ELTU3-1 Good Intentions
ELTU3-1 Good Intentions
ELTU3-1 Good Intentions
Good Intentions
A Dungeons & Dragons® Living
Forgotten Realms Adventure
A string of grisly murders has hit the town of Triel. Word on the streets is that insanity grips the townspeople and a
new cult is to blame. Are these just whispers in the dark or is there something more sinister behind it all? A Living
Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first
part of the Sinister Intentions Major Quest. This is a roleplay-heavy adventure with multiple paths for the PCs to
pursue. We recommend that you allow 6 hours of playing time (instead of the usual 4 for a one-round adventure).
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20.
This is an official D&D® play document. To find out more about official D&D play and to learn more on how you can schedule and run DUNGEONS
& DRAGONS game events of all sizes, visit our website at www.wizards.com/dnd, and click on “Events.”
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the Coast LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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The Wizards Play Network Important DM Information
If you want to organize public Living Forgotten Realms As the DM of the session, you have the most important
games at a retail game store, you need to be associated role in facilitating the enjoyment of the game for the
with a Wizards Play Network (WPN) store. If you want players. You take the words on these pages and make
to organize public LFR games outside of a store, you them come alive. The outcome of a fun game session
should be associated with a Wizards Play Network store, often creates stories that live well beyond the play at the
but you can be an independent organizer too. To learn table. Always follow this golden rule:
more about the Wizards Play Network, visit
http://www.wizards.com/wpn Make decisions and adjudications that enhance the
If you want to organize LFR games at home, you fun of the adventure whenever possible.
don't need to be associated with the Wizards Play
Network. You don’t need to report your event to anyone, In support of the golden rule, we offer these guidelines:
and neither the DM nor the players need to have
DCI/RPGA membership numbers. Just find the • You are empowered to make adjustments to
adventure you want to play, download it, and have fun! the adventure and to make decisions about
Be sure to keep up with the LFR Community at our how the group interacts with the world. This is
campaign website: http://community.wizards.com/lfr especially important during non-combat
encounters, but you may also need to adjust the
Preparing for Play combat encounters for groups that are having too
easy or too hard of a time with the adventure.
In order to play this adventure, you’ll need copies of the
• Don't make the adventure too easy or too
D&D 4th Edition core rulebooks. These are the Player’s
difficult. Never being challenged makes for a
Handbook, Dungeon Master’s Guide, and Monster Manual, boring game, and being overwhelmed makes for
or the corresponding D&D Essentials products. Any a frustrating game. Gauge the experience of the
other rules referenced in this adventure will be noted in players (not the characters) with the game, try to
the New Rules Items section at the end of the feel out (or just ask) what they like in a game, and
adventure. attempt to give each player the experience
Throughout this adventure, text in bold italics they’re after when they play D&D. Everyone at
provides player information for you to paraphrase or the table should get a “chance to shine.”
read aloud when appropriate. Information about non- • Be mindful of pacing, and keep the game
player characters (NPCs) and monsters appears in the moving to ensure you finish on time. Watch for
full stat-block format with each combat encounter. For stalling, as play loses momentum when this
non-combat encounters, this information appears in happens. At the same time, make sure that the
abbreviated form in the adventure text. players don’t finish the adventure too early;
Along with this adventure, you’ll find a session provide them with a full play experience. Living
tracking sheet. If you’re playing this adventure as part of Forgotten Realms adventures are designed to be
a WPN event (see above), complete and turn in this played in about 4 hours; be very aware of running
sheet to your organizer directly after play. long or short, and adjust the pacing accordingly. If
that means you need to "call" a combat
Reading Monster Stat Blocks encounter when it is obvious that the PCs are
going to win, then feel free to do so.
Most of the information should be easy to understand, as
• Give the players appropriate hints so they can
it mirrors the information presented in the Monster
make informed choices about how to interact
Manual. Attacks may have a letter next to them
with the environment. Players should always
designating the type: M for melee, R for ranged, C for
know when enemies are bloodied or affected by
close, and A for area. Auras are designated with the O
conditions. Give them clues about how to
symbol, as well as the aura keyword.
interact with their surroundings so they can
A lower-case letter (used only for certain melee and
tackle skill challenges, combats, and puzzles
ranged attacks) denotes that the attack can be used as a
without getting frustrated by a lack of
basic attack.
information. Encourage immersion in the
adventure and give the players “little victories”
for figuring out a good choice from your clues.
Setup The PCs have free roam of the town of Triel. Some
Important NPCs: relevant information (for this adventure) is given below.
Liahanna Conmara, female tiefling merchant and At the end of the investigation the PCs are sent to
representative of the Lion’s Den; Merlanea Fylbr’in who takes care of Lil Yesterday.
Mot Kcop, male gnome entertainer and merchant; The following information can be gained from
Merlanea Fylbr’in, female human healer and priestess of talking to various townspeople, which takes some effort.
Ilmater; If you wish to keep this encounter short, you can have
Jared Mayson, male human healer; the PCs stumble on a simple rumor that Merlanea
Lil Yesterday, female human patient. Fylbr’in, a skilled healer, has lent her services to
members of The Way.
See Appendix I: NPCs for more background on some of • Most people are hesitant to speak to adventurers.
these NPCs. They know how much they have done for the
The PCs need to investigate the meeting place of region, but the townsfolk are also some of the
The Way. During their investigation the PCs find out people hit hardest by the waves of spell-plagued
that The Way is a cult that accepts people of all faiths creatures that were fought back from Elturel.
and alignments, though they are not able to ascertain More and more people blame both paladins and
concrete plans for the cult. If they choose to investigate adventurers for being unable to protect them.
the murderers they find that the murderers are violently • Recently, the murders added to the general
insane, and that their skin has taken on a grey pallor. paranoia in town.
PCs also learn of the Lion’s Den, a merchant- • The majority of the murders took place in the
sponsored adventurer group. marketplace, which is where most people end up
Important: Make sure the PCs encounter Liahanna who arrive in the city.
Conmara in Scene 2, who represents the Lion’s Den. • The murderers are being held in the local
This way the PCs learn the stance of this faction so they barracks. They are kept separate from other
can gain influence which may be of use in later criminals.
adventures. • The person to talk to about the prisoners is Jared
If the PCs have not spoken or considered both Mayson, the healer, at the barracks.
possible employers in Encounter 1, make sure they • On several occasions when the murders took
understand the motivations (see Handout I) of the rival place, a woman in torn skirts was seen. Reports
factions before they continue. If needed, you can use this say she was dancing to people’s screams. The
paladins have yet to catch and question her.
encounter to have them speak to an Order of Torm
• A gnome is giving away gold at his stand in the
paladin or a Dusk Talon rogue who can explain the
market. He is there morning, noon and night. He
faction’s stance.
might have seen more.
• Liahanna Conmara, a tiefling merchant, has asked
Fast Play Options questions about recent events. She also asked
If your players do not want to role play through this or if townsfolk to direct any adventurers her way. She
you have limited time to run the adventure, you can can be found at the market.
summarize the information in Scene 1 and have • Everybody has heard of The Way. All have an
someone inform them of directions to the Way meeting. opinion – some good, some bad.
It is important however that the PCs at least speak • Nobody however admits to being – or knowing –
to Liahanna in Scene 2, to hear the third faction’s a Way member.
motives.
Based on the information, PCs can go to Scene 2 to meet
Scene 1: Arrival In Triel Liahanna, Scene 3 to question the gnome, or Scene 4 to
visit the barracks and Jared Mayson.
The heavily barricaded town of Triel is quiet. The sun
hangs low atop the horizon. People go about their
business under the watchful eye of a handful of paladins
Scene 2: Liahanna Conmara
patrolling the town. The sleepy market place is filled Liahanna is a representative of the Lion’s Den Trading
Company. The PCs can find her in the marketplace. If
If the PCs agree to look after the interests of the Lion’s Scene 4: The Barracks
Den, rather than those of their original employer,
Even from outside screams can be heard from deep
Liahanna can arrange access to some magic, and for
inside the barracks.
those who show an interest, a recommendation for
membership in the Lion’s Den.
The barracks are well guarded, not by paladins, but by
watchmen. If the PCs are working for the Order, they
Scene 3: Mot Kcop are quickly allowed inside. If they are not working for
Mot excitedly calls over the PCs to his stand, calling out the Order, they need to talk themselves past the guards.
“Free Gold”, in the market center. He is unarguably the In the end, if the PCs indicate they seek to find out what
most life that the PCs encounter in this market. The is going on, they are led in.
paladins eye him warily as he speaks to the PCs. No one, regardless of his influence or eloquence,
Mot is using the call of “Free Gold” to attract people can set any prisoner free or take him along. All
to his booth. He is running a simple shell game. The questioning must take place inside the barracks.
