti l th e en d of th e grea t flameskull' s next turn .

Cla w (standard ; at-will)


Firestor m (standard ; encounter ) Fir e

+26 vs . AC ; 12 damag e (crit 1 8 damage) .


Are a burst 4 withi n 20 ; +27 vs . Reflex ; 3d 6 + 10 fire damage .

Blacksta r Ricoche t (immediat e reaction , whe n a blacksta r paw n


Miss: Hal f damage . Th e firestorm block s lin e of sight , deal s 1 0

withi n 5 square s is reduce d to 0 hit points ; at-will)


fire damag e t o any creatur e tha t start s it s tur n i n th e area , an d

disappears at th e en d of th e grea t flameskull' s next turn . Th e


Th e blacksta r paw n shift s 3 square s an d collide s wit h a n
enemy ;

great flameskul l ca n exclud e allie s fro m th e effect .


+24 vs . Fortitude ; 8 damage .
Alignmen t Evi l Language s -
Mage Han d (minor ; at-will) Conjuratio n

St r 2 6 (+19) De x 2 4 (+18) W i s 14 (+13)


A s th e wizar d powe r mag e han d (Player' s Handboo k pag e 158) .

Illuminatio n
Co n 1 8 (+15) In t 3 (+7) Ch a 3 (+7)

Th e grea t flameskul l shed s bright light ou t t o 5 squares , but it

ca n reduc e it s brightnes s t o di m light out t o 2 square s a s a fre e


Blackstar Idol of Timesu s (T) Level 2 2 Elite Controller

action .
Large elementa l animat e X P
8,30 0

Alignmen t Unaligne d Language s Common , on e othe r


Initiative +12 Sense s Perceptio n +21 ; darkvisio n

Skill s Stealt h +24


Blacksta r Puls e (Healing ) aur a 3 ; enemie s tha t star t thei r turn s

St r 10 (+12) De x 2 5 (+19) W i s 2 1 (+17)


withi n th e aur a tak e 1 0 damage , an d blacksta r host tha t star t

Co n 2 4 (+19) In t 3 0 (+22) Ch a 2 8 (+21)


thei r turn s withi n th e aur a hea l 1 0 hit points .

H P 420 ; Bloodie d 21 0

A C 36 ; Fortitud e 34 , Refle x 27 , W i l l 3 6
CONCLUSION

Resist 1 0 fire ; Vulnerabl e 1 5 radiant

As one o f th e most powerful servant s o f Orcus, Elder Aran-


Savin g Throw s +2
Spee d fly 8 (hover) , telepor t 4
tham manage d to penetrat e th e ancient, secret prison o f

Actio n Point s 1
a powerful primordial . Such was Timesus' s power that it

Forc e Sla m (standard ; at-will) Forc e


blocke d th e spiritual outflow that Death' s Reach onc e rep-

+27 vs . AC ; 2d 6 + 8 forc e damage .


resented, so that mortal souls n o longer passe d naturally
-Y Mindri p (minor ; at-will) Psychi c
from existence .
Ranged 10 ; +26 vs . Will ; 1d1 0 + 8 psychi c damage , an d th e
En d o f th e Soulfall : I f th e PC s chas e of f Arantha m

target is slowe d (sav e ends) .


and eradicat e th e bloo d portal, they achieve a great good .
V Blacksta r Nov a (standard ; recharge s whe n first bloodied )

Psychic
Th e portal' s mer e existenc e imperile d planar stability . By

Close burst 5 ; target s enemies ; +24 vs . Will ; 4d 6 + 8 psychi c


forcing th e passage to remai n open, th e ancien t ban tha t

damage , an d th e targe t is pushe d 2 square s an d knocke d prone .


sealed Death' s Reach was compromised . Wit h th e eradica-
Miss: Hal f damage , an d th e targe t is neithe r pushe d no r knocke d
tion o f th e portal, th e soulfall ceases . Th e Raven Queen' s
prone.
anxiety over th e fate o f unrecorde d souls is soothed . Elder
Mindquake (standard ; recharg e 00111 ) Psychi c
Arantha m return s in E2 : Kingdom of Ghouls.

Are a burst 5 withi n 20 ; target s enemies ; +24 vs . Will ; 4d 6 + 8

Timesu s Released : Whethe r Arantha m lives or dies,


psychic damage , an d th e targe t is daze d (sav e ends) .
Animat e Blacksta r (standard ; at-wil l o r encounter )
the PC s learn that Timesu s is missing . Whateve r Orcu s

Th e ido l target s th e remain s of a falle n blacksta r creatur e an d


plans for th e primordial, it probably doesn't bode well for

imbues it wit h energy . A s a n at-wil l power , th e falle n blacksta r


the living .
rises a s a blacksta r pawn . If th e blacksta r ido l target s a
blacksta r Th e Sevent h Veile d Gate : Whe n th e
adventurer s exit
paw n a s a n encounte r power , it become s a blacksta r knight .
Death's Reac h for th e fina l time, they pass through th e
Alignmen t Evi l Language s Primordia l
final gate that usher s the m forwar d on th e path to legend .

St r 2 5 H 8 ) De x 1 3 (+12) W i s 3 0 (+21)

If they do nothin g else, they have tro d wher e few mortal s


Co n 26 (+19) In t 1 0 (+11) Ch a 7 (+9)

will an d accomplishe d deed s that will live forever in th e

annals o f th e campaign world .

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1 i mlw
L
' 1 I

m W B

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STEP

BEYON D
THE EDGE OE

OBLIVION

W i c k e d force s conspir e t o usur p th e powe r o f th e Rave n

Queen, go d o f death, by unravelin g th e foundation s o f reality .

To preven t thi s cosmi c coup , might y heroe s mus t survive a n

epic journe y int o th e Shadowfell' s timeles s core , wher e all


thing s find thei r end .

Death's Reach i s a n adventur e designe d t o challeng e

character s fro m 2 1 s t leve l t o 2 3 r d level . I t ca n b e playe d

as a stand-alon e adventur e o r a s th e beginnin g o f a n epi c

three-par t serie s o f adventure s tha t conclude s th e storylin e

begu n i n HI: Keep on the Shadowfell. Thi s folde r include s

tw o adventur e book s an d a double-side d battl e m a p

designe d for us e wit h D&D Miniatures.

For us e wit h thes e 4t h Editio n D U N G E O N S & D R A G O N S " cor e


products :

Player's Handbook' Dungeon Master's Guide"

Monster Manual"

K
D&D Miniatures D&D Dungeon Tiles

G E T M O R E A T dHil

I N S I D E R

^ w w w . d n d i n s i d e r . c o m y

I S B N : 978-0-7869-5102-4

Sug . Retail : U.S. $24.95 CA N $27.9 5


Printed i n th e U.S.A . 239677400