The PCs must convince Merlanea (honestly or not) that The PCs may talk to Lil if they wish, but Merlanea keeps
they do not want to harm Lil and are only curious in a close eye on them.
knowing where The Way is situated. Merlanea is Lil has been driven quite mad, but has recovered
charged with taking care of Lil and does so at any cost, somewhat due to Merlanea’s help. Her back story can be
even if this means putting herself in harm’s way. found in Appendix I. Feel free to add in what you see fit
Merlanea was hired by Dagg of The Way to take if the PCs want to speak with her at length. If the PCs
care of Lil (who is also a member of The Way), but she get within an arm’s length of Lil she licks them to ‘taste
does not reveal this to the PCs. The PCs may sense, with their aura.’ A DC Moderate Passive Insight check
a Passive Insight check DC Moderate, that she is being reveals that Lil is trying to communicate something
deceptive about this, but will not betray Dagg or Lil. coherently to them, but the meanings they take from her
Intimidation and strong-armed tactics do not sway words are their own:
Merlanea into cooperation. If the PCs decide to go down • “Such pretty butterflies with whining auras, you
this road she refuses to talk to them any longer and have no idea about the skeleton in the closet do
summons the town guards if necessary. Otherwise, she you?”
provides the following information: • “Snakes are in my brain and I can’t get them out,
• Merlanea is a priestess of Ilmater and has I wish I had a broom. I guess I could crawl
recently moved to the town of Triel. through that tunnel, but then my soul would get
• Merlanea considers Jared inexperienced but well dirty.”
meaning. She feels he would learn much more if • “I swam in a river of blood once, it was bid by my
he would work less out of a feeling for duty and Lord, we got divorced then. Too many spinning
more out of a sense of love for the job. tops to take care of.”
• Merlanea has not personally seen any of the • “Have you ever seen that apple in the sky? I bit
murders happen herself, but she has several into it and found a worm, never could remove it.”
times been at the barracks to care for the At the end of this scene, the PCs should have the
murderers. location of The Way. If they got heavy-handed, they do
• Merlanea sympathizes with the murderers. She not get the location immediately. See ending the
does not condone their acts, but is saddened by encounter below.
any person driven to such insanity by the visions
in their mind.
• She heard rumors that connect The Way to the
Ending the Encounter
murders, but she doesn’t believe they are directly If the PCs act friendly with Merlanea she tells the PCs
involved, even though some murderers were where The Way’s meeting place is situated – a makeshift
members. shelter in the old ruins several miles north of town.
If the PCs use strong-arm tactics with Merlanea,
then they fail. Merlanea is not a woman to be
Experience Points
The PCs do not earn any XP for this encounter, and it
does not count towards a milestone.
Treasure
There is no treasure to be found in this encounter.
By the time you arrive at the meeting place of The Way, The PCs must find a way into the meeting house. They
the sun has set and stars dot the night sky. From afar need one success to enter. Each failure draws additional
you can see the bordering ruins. In the night sky, what suspicion, making it harder for them to convince or lead
little remains of them seems to take on a faint glow. Like the cultists later.
Note: It is possible for the PCs split up to use
the rest of Triel the ruins have not fared well from the
different approaches (possibly sneaking in while
waves of creatures fought back from Elturel. Something
another distracts the guards). Possibly, you need some
of indeterminate beauty stood here once, though there
adjustments in later scenes to account for this.
are only glimpses of it now.
Regardless of their scheme though, this scene grants
at most 1 success towards the challenge.
Adept of Cyric (level 2) Level 2 Controller (Leader) Ghoul (level 1) Level 1 Soldier
Medium natural humanoid (ghoul, undead) XP 125 Medium natural animate (undead) XP 100
HP 39; Bloodied 19 Initiative +5 HP 31; Bloodied 15 Initiative +6
AC 21, Fortitude 12, Reflex 15, Will 14 Perception +3 AC 17, Fortitude 13, Reflex 15, Will 12 Perception +0
Speed 8 Darkvision Speed 8, climb 4 Darkvision
Immune disease, poison; Resist 10 necroticVulnerable 5 radiant Immune disease, poison; Resist 10 necrotic
TRAITS TRAITS
O Uneasy Grave • Aura 5 Weakened Paralysis
Any nonminion ghoul ally within the aura that drops to 0 hit points Whenever the ghoul takes radiant damage, one creature immobilized
becomes a decrepit skeleton at the start of its next turn. or stunned by the ghoul can make a saving throw against one of those
STANDARD ACTIONS effects.
m Claw • At-Will STANDARD ACTIONS
Attack: Melee 1 (one creature); +7 vs. AC m Claws • At-Will
Hit: 1d8 + 2 damage, and the target is immobilized (save ends). Attack: Melee 1 (one creature); +6 vs. AC
R Grave Grasp (Implement) • At-Will Hit: 1d8 + 4 damage, and the target is immobilized (save ends).
Attack: Ranged 5 (one creature); +5 vs. Reflex M Ghoulish Bite • At-Will
Hit: The target is restrained (save ends). Attack: Melee 1 (one immobilized, restrained, stunned, or unconscious
R Call to Feast (Implement) • Recharge5 6 creature); +6 vs. AC
Attack: Ranged 5 (one creature); +5 vs. Will Hit: 3d8 + 4 damage, and the target is stunned (save ends). The target
Hit: The target is immobilized (save ends). One of the adept’s allies also attracts the essence of Bhaal contracts filth fever.
that is adjacent to the target can make a melee basic attack against the Str 14 (+2) Dex 19 (+4) Wis 11 (0)
target as a free action. Con 15 (+2) Int 10 (0) Cha 12 (+1)
A Grave Dust Cloud (Implement, Necrotic, Zone) • Encounter Alignment chaotic evil Languages Common
Attack: Area burst 1 within 5 (living creatures in burst); +5 vs. Equipment longsword, shortbow, 20 arrows
Fortitude Note: Added filth fever to the bite.
Hit: 1d8 + 5 necrotic damage.
Effect: The burst creates a zone that lasts until the end of the Decrepit Skeleton Level 1 Minion Skirmisher
encounter. Any living creature that enters the zone or ends its turn there
Medium natural animate (undead) XP 25
takes 5 necrotic damage.
HP 1; a missed attack never damages a minion Initiative +5
Skills Religion +6, Stealth +10
AC 16, Fortitude 13, Reflex 14, Will 13 Perception +2
Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
Speed 6 Darkvision
Con 15 (+3) Int 12 (+2) Cha 17 (+4)
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Alignment chaotic evil Languages Abyssal, Common
STANDARD ACTIONS
Equipment holy symbol of Cyric
m Longsword (Weapon) • At-Will
Effect: The skeleton can shift 1 square before the attack
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage.
r Shortbow (Weapon) • At-Will
Effect: The skeleton can shift 1 square before the attack
Attack: Ranged 20 (one creature); +6 vs. AC
Hit: 3 damage.
Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
Con 13 (+1) Int 3 (-4) Cha 3 (-4)
Alignment unaligned Languages -
Equipment longsword, shortbow, 20 arrows
Adept of Cyric (level 4) Level 4 Controller (Leader) Ghoul (level 3) Level 3 Soldier
Medium natural humanoid (ghoul, undead) XP 175 Medium natural animate (undead) XP 150
HP 55; Bloodied 27 Initiative +6 HP 47; Bloodied 23 Initiative +7
AC 23, Fortitude 14, Reflex 17, Will 16 Perception +4 AC 19, Fortitude 15, Reflex 17, Will 14 Perception +1
Speed 8 Darkvision Speed 8, climb 4 Darkvision
Immune disease, poison; Resist 10 necroticVulnerable 5 radiant Immune disease, poison; Resist 10 necrotic
TRAITS TRAITS
O Uneasy Grave • Aura 5 Weakened Paralysis
Any nonminion ghoul ally within the aura that drops to 0 hit points Whenever the ghoul takes radiant damage, one creature immobilized
becomes a decrepit skeleton at the start of its next turn. or stunned by the ghoul can make a saving throw against one of those
STANDARD ACTIONS effects.
m Claw • At-Will STANDARD ACTIONS
Attack: Melee 1 (one creature); +9 vs. AC m Claws • At-Will
Hit: 2d6 + 2 damage, and the target is immobilized (save ends). Attack: Melee 1 (one creature); +8 vs. AC
R Grave Grasp (Implement) • At-Will Hit: 2d6 + 4 damage, and the target is immobilized (save ends).
Attack: Ranged 5 (one creature); +7 vs. Reflex M Ghoulish Bite • At-Will
Hit: The target is restrained (save ends). Attack: Melee 1 (one immobilized, restrained, stunned, or unconscious
R Call to Feast (Implement) • Recharge5 6 creature); +8 vs. AC
Attack: Ranged 5 (one creature); +7 vs. Will Hit: 4d6 + 4 damage, and the target is stunned (save ends). The target
Hit: The target is immobilized (save ends). One of the adept’s allies also attracts the essence of Bhaal contracts filth fever.
that is adjacent to the target can make a melee basic attack against the Str 14 (+3) Dex 19 (+5) Wis 11 (+1)
target as a free action. Con 15 (+3) Int 10 (+1) Cha 12 (+2)
A Grave Dust Cloud (Implement, Necrotic, Zone) • Encounter Alignment chaotic evil Languages Common
Attack: Area burst 1 within 5 (living creatures in burst); +7 vs. Equipment longsword, shortbow, 20 arrows
Fortitude Note: Added filth fever to the bite.
Hit: 2d6 + 5 necrotic damage.
Effect: The burst creates a zone that lasts until the end of the Decrepit Skeleton (level 3) Level 3 Minion Skirmisher
encounter. Any living creature that enters the zone or ends its turn there
Medium natural animate (undead) XP 38
takes 5 necrotic damage.
HP 1; a missed attack never damages a minion Initiative +6
Skills Religion +8, Stealth +11
AC 18, Fortitude 15, Reflex 16, Will 15 Perception +3
Str 14 (+4) Dex 19 (+6) Wis 14 (+4)
Speed 6 Darkvision
Con 15 (+4) Int 12 (+3) Cha 17 (+5)
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Alignment chaotic evil Languages Abyssal, Common
STANDARD ACTIONS
Equipment holy symbol of Cyric
m Longsword (Weapon) • At-Will
Effect: The skeleton can shift 1 square before the attack
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 5 damage.
r Shortbow (Weapon) • At-Will
Effect: The skeleton can shift 1 square before the attack
Attack: Ranged 20 (one creature); +8 vs. AC
Hit: 4 damage.
Str 15 (+3) Dex 17 (+4) Wis 14 (+3)
Con 13 (+2) Int 3 (-3) Cha 3 (-3)
Alignment unaligned Languages -
Equipment longsword, shortbow, 20 arrows
Adept of Cyric (level 8) Level 8 Controller (Leader) Ghoul (level 7) Level 7 Soldier
Medium natural humanoid (ghoul, undead) XP 350 Medium natural animate (undead) XP 300
HP 87; Bloodied 43 Initiative +8 HP 79; Bloodied 39 Initiative +9
AC 27, Fortitude 18, Reflex 21, Will 20 Perception +6 AC 23, Fortitude 19, Reflex 21, Will 18 Perception +3
Speed 8 Darkvision Speed 8, climb 4 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Immune disease, poison; Resist 10 necrotic
TRAITS TRAITS
O Uneasy Grave • Aura 5 Weakened Paralysis
Any nonminion ghoul ally within the aura that drops to 0 hit points Whenever the ghoul takes radiant damage, one creature immobilized
becomes a skeletal legionary at the start of its next turn. or stunned by the ghoul can make a saving throw against one of those
STANDARD ACTIONS effects.
m Claw • At-Will STANDARD ACTIONS
Attack: Melee 1 (one creature); +13 vs. AC m Claws • At-Will
Hit: 2d6 + 6 damage, and the target is immobilized (save ends). Attack: Melee 1 (one creature); +12 vs. AC
R Grave Grasp (Implement) • At-Will Hit: 2d8 + 6 damage, and the target is immobilized (save ends).
Attack: Ranged 5 (one creature); +11 vs. Reflex M Ghoulish Bite • At-Will
Hit: The target is restrained (save ends). Attack: Melee 1 (one immobilized, restrained, stunned, or unconscious
R Call to Feast (Implement) • Recharge5 6 creature); +12 vs. AC
Attack: Ranged 5 (one creature); +11 vs. Will Hit: 4d8 + 6 damage, and the target is stunned (save ends). The target
Hit: The target is immobilized (save ends). One of the adept’s allies also attracts the Essence of Bhaal.
that is adjacent to the target can make a melee basic attack against the Str 14 (+5) Dex 19 (+7) Wis 11 (+3)
target as a free action. Con 15 (+5) Int 10 (+3) Cha 12 (+4)
A Grave Dust Cloud (Implement, Necrotic, Zone) • Encounter Alignment chaotic evil Languages Common
Attack: Area burst 1 within 5 (living creatures in burst); +11 vs. Equipment scale armor, heavy shield, longsword, 3 javelins
Fortitude Note: Added filth fever to the bite.
Hit: 2d8 + 7 necrotic damage.
Effect: The burst creates a zone that lasts until the end of the Skeletal Legionary Level 7 Minion Soldier
encounter. Any living creature that enters the zone or ends its turn there
Medium natural animate (undead) XP 75
takes 5 necrotic damage.
HP 1; a missed attack never damages a minion Initiative +9
Skills Religion +10, Stealth +13
AC 23, Fortitude 20, Reflex 20, Will 18 Perception +5
Str 14 (+6) Dex 19 (+8) Wis 14 (+6)
Speed 5 Darkvision
Con 15 (+6) Int 12 (+5) Cha 17 (+7)
Immune disease, poison; Resist 10 necrotic
Alignment chaotic evil Languages Abyssal, Common
STANDARD ACTIONS
Equipment holy symbol of Cyric
m Longsword (Weapon) • At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 7 damage.
Effect: The legionary marks the target until the end of the legionary’s
next turn
r Javelin (Weapon) • At-Will
Attack: Ranged 20 (one creature); +12 vs. AC
Hit: 7 damage.
Effect: The legionary marks the target until the end of the legionary’s
next turn
Str 18 (+7) Dex 19 (+7) Wis 14 (+5)
Con 16 (+6) Int 3 (-3) Cha 3 (-1)
Alignment unaligned Languages -
Equipment scale armor, heavy shield, longsword, 3 javelins
Adept of Cyric (level 10) Level 10 Controller (Leader) Ghoul (level 9) Level 9 Soldier
Medium natural humanoid (ghoul, undead) XP 500 Medium natural animate (undead) XP 400
HP 103; Bloodied 51 Initiative +9 HP 95; Bloodied 47 Initiative +10
AC 29, Fortitude 20, Reflex 23, Will 22 Perception +7 AC 25, Fortitude 21, Reflex 23, Will 20 Perception +4
Speed 8 Darkvision Speed 8, climb 4 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Immune disease, poison; Resist 10 necrotic
TRAITS TRAITS
O Uneasy Grave • Aura 5 Weakened Paralysis
Any nonminion ghoul ally within the aura that drops to 0 hit points Whenever the ghoul takes radiant damage, one creature immobilized
becomes a skeletal legionary at the start of its next turn. or stunned by the ghoul can make a saving throw against one of those
STANDARD ACTIONS effects.
m Claw • At-Will STANDARD ACTIONS
Attack: Melee 1 (one creature); +15 vs. AC m Claws • At-Will
Hit: 2d8 + 6 damage, and the target is immobilized (save ends). Attack: Melee 1 (one creature); +14 vs. AC
R Grave Grasp (Implement) • At-Will Hit: 2d8 + 8 damage, and the target is immobilized (save ends).
Attack: Ranged 5 (one creature); +13 vs. Reflex M Ghoulish Bite • At-Will
Hit: The target is restrained (save ends). Attack: Melee 1 (one immobilized, restrained, stunned, or unconscious
R Call to Feast (Implement) • Recharge5 6 creature); +14 vs. AC
Attack: Ranged 5 (one creature); +13 vs. Will Hit: 4d8 + 8 damage, and the target is stunned (save ends). The target
Hit: The target is immobilized (save ends). One of the adept’s allies also attracts the Essence of Bhaal.
that is adjacent to the target can make a melee basic attack against the Str 14 (+6) Dex 19 (+8) Wis 11 (+4)
target as a free action. Con 15 (+6) Int 10 (+4) Cha 12 (+5)
A Grave Dust Cloud (Implement, Necrotic, Zone) • Encounter Alignment Chaotic evil Languages Common
Attack: Area burst 1 within 5 (living creatures in burst); +13 vs. Note: Added filth fever to the bite.
Fortitude
Hit: 2d8 + 9 necrotic damage. Skeletal Legionary (level 9) Level 9 Minion Soldier
Effect: The burst creates a zone that lasts until the end of the
Medium natural animate (undead) XP 100
encounter. Any living creature that enters the zone or ends its turn there
HP 1; a missed attack never damages a minion Initiative +10
takes 5 necrotic damage.
AC 25, Fortitude 22, Reflex 22, Will 20 Perception +6
Skills Religion +11, Stealth +14
Speed 5 Darkvision
Str 14 (+7) Dex 19 (+9) Wis 14 (+7)
Immune disease, poison; Resist 10 necrotic
Con 15 (+7) Int 12 (+6) Cha 17 (+8)
STANDARD ACTIONS
Alignment Chaotic Evil Languages Abyssal, Common
m Longsword (Weapon) • At-Will
Equipment holy symbol of Cyric
Attack: Melee 1 (one creature); +14 vs. AC
Hit: 8 damage.
Effect: The legionary marks the target until the end of the legionary’s
next turn
r Javelin (Weapon) • At-Will
Attack: Ranged 20 (one creature); +14 vs. AC
Hit: 8 damage.
Effect: The legionary marks the target until the end of the legionary’s
next turn
Str 18 (+8) Dex 19 (+8) Wis 14 (+6)
Con 16 (+7) Int 3 (-2) Cha 3 (0)
Alignment unaligned Languages -
Equipment scale armor, heavy shield, longsword, 3 javelins
Meyona is a ghoulish adept of Cyric that was sent out by Features of the Area
Bellavous to capture more creatures for
Illumination: Night has fallen, and the area is in
experimentation.
low light, including the ruins, which are lit by low
She has sent a large group of undead to face the
quality torches and candles.
paladins. Their combat takes place off the map and does
Boulders and dead wood: Boulders and dead
not involve the PCs.
wood are difficult terrain. A creature directly behind a
She herself is out for the ruins. She has her skeletal
boulder or dead wood square, gain partial cover.
warriors approach from the bottom of the map. She and
Dense Woods: Woods are difficult terrain. A
her undead try to approach unseen through the woods.
creature in a woods square gains partial concealment. If
Her plan is to send in the skeletons, who should then
there is more than one square of woods between a
distract the PCs and allow the ghouls and herself to
creature and its attacker, it has total concealment.
attack from behind.
Ss’thar’tiss’ssun Statue (dotted lines): The ruin
If all PCs are inside, the setup on the map is the
once held two grotesque statues of snake-like creatures.
situation at the start of combat. It is assumed the PCs are
One of these has been entirely reduced to rubble
rounding up the last cultists.
(difficult terrain), but the other is mostly intact.
Adjust the situation if any action of the PCs makes
The statues were once imbued with old Sarrukh
this approach unlikely to go unnoticed (in that case, the
magic. Some of these wards are still active in the
skeletal undead likely start deeper in the woods).
indicated areas.
Dusk Talons’ Camp Something is hidden among the trees and the wreckage
This encounter occurs when the PCs reach the Dusk of a cart. Moonlight glints on bone, revealing empty rib
Talon’s camp. If the PCs failed Encounter 3, several cages and the grinning skulls of the living dead.
cultists got lost while avoiding the Order of Torm. They Hidden among the bushes are grotesque men, with
have walked right into the arms of Meyona’s undead. slavering fangs and tongues lolling out of their mouths.
The PCs approach from the bottom of the map. They eye you hungrily.
Have them set up as they wish. Also let them place on
the map any cultists that accompany them. For those who also spot the ghouls read:
Several tents are placed close to a set of large stones. The Quick and stealthy like shadows, grotesque men, with
stones, smooth and polished, embossed with the images slavering fangs and tongues lolling out of their mouths
of snakes, stand in a large circle. A strange distortion is skitter through the woods, running towards you.
visible between the stones, though that may just be an
optical illusion. PCs who failed the Perception check are surprised. Roll
Signs of a recent battle are everywhere: torn cloth, initiative and start with a surprise round for the undead
and a cart that has collapsed under a great weight. A and the PCs who made their Perception check (the
giant skeleton lies in front of one of the tents. cultists are surprised).
There are no bodies anywhere. The scene is eerily
quiet. Features of the Area
Illumination: Night has fallen, and the area is in
Meyona, the ghoulish adept of Cyric that was sent out by
low light.
Bellavous to capture more creatures for
Bushes: Bushes are difficult terrain. A creature in
experimentation, is in one of the tents, while the ghouls
or behind a bush square, gains partial concealment.
are hidden. She has set her skeletal warriors to stand
Boulders: Boulders are difficult terrain. A creature
guard in cover, and attack from range anyone who
behind a boulder gains partial cover.
approaches. She hopes the skeletons will be obvious
Tent: A creature inside a tent has total concealment.
targets for the PCs, allowing herself and her ghouls to
Someone adjacent or inside a tent can use a standard
attack with surprise.
action to collapse the tent. This makes it difficult terrain
Adjust the situation if PCs scout ahead and
instead. A creature inside a tent when it collapses is
therefore know more about what goes on.
restrained (save ends).
Meyona has cloaked herself and her ghouls in a
Trees: The trunk of a tree is blocking terrain.
ritual illusion (Traveler’s Camouflage). She and one
Giant Skeleton: This undead ally of Meyona was
ghoul are in the circle of standing stones, taking cover
slain by the Dusk Talons. It is still slightly animate
behind the stones. The rest have hidden in bushes or
(Hard DC Perception check to notice when adjacent).
behind trees or the upturned cart.
A creature that ends its turn in a giant skeleton’s square
Check the PCs passive Perception against the
is grabbed and restrained (save ends).
undead’s Stealth check on the chart below to see
Standing Stones: This group of standing stones is
whether they spot any undead:
quite old and may have been part of the old Najara
Empire. It acts as a teleportation circle, and is used by
Monster Stealth Check by EL
the Dusk Talons to move forces about. The portal is not
Creature EL1 EL3 EL5 EL7 EL9
connected to Arbosus’ lair (Meyona came here through
Skeletons 15 16 18 19 20 mundane means).
Ghouls 21 23 24 25 26 The stones do have a peculiar effect: any creature
Meyona 27 28 29 30 31 that starts its turn inside the circle gets a free move
action at the start of its turn (before any other actions).
This takes into account the likelihood that the undead This action may only be used for actual move actions (it
skeletons are more than 10 squares away and in can’t be changed into a minor action).
concealment or cover (behind the cart, the circle stones,
Experience Points
The PCs do not earn any XP for this encounter, but it
does count towards a milestone.
Treasure
There is no treasure in this encounter.
Stirge Suckerling (level 1) Level 1 Minion Lurker Death Husk Stirge (level 2) Level 2 Skirmisher
Small natural beast (undead) XP 25 Small natural animate (undead) XP 125
HP 1; a missed attack never damages a minion Initiative +7 HP 39; Bloodied 19 Initiative +7
AC 15, Fortitude 12, Reflex 14, Will 11 Perception +5 AC 16, Fortitude 12, Reflex 16, Will 14 Perception +4
Speed 2, fly 6 Darkvision Speed 2, fly 6 Darkvision
Resist 5 necrotic; Vulnerable 2 radiant Immune poison; Resist 10 necrotic
TRAITS TRAITS
Nimble bloodsucker Necromantic Flyer
While the stirge has a creature grabbed, the stirge gains a +2 bonus to A death husk that takes radiant damage cannot fly until the end of its
AC and Reflex. next turn; if in the air, it falls.
STANDARD ACTIONS STANDARD ACTIONS
m Bite • At-Will m Bite• At-Will
Attack: Melee 1 (one creature); +6 vs. AC. While a stirge has a Attack: Melee 1 (one creature); +7 vs. AC
creature grabbed, it can use bite only against that creature, and it hits Hit: 2d6 + 3 damage, and the death husk recharges rotted blood.
automatically C Rotted Blood (Necrotic) • Encounter
Hit: 3 damage, and the stirge grabs the target (escape DC 13). Until Attack: Close Blast 3 (living creatures in blast); +5 vs. Fortitude.
the target is no longer grabbed by any suckerlings, it takes damage at the Hit: 1d6 + 3 necrotic damage, and the target is blinded until the end
start of its turn equal to the number of stirge suckerlings grabbing it. The of the stirge’s next turn.
target takes this damage only once each turn, regardless of how many Effect: undead in the blast can shift 2 squares as a free action.
suckerlings are grabbing it. MOVE ACTIONS
TRIGGERED ACTIONS Nimble Wing • At Will
Rotting Strike (Necrotic) • Encounter Effect: The death husk flies 4 squares. This movement does not
Trigger: The stirge suckerling hits with a melee basic attack during its provoke opportunity attacks.
turn. TRIGGERED ACTIONS
Effect: The targets takes ongoing 2 necrotic damage (save ends). C Necrotic Miasma (Necrotic) • At-Will
Skills Stealth +8 Trigger: The death husk stirge drops to 0 hit points.
Str 7 (-2) Dex 16 (+3) Wis10 (+0) Attack (No Action): Close Burst 2 (living creatures in the burst); +5 vs.
Con 12 (+1) Int 1 (-5) Cha 4 (-3) Fortitude
Alignment evil Languages - Hit: 5 necrotic damage, and the target is weakened until the end of its
Applied spirit of undeath and rotting strike from the Orcus blood next turn.
cultist theme Skills Stealth +10
Str6 (-1) Dex19 (+5) Wis 16 (+4)
Con 15 (+3) Int 4 (-2) Cha 7 (-1)
Alignment evil Languages -
Added the Stealth skill
Stirge Suckerling (level 3) Level 3 Minion Lurker Death Husk Stirge (level 4) Level 4 Skirmisher
Small natural beast (undead) XP 36 Small natural animate (undead) XP 175
HP 1; a missed attack never damages a minion Initiative +8 HP 55; Bloodied 27 Initiative +8
AC 17, Fortitude 14, Reflex 16, Will 12 Perception +6 AC 18, Fortitude 14, Reflex 18, Will 16 Perception +5
Speed 2, fly 6 Darkvision Speed 2, fly 6 Darkvision
Resist 6 necrotic; Vulnerable 3 radiant Immune poison; Resist 10 necrotic
TRAITS TRAITS
Nimble bloodsucker Necromantic Flyer
While the stirge has a creature grabbed, the stirge gains a +2 bonus to A death husk that takes radiant damage cannot fly until the end of its
AC and Reflex. next turn; if in the air, it falls.
STANDARD ACTIONS STANDARD ACTIONS
m Bite • At-Will m Bite• At-Will
Attack: Melee 1 (one creature); +8 vs. AC. While a stirge has a Attack: Melee 1 (one creature); +9 vs. AC
creature grabbed, it can use bite only against that creature, and it hits Hit: 2d6 + 5 damage, and the death husk recharges rotted blood.
automatically C Rotted Blood (Necrotic) • Encounter
Hit: 4 damage, and the stirge grabs the target (escape DC 14). Until Attack: Close Blast 3 (living creatures in blast); +7 vs. Fortitude.
the target is no longer grabbed by any suckerlings, it takes damage at the Hit: 1d6 + 5 necrotic damage, and the target is blinded until the end
start of its turn equal to the number of stirge suckerlings grabbing it. The of the stirge’s next turn.
target takes this damage only once each turn, regardless of how many Effect: undead in the blast can shift 2 squares as a free action.
suckerlings are grabbing it. MOVE ACTIONS
TRIGGERED ACTIONS Nimble Wing • At Will
Rotting Strike (Necrotic) • Encounter Effect: The death husk flies 4 squares. This movement does not
Trigger: The stirge suckerling hits with a melee basic attack during its provoke opportunity attacks.
turn. TRIGGERED ACTIONS
Effect: The targets takes ongoing 3 necrotic damage (save ends). C Necrotic Miasma (Necrotic) • At-Will
Skills Stealth +9 Trigger: The death husk stirge drops to 0 hit points.
Str 7 (-1) Dex 16 (+6) Wis10 (+1) Attack (No Action): Close Burst 2 (living creatures in the burst); +7 vs.
Con 12 (+2) Int 1 (-4) Cha 4 (-2) Fortitude
Alignment evil Languages - Hit: 5 necrotic damage, and the target is weakened until the end of its
Applied spirit of undeath and rotting strike from the Orcus blood next turn.
cultist theme Skills Stealth +11
Str6 (+0) Dex19 (+6) Wis 16 (+5)
Con 15 (+4) Int 4 (-1) Cha 7 (+0)
Alignment evil Languages -
Added the Stealth skill
Stirge Suckerling Level 5 Minion Lurker Death Husk Stirge Level 6 Skirmisher
Small natural beast (undead) XP 50 Small natural animate (undead) XP 250
HP 1; a missed attack never damages a minion Initiative +9 HP 71; Bloodied 35 Initiative +9
AC 19, Fortitude 16, Reflex 18, Will 15 Perception +7 AC 20, Fortitude 16, Reflex 20, Will 18 Perception +6
Speed 2, fly 6 Darkvision Speed 2, fly 6 Darkvision
Resist 7 necrotic; Vulnerable 3 radiant Immune poison; Resist 10 necrotic
TRAITS TRAITS
Nimble bloodsucker Necromantic Flyer
While the stirge has a creature grabbed, the stirge gains a +2 bonus to A death husk that takes radiant damage cannot fly until the end of its
AC and Reflex. next turn; if in the air, it falls.
STANDARD ACTIONS STANDARD ACTIONS
m Bite • At-Will m Bite• At-Will
Attack: Melee 1 (one creature); +10 vs. AC. While a stirge has a Attack: Melee 1 (one creature); +11 vs. AC
creature grabbed, it can use bite only against that creature, and it hits Hit: 2d6 + 7 damage, and the death husk recharges rotted blood.
automatically C Rotted Blood (Necrotic) • Encounter
Hit: 5 damage, and the stirge grabs the target (escape DC 15). Until Attack: Close Blast 3 (living creatures in blast); +9 vs. Fortitude.
the target is no longer grabbed by any suckerlings, it takes damage at the Hit: 1d6 + 7 necrotic damage, and the target is blinded until the end
start of its turn equal to the number of stirge suckerlings grabbing it. The of the stirge’s next turn.
target takes this damage only once each turn, regardless of how many Effect: undead in the blast can shift 2 squares as a free action.
suckerlings are grabbing it. MOVE ACTIONS
TRIGGERED ACTIONS Nimble Wing • At Will
Rotting Strike (Necrotic) • Encounter Effect: The death husk flies 4 squares. This movement does not
Trigger: The stirge suckerling hits with a melee basic attack during its provoke opportunity attacks.
turn. TRIGGERED ACTIONS
Effect: The targets takes ongoing 4 necrotic damage (save ends). C Necrotic Miasma (Necrotic) • At-Will
Skills Stealth +10 Trigger: The death husk stirge drops to 0 hit points.
Str 7 (+0) Dex 16 (+5) Wis10 (+0) Attack (No Action): Close Burst 2 (living creatures in the burst); +9vs.
Con 12 (+3) Int 1 (-3) Cha 4 (-1) Fortitude
Alignment evil Languages - Hit: 5 necrotic damage, and the target is weakened until the end of its
Applied spirit of undeath and rotting strike from the Orcus blood next turn.
cultist theme Skills Stealth +12
Str6 (+1) Dex19 (+7) Wis 16 (+6)
Con 15 (+5) Int 4 (+0) Cha 7 (+1)
Alignment evil Languages -
Added the Stealth skill
Stirge Suckerling Swarm (level 8) Level 7 Brute Death Husk Stirge (level 8) Level 8 Skirmisher
Medium natural beast (swarm, undead) XP 300 Small natural animate (undead) XP 350
HP 98; Bloodied 49 Initiative +7 HP 87; Bloodied 43 Initiative +10
AC 19, Fortitude 19, Reflex 19, Will 17 Perception +5 AC 22, Fortitude 18, Reflex 22, Will 20 Perception +7
Speed 2, fly 6 Darkvision Speed 2, fly 6 Darkvision
Resist 8 necrotic; half damage from melee and ranged attacks Immune poison; Resist 10 necrotic
Vulnerable 4 radiant; 5 against close and area attacks TRAITS
TRAITS Necromantic Flyer
O Blood Frenzy • Aura 1 A death husk that takes radiant damage cannot fly until the end of its
Any enemy that starts its turn in the aura takes ongoing 5 damage next turn; if in the air, it falls.
(save ends). If that enemy is already taking untyped damage, that STANDARD ACTIONS
damage increases by 5. m Bite• At-Will
Swarm Attack: Melee 1 (one creature); +13 vs. AC
The swarm can occupy the same space as another creature, and an Hit: 2d6 + 9 damage, and the death husk recharges rotted blood.
enemy van enter its space, which is difficult terrain. The swarm cannot C Rotted Blood (Necrotic) • Encounter
be pulled, pushed, or slid by melee or ranged attacks. It can squeeze Attack: Close Blast 3 (living creatures in blast); +11 vs. Fortitude.
through any opening that is large enough for at least one of the creatures Hit: 1d6 + 9 necrotic damage, and the target is blinded until the end
it comprises. of the stirge’s next turn.
STANDARD ACTIONS Effect: undead in the blast can shift 2 squares as a free action.
m Swarm of Suckerlings • At-Will MOVE ACTIONS
Attack: Melee 1 (one creature); +12 vs. AC. Nimble Wing • At Will
Hit:2d8 damage, and ongoing 5 damage (save ends). Effect: The death husk flies 4 squares. This movement does not
TRIGGERED ACTIONS provoke opportunity attacks.
Hungry Flight • At-Will TRIGGERED ACTIONS
Trigger: An enemy moves away from the swarm. C Necrotic Miasma (Necrotic) • At-Will
Hit (Immediate Reaction):The swarm flies up to its fly speed to the Trigger: The death husk stirge drops to 0 hit points.
triggering enemy’s square or a square adjacent to that enemy. This Attack (No Action): Close Burst 2 (living creatures in the burst); +11 vs.
movement does not provoke opportunity attacks. Fortitude
Rotting Strike (Necrotic) • Encounter Hit: 5 necrotic damage, and the target is weakened until the end of its
Trigger: The stirge sucklerling hits with a melee basic attack during its next turn.
turn. Skills Stealth +13
Effect: The targets takes ongoing 5 necrotic damage (save ends). Str6 (+2) Dex19 (+8) Wis 16 (+7)
Skills Stealth +12 Con 15 (+6) Int 4 (+1) Cha 7 (+2)
Str10 (+3) Dex19 (+7) Wis14 (+5) Alignment evil Languages -
Con 18 (+7) Int 1 (-2) Cha 4 (+0) Added the Stealth skill
Alignment evil Languages -
Applied spirit of undeath and rotting strike from the Orcus blood
cultist theme
Stirge Suckerling Swarm (level 9) Level 9 Brute Death Husk Stirge (level 10) Level 10 Skirmisher
Medium natural beast (swarm, undead) XP 400 Small natural animate (undead) XP 500
HP 118; Bloodied 59 Initiative +8 HP 103; Bloodied 51 Initiative +11
AC 21, Fortitude 21, Reflex 21, Will 19 Perception +6 AC 24, Fortitude 20, Reflex 24, Will 22 Perception +8
Speed 2, fly 6 Darkvision Speed 2, fly 6 Darkvision
Resist 9 necrotic; half damage from melee and ranged attacks Immune poison; Resist 10 necrotic
Vulnerable 4 radiant; 5 against close and area attacks TRAITS
TRAITS Necromantic Flyer
O Blood Frenzy • Aura 1 A death husk that takes radiant damage cannot fly until the end of its
Any enemy that starts its turn in the aura takes ongoing 5 damage next turn; if in the air, it falls.
(save ends). If that enemy is already taking untyped damage, that STANDARD ACTIONS
damage increases by 5. m Bite• At-Will
Swarm Attack: Melee 1 (one creature); +15 vs. AC
The swarm can occupy the same space as another creature, and an Hit: 2d8 + 9 damage, and the death husk recharges rotted blood.
enemy van enter its space, which is difficult terrain. The swarm cannot C Rotted Blood (Necrotic) • Encounter
be pulled, pushed, or slid by melee or ranged attacks. It can squeeze Attack: Close Blast 3 (living creatures in blast); +13 vs. Fortitude.
through any opening that is large enough for at least one of the creatures Hit: 2d6 + 9 necrotic damage, and the target is blinded until the end
it comprises. of the stirge’s next turn.
STANDARD ACTIONS Effect: undead in the blast can shift 2 squares as a free action.
m Swarm of Suckerlings • At-Will MOVE ACTIONS
Attack: Melee 1 (one creature); +14 vs. AC. Nimble Wing • At Will
Hit:3d6 damage, and ongoing 5 damage (save ends). Effect: The death husk flies 4 squares. This movement does not
TRIGGERED ACTIONS provoke opportunity attacks.
Hungry Flight • At-Will TRIGGERED ACTIONS
Trigger: An enemy moves away from the swarm. C Necrotic Miasma (Necrotic) • At-Will
Hit (Immediate Reaction):The swarm flies up to its fly speed to the Trigger: The death husk stirge drops to 0 hit points.
triggering enemy’s square or a square adjacent to that enemy. This Attack (No Action): Close Burst 2 (living creatures in the burst); +13 vs.
movement does not provoke opportunity attacks. Fortitude
Rotting Strike (Necrotic) • Encounter Hit: 10 necrotic damage, and the target is weakened until the end of
Trigger: The stirge sucklerling hits with a melee basic attack during its its next turn.
turn. Skills Stealth +14
Effect: The targets takes ongoing 6 necrotic damage (save ends). Str6 (+3) Dex19 (+9) Wis 16 (+8)
Skills Stealth +13 Con 15 (+7) Int 4 (+2) Cha 7 (+3)
Str10 (+4) Dex19 (+8) Wis14 (+6) Alignment evil Languages -
Con 18 (+8) Int 1 (-1) Cha 4 (+1) Added the Stealth skill
Alignment evil Languages -
Applied spirit of undeath and rotting strike from the Orcus blood
cultist theme
Tactics
The blood ooze attacks from the bath. It fights only in
melee but refuses to get out of the bath: if no PC gets in
range, it instead stays underwater (or drops back
underwater as a move action) and then readies an attack
for when someone gets near again. As long as it has a
valid melee target within range it will not drop to the
bottom of the pool. While underwater, there is no line of
sight or line of effect towards the ooze. Ooze spawn do
leave the bath but do not leave the room.
Note that the ooze may attack a gnoll if it is the only
creature adjacent.
The gnolls fire from behind the wall. They do not
show themselves and try to give the impression that the
many-faced wall is a trap. They get too excited to
maintain this for too long – every round, they get a bit
louder, and the PCs have a +2 cumulative bonus on
their passive or active Perception checks for every
round after the first to hear the gnolls.
Experience Points
The PCs do not earn any XP for this encounter, but it
does count towards a milestone.
Blood Ooze (level 2) Level 2 Elite Brute Gnoll Huntmaster (level 1) Level 1 Artillery
Large natural beast (blind, ooze) XP 250 Medium natural humanoid XP 100
HP 82; Bloodied 41 Initiative+0 HP20; Bloodied10 Initiative +2
AC 14, Fortitude 15, Reflex 13, Will 13 Perception +2 AC15, Fortitude13, Reflex14, Will12 Perception +9
Speed 4, climb 4 Blindsight Speed 8 Low-light vision
Immune blinded, gaze effects; Resist 5 acid TRAITS
Saving Throws +2; Action points 1 Pack Attack
TRAITS The gnoll’s attacks deal 5 extra damage to any enemy that has two or
O Aura of Impending Death• Aura 2 more of the gnoll’s allies adjacent to it. (The blood ooze is NOT an ally).
While the blood ooze is bloodied, each enemy that enters the aura or STANDARD ACTIONS
starts its turn there takes 1 necrotic damage. m Handaxe (Weapon) • At-Will
Chameleon Defense Attack: Melee 1 (one creature); +6 vs. AC
The blood ooze blends with the blood in the bath. It has partial Hit: 1d8 +1 damage, or 1d8 + 3 while the gnoll is bloodied.
concealment against enemies that are more than 3 squares away. R Longbow (Weapon) • Encounter
Ooze Attack: Ranged 30 (one or two creatures); +8 vs. AC
While squeezing, the ooze moves at full speed rather than half speed, Hit: 1d10 + 4 damage, or 1d10 + 6 while the gnoll is bloodied.
it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat Skills Stealth +10
advantage for squeezing. Str 16 (+3) Dex19 (+4) Wis14 (+2)
STANDARD ACTIONS Con 14 (+2) Int 8 (-1) Cha 7 (-2)
m Slam (Acid) • At-Will Alignment chaotic evil Languages Abyssal, Common
Attack: Melee 1 (one creature); +8 vs. AC Equipment leather armor, handaxe, longbow, 30 arrows
Hit: 2d6 damage, and ongoing 5 acid damage (save ends).
MOVE ACTIONS
Flowing Form• At-Will
Effect: The blood ooze shifts up to 4 squares.
TRIGGERED ACTIONS
Split• Encounter
Trigger: The blood ooze becomes bloodied.
Effect (No Action): The ooze splits into two creatures, each with hit
points equal to one-half its current hit points. Effects on the original ooze
do not apply to the second one.
Str13 (+2) Dex 8 (+0) Wis12 (+2)
Con 11 (+1) Int 1 (-4) Cha 1 (-4)
Alignment unaligned Languages -
The blood elemental is a reflavored black pudding with aura of
impending doom from the Orcus blood cultist theme chameleon defense
from the snaketongue cultist theme.
Blood Ooze (level 4) Level 4 Elite Brute Gnoll Huntmaster (level 3) Level 3 Artillery
Large natural beast (blind, ooze) XP 350 Medium natural humanoid XP 150
HP 122; Bloodied 61 Initiative+1 HP32; Bloodied16 Initiative +3
AC 16, Fortitude 17, Reflex 15, Will 15 Perception +3 AC17, Fortitude15, Reflex16, Will14 Perception +10
Speed 4, climb 4 Blindsight Speed 8 Low-light vision
Immune blinded, gaze effects; Resist 5 acid TRAITS
Saving Throws +2; Action points 1 Pack Attack
TRAITS The gnoll’s attacks deal 5 extra damage to any enemy that has two or
O Aura of Impending Death• Aura 2 more of the gnoll’s allies adjacent to it. (The blood ooze is NOT an ally).
While the blood ooze is bloodied, each enemy that enters the aura or STANDARD ACTIONS
starts its turn there takes 2 necrotic damage. m Handaxe (Weapon) • At-Will
Chameleon Defense Attack: Melee 1 (one creature); +8 vs. AC
The blood ooze blends with the blood in the bath. It has partial Hit: 2d6 + 1 damage, or 2d6 + 3 while the gnoll is bloodied.
concealment against enemies that are more than 3 squares away. R Longbow (Weapon) • Encounter
Ooze Attack: Ranged 30 (one or two creatures); +10 vs. AC
While squeezing, the ooze moves at full speed rather than half speed, Hit: 1d10 + 6 damage, or 1d10 + 8 while the gnoll is bloodied.
it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat Skills Stealth +10
advantage for squeezing. Str 16 (+4) Dex19 (+5) Wis14 (+3)
STANDARD ACTIONS Con 14 (+3) Int 8 (+0) Cha 7 (-1)
m Slam (Acid) • At-Will Alignment chaotic evil Languages Abyssal, Common
Attack: Melee 1 (one creature); +10 vs. AC Equipment leather armor, handaxe, longbow, 30 arrows
Hit: 2d6 + 2 damage, and ongoing 5 acid damage (save ends).
MOVE ACTIONS
Flowing Form• At-Will
Effect: The blood ooze shifts up to 4 squares.
TRIGGERED ACTIONS
Split• Encounter
Trigger: The blood ooze becomes bloodied.
Effect (No Action): The ooze splits into two creatures, each with hit
points equal to one-half its current hit points. Effects on the original ooze
do not apply to the second one.
Str13 (+3) Dex 8 (+1) Wis12 (+3)
Con 11 (+2) Int 1 (-3) Cha 1 (-3)
Alignment unaligned Languages -
The blood elemental is a reflavored black pudding with aura of
impending doom from the Orcus blood cultist theme chameleon defense
from the snaketongue cultist theme.
Blood Ooze (level 8) Level 6 Elite Brute Blood Ooze Spawn (level 8) Level 6 Minion Brute
Large natural beast (blind, ooze) XP 500 Medium natural beast (blind, ooze) XP 63
HP 198; Bloodied 99 Initiative+5 HP 1; a missed attack never damages a minion Initiative +5
AC 18, Fortitude 20, Reflex 18, Will 16 Perception +3 AC 18, Fortitude 20, Reflex 18, Will 16 Perception +3
Speed 4, climb 3 Blindsight, tremorsense 10 Speed 4, climb 3 Blindsight, tremorsense 10
Immune blinded, gaze effects; Resist 15 acid Immune blinded, gaze effects; Resist 15 acid
Saving Throws +2; Action points 1 TRAITS
TRAITS Ooze
O Aura of Impending Death• Aura 2 While squeezing, the ooze moves at full speed rather than half speed,
While the blood ooze is bloodied, each enemy that enters the aura or it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat
starts its turn there takes 3 necrotic damage. advantage for squeezing.
Chameleon Defense STANDARD ACTIONS
The blood ooze blends with the blood in the bath. It has partial m Slam (Acid) • At-Will
concealment against enemies that are more than 3 squares away. Attack: Melee 1 (one creature); +10 vs. Fortitude
Ooze Hit: 9 acid damage, and the ooze shifts up to its speed.
While squeezing, the ooze moves at full speed rather than half speed, Str15 (+5) Dex 14 (+5) Wis11 (+3)
it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat Con 19 (+7) Int 1 (-2) Cha 1 (-2)
advantage for squeezing. Alignment unaligned Languages -
STANDARD ACTIONS The blood elemental is a reflavored black pudding spawn
m Slam (Acid) • At-Will
Attack: Melee 1 (one creature); +9 vs. Fortitude
Hit: 4d6 + 4 acid damage. Gnoll Far Fang (level 5) Level 5 Artillery
Effect: Before or after the attack, the ooze shifts up to its speed. Medium natural humanoid XP 200
C Engulf (Acid) • At-Will HP50; Bloodied25 Initiative +7
Attack: Close Blast 3(creatures in blast); +9 vs. Fortitude AC19, Fortitude17, Reflex19, Will16 Perception +9
Hit: 4d6 + 4 acid damage, and the ooze grabs the target (escape DC Speed 8 Low-light vision
16). TRAITS
M Melt (Acid) • At-Will Pack Attack
Effect: Melee 1 (one creature grabbed by the ooze). The target takes The gnoll’s attacks deal 5 extra damage to any enemy that has two or
2d6 + 13 acid damage and loses a healing surge. It takes 9 extra acid more of the gnoll’s allies adjacent to it. (The blood ooze is NOT an ally).
damage if it has no healing surges. STANDARD ACTIONS
TRIGGERED ACTIONS m Handaxe (Weapon) • At-Will
Split• Encounter Attack: Melee 1 (one creature); +10 vs. AC
Trigger: An enemy hits the ooze with a weapon attack. Hit: 2d6 + 4 damage, or 2d6 + 6 while the gnoll is bloodied.
Effect (No Action): A blood ooze spawn appears in an unoccupied R Fang Bow (Weapon) • Encounter
square closest to the pudding. Attack: Ranged 30 (one or two creatures); +12 vs. AC
Str15 (+5) Dex 14 (+5) Wis11 (+3) Hit: 2d10 + 2 damage, or 2d10 + 4 while the gnoll is bloodied.
Con 19 (+7) Int 1 (-2) Cha 1 (-2) A Hungry Arrows (Weapon) • Encounter
Alignment unaligned Languages - Attack: Area burst 2 within 10 (enemies in burst); +12 vs. AC
The blood elemental is a reflavored black pudding with aura of Hit: 2d10 + 2 damage, or 2d10 + 5 while the gnoll is bloodied. The
impending doom from the Orcus blood cultist theme chameleon defense target takes ongoing 5 damage (save ends).
from the snaketongue cultist theme. Skills Stealth +12
Str 17 (+5) Dex21 (+7) Wis15 (+4)
Con 14 (+4) Int 9 (+1) Cha 7 (+0)
Alignment chaotic evil Languages Abyssal, Common
Equipment leather armor, handaxe, fang bow (longbow)
Blood Ooze Level 8 Elite Brute Blood Ooze Spawn Level 8 Minion Brute
Large natural beast (blind, ooze) XP 700 Medium natural beast (blind, ooze) XP 88
HP 218; Bloodied 109 Initiative+6 HP 1; a missed attack never damages a minion Initiative +6
AC 20, Fortitude 22, Reflex 20, Will 18 Perception +4 AC 20, Fortitude 22, Reflex 20, Will 18 Perception +4
Speed 4, climb 3 Blindsight, tremorsense 10 Speed 4, climb 3 Blindsight, tremorsense 10
Immune blinded, gaze effects; Resist 15 acid Immune blinded, gaze effects; Resist 15 acid
Saving Throws +2; Action points 1 TRAITS
TRAITS Ooze
O Aura of Impending Death• Aura 2 While squeezing, the ooze moves at full speed rather than half speed,
While the blood ooze is bloodied, each enemy that enters the aura or it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat
starts its turn there takes 4 necrotic damage. advantage for squeezing.
Chameleon Defense STANDARD ACTIONS
The blood ooze blends with the blood in the bath. It has partial m Slam (Acid) • At-Will
concealment against enemies that are more than 3 squares away. Attack: Melee 1 (one creature); +12 vs. Fortitude
Ooze Hit: 10 acid damage, and the ooze shifts up to its speed.
While squeezing, the ooze moves at full speed rather than half speed, Str15 (+6) Dex 14 (+6) Wis11 (+4)
it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat Con 19 (+8) Int 1 (-1) Cha 1 (-1)
advantage for squeezing. Alignment unaligned Languages -
STANDARD ACTIONS The blood elemental is a reflavored black pudding spawn.
m Slam (Acid) • At-Will
Attack: Melee 1 (one creature); +11 vs. Fortitude Gnoll Far Fang (level 7) Level 7 Artillery
Hit: 4d6 + 6 acid damage. Medium natural humanoid XP 300
Effect: Before or after the attack, the ooze shifts up to its speed. HP62; Bloodied31 Initiative +8
C Engulf (Acid) • At-Will AC21, Fortitude19, Reflex21, Will18 Perception +10
Attack: Close Blast 3(creatures in blast); +11 vs. Fortitude Speed 8 Low-light vision
Hit: 4d6 + 6 acid damage, and the ooze grabs the target (escape DC TRAITS
16). Pack Attack
M Melt (Acid) • At-Will The gnoll’s attacks deal 5 extra damage to any enemy that has two or
Effect: Melee 1 (one creature grabbed by the ooze). The target takes more of the gnoll’s allies adjacent to it. (The blood ooze is NOT an ally).
2d6 + 15 acid damage and loses a healing surge. It takes 10 extra acid STANDARD ACTIONS
damage if it has no healing surges. m Handaxe (Weapon) • At-Will
TRIGGERED ACTIONS Attack: Melee 1 (one creature); +12 vs. AC
Split• Encounter Hit: 2d6 + 6 damage, or 2d6 + 9 while the gnoll is bloodied.
Trigger: An enemy hits the ooze with a weapon attack. R Fang Bow (Weapon) • Encounter
Effect (No Action): A blood ooze spawn appears in an unoccupied Attack: Ranged 30 (one or two creatures); +14 vs. AC
square closest to the ooze. Hit: 2d10 + 4 damage, or 2d10 + 6 while the gnoll is bloodied.
Str15 (+6) Dex 14 (+6) Wis11 (+4) A Hungry Arrows (Weapon) • Encounter
Con 19 (+8) Int 1 (-1) Cha 1 (-1) Attack: Area burst 2 within 10 (enemies in burst); +14 vs. AC
Alignment unaligned Languages - Hit: 2d10 + 4 damage, or 2d10 + 6 while the gnoll is bloodied. The
The blood elemental is a reflavored black pudding with aura of target takes ongoing 5 damage (save ends).
impending doom from the Orcus blood cultist theme chameleon defense Skills Stealth +13
from the snaketongue cultist theme. Str 17 (+6) Dex21 (+8) Wis15 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+1)
Alignment chaotic evil Languages Abyssal, Common
Equipment leather armor, handaxe, fang bow (longbow)
Blood Ooze (level 10) Level 10 Elite Brute Blood Ooze Spawn (level 10) Level 10 Minion Brute
Large natural beast (blind, ooze) XP 1000 Medium natural beast (blind, ooze) XP 100
HP 238; Bloodied 119 Initiative+7 HP 1; a missed attack never damages a minion Initiative +7
AC 22, Fortitude 24, Reflex 22, Will 20 Perception +5 AC 22, Fortitude 24, Reflex 22, Will 20 Perception +5
Speed 4, climb 3 Blindsight, tremorsense 10 Speed 4, climb 3 Blindsight, tremorsense 10
Immune blinded, gaze effects; Resist 15 acid Immune blinded, gaze effects; Resist 15 acid
Saving Throws +2; Action points 1 TRAITS
TRAITS Ooze
O Aura of Impending Death• Aura 2 While squeezing, the ooze moves at full speed rather than half speed,
While the blood ooze is bloodied, each enemy that enters the aura or it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat
starts its turn there takes 5 necrotic damage. advantage for squeezing.
Chameleon Defense STANDARD ACTIONS
The blood ooze blends with the blood in the bath. It has partial m Slam (Acid) • At-Will
concealment against enemies that are more than 3 squares away. Attack: Melee 1 (one creature); +14 vs. Fortitude
Ooze Hit: 11 acid damage, and the ooze shifts up to its speed.
While squeezing, the ooze moves at full speed rather than half speed, Str15 (+7) Dex 14 (+7) Wis11 (+5)
it doesn’t take the -5 penalty to attack rolls, and it doesn’t grant combat Con 19 (+9) Int 1 (+0) Cha 1 (+0)
advantage for squeezing. Alignment unaligned Languages -
STANDARD ACTIONS The blood elemental is a reflavored black pudding spawn
m Slam (Acid) • At-Will
Attack: Melee 1 (one creature); +13 vs. Fortitude Gnoll Far Fang (level 9) Level 9 Artillery
Hit: 4d6 + 8 acid damage. Medium natural humanoid XP 400
Effect: Before or after the attack, the ooze shifts up to its speed. HP74; Bloodied37 Initiative +9
C Engulf (Acid) • At-Will AC23Fortitude21, Reflex23, Will20 Perception +11
Attack: Close Blast 3(creatures in blast); +13 vs. Fortitude Speed 8 Low-light vision
Hit: 4d6 + 8 acid damage, and the ooze grabs the target (escape DC TRAITS
16). Pack Attack
M Melt (Acid) • At-Will The gnoll’s attacks deal 5 extra damage to any enemy that has two or
Effect: Melee 1 (one creature grabbed by the ooze). The target takes more of the gnoll’s allies adjacent to it. (The blood ooze is NOT an ally).
2d6 + 17 acid damage and loses a healing surge. It takes 11 extra acid STANDARD ACTIONS
damage if it has no healing surges. m Handaxe (Weapon) • At-Will
TRIGGERED ACTIONS Attack: Melee 1 (one creature); +14 vs. AC
Split• Encounter Hit: 2d6 + 8 damage, or 2d6 + 10 while the gnoll is bloodied.
Trigger: An enemy hits the ooze with a weapon attack. R Fang Bow (Weapon) • Encounter
Effect (No Action): A blood ooze spawn appears in an unoccupied Attack: Ranged 30 (one or two creatures); +16 vs. AC
square closest to the ooze. Hit: 2d10 + 6 damage, or 2d10 + 8 while the gnoll is bloodied.
Str15 (+7) Dex 14 (+7) Wis11 (+5) A Hungry Arrows (Weapon) • Encounter
Con 19 (+9) Int 1 (+0) Cha 1 (+0) Attack: Area burst 2 within 10 (enemies in burst); +16 vs. AC
Alignment unaligned Languages - Hit: 2d10 + 6 damage, or 2d10 + 8 while the gnoll is bloodied. The
The blood elemental is a reflavored black pudding with aura of target takes ongoing 5 damage (save ends).
impending doom from the Orcus blood cultist theme chameleon defense Skills Stealth +14
from the snaketongue cultist theme. Str 17 (+7) Dex21 (+9) Wis15 (+6)
Con 14 (+6) Int 9 (+3) Cha 7 (+2)
Alignment chaotic evil Languages Abyssal, Common
Equipment leather armor, handaxe, fang bow (longbow)
Orium Dragon Wyrmling Level 2 Elite Soldier Centipede Swarm (level 1) Level 1 Brute
Medium Natural Magical Beast (dragon) XP 250 Medium natural beast (swarm) XP 100
HP 68; Bloodied 34 Initiative +5 HP24; Bloodied12 Initiative +2
AC 18, Fortitude 17, Reflex 15, Will 14 Perception +1 AC13, Fortitude13, Reflex14, Will9 Perception +0
Speed 6, fly 8 (hover), overland flight 10 Darkvision Speed 6, climb 6 (spider climb) Darkvision
Resist 5 acid Resist half damage from melee and ranged attacks
Saving Throws +2; Action points 1 Vulnerable 10 against close and area attacks
STANDARD ACTIONS TRAITS
m Bite (Acid) • At-Will O Swarm Attack • Aura 1
Attack: Melee 1 (one creature); +9 vs. AC Each enemy that starts its turn within the aura takes 3 damage plus 2
Hit:1d8 + 2 damage plus 1d6 acid damage extra damage per centipede swarm adjacent to the enemy.
m Claw • At-Will Swarm
Attack: Melee 1 (one creature); +9 vs. AC The swarm can occupy the same space as another creature, and an
Hit: 1d6 + 2 damage, and the target is marked until the end of the enemy van enter its space, which is difficult terrain. The swarm cannot
wyrmling’s next turn. be pulled, pushed, or slid by melee or ranged attacks. It can squeeze
M Draconic Fury • At-Will through any opening that is large enough for at least one of the creatures
The wyrmling makes two claw attacks and one bite attack. it comprises.
C Breath Weapon (Acid) • Encounter • Recharges when first bloodied STANDARD ACTIONS
Attack: Close blast 3 (creatures in blast); +7 vs. Fortitude m Swarm of Mandibles (Poison) • At-Will
Hit: 1d8 + 1 acid damage, and a wyrmling vaporous serpent minion Attack: Melee 1 (one creature); +7 vs. AC
appears in any single unoccupied square in the blast. It acts just after the Hit: 1d6 +1 damage, and ongoing 5 poison damage (save ends); a
wyrmling in the initiative order. creature already taking ongoing poison damage is also weakened (save
Skills History +6, Insight +7, Intimidate +7 ends). The centipede swarm’s attack deals 1 extra damage for each
Str 19 (+5) Dex 15 (+3) Wis 10 (+1) centipede swarm adjacent to it.
Con 17 (+4) Int 10 (+1) Cha 13 (+2) TRIGGERED ACTIONS
Alignment unaligned Languages Common, Draconic Survival instinct • At-Will
Added common as a language. Trigger: The centipede swarm is hit by an area or closed attack.
Effect (Immediate Reaction): The centipede swarm shifts 3 squares.
Wyrmling Vaporous Serpent Level 2 Brute Minion Str 9 (-1) Dex 17 (+3) Wis 10 (+0)
Con 14 (+2) Int 1 (-5) Cha 6 (-2)
Medium Natural Beast XP 31
Alignment unaligned Languages -
HP 1; a missed attack never damages a minion Initiative -2
AC 15, Fortitude 14, Reflex 13, Will 12 Perception -2 Adjusted attack and damage values
Speed 6 Darkvision
Resist 10 acid
STANDARD ACTIONS
m Bite• At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 5 acid damage
Str 16 (+5) Dex 10 (+2) Wis 4 (-1)
Con 12 (+3) Int 4 (-1) Cha 4 (-1)
Alignment unaligned Languages ---
Adjusted attacks and damage for brutes.
Orium Dragon Wyrmling Level 4 Elite Soldier Centipede Swarm (level 3) Level 3 Brute
Medium Natural Magical Beast (dragon) XP 350 Medium natural beast (swarm) XP 150
HP 115; Bloodied 47 Initiative +6 HP44; Bloodied22 Initiative +3
AC 20, Fortitude 18, Reflex 16, Will 15 Perception +2 AC15, Fortitude14, Reflex15, Will11 Perception +1
Speed 6, fly 8 (hover), overland flight 10 Darkvision Speed 6, climb 6 (spider climb) Darkvision
Resist 5 acid Resist half damage from melee and ranged attacks
Saving Throws +2; Action points 1 Vulnerable 10 against close and area attacks
STANDARD ACTIONS TRAITS
m Bite (Acid) • At-Will O Swarm Attack • Aura 1
Attack: Melee 1 (one creature); +11 vs. AC Each enemy that starts its turn within the aura takes 4 damage plus 3
Hit:1d8 + 4 damage plus 1d6 acid damage extra damage per centipede swarm adjacent to the enemy.
m Claw • At-Will Swarm
Attack: Melee 1 (one creature); +11 vs. AC The swarm can occupy the same space as another creature, and an
Hit: 1d6 + 4 damage, and the target is marked until the end of the enemy van enter its space, which is difficult terrain. The swarm cannot
wyrmling’s next turn. be pulled, pushed, or slid by melee or ranged attacks. It can squeeze
M Draconic Fury • At-Will through any opening that is large enough for at least one of the creatures
The wyrmling makes two claw attacks and one bite attack. it comprises.
C Breath Weapon (Acid) • Encounter • Recharges when first bloodied STANDARD ACTIONS
Attack: Close blast 3 (creatures in blast); +9 vs. Fortitude m Swarm of Mandibles (Poison) • At-Will
Hit: 2d6 + 1 acid damage, and a wyrmling vaporous serpent minion Attack: Melee 1 (one creature); +9 vs. AC
appears in any single unoccupied square in the blast. It acts just after the Hit: 1d6 +3 damage, and ongoing 5 poison damage (save ends); a
wyrmling in the initiative order. creature already taking ongoing poison damage is also weakened (save
Skills History +7, Insight +7, Intimidate +8 ends). The centipede swarm’s attack deals 1 extra damage for each
Str 19 (+6) Dex 15 (+4) Wis 10 (+2) centipede swarm adjacent to it.
Con 17 (+5) Int 10 (+2) Cha 13 (+3) TRIGGERED ACTIONS
Alignment unaligned Languages Common, Draconic Survival instinct• At-Will
Added common as a language. Trigger: The centipede swarm is hit by an area or closed attack.
Effect (Immediate Reaction): The centipede swarm shifts 3 squares.
Wyrmling Vaporous Serpent Level 4 Brute Minion Skills Stealth +9
Str 9 (+0) Dex 17 (+4) Wis10 (+1)
Medium Natural Beast XP 44
Con 14 (+3) Int 1 (-4) Cha 6 (-1)
HP 1; a missed attack never damages a minion Initiative -1
Alignment unaligned Languages -
AC 17, Fortitude 16, Reflex 15, Will 14 Perception -1
Speed 6 Darkvision Adjusted attack and damage values
Resist 10 acid
STANDARD ACTIONS
m Bite• At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 6 acid damage
Str 16 (+6) Dex 10 (+3) Wis 4 (+0)
Con 12 (+4) Int 4 (+0) Cha 4 (+0)
Alignment unaligned Languages ---
Adjusted attacks and damage for brutes.
Orium Dragon Wyrmling Level 6 Elite Soldier Centipede Swarm (level 5) Level 5 Brute
Medium Natural Magical Beast (dragon) XP 500 Medium natural beast (swarm) XP 200
HP 147; Bloodied 63 Initiative +7 HP64; Bloodied32 Initiative +4
AC 22, Fortitude 20, Reflex 18, Will 17 Perception +3 AC17, Fortitude17, Reflex18, Will13 Perception +2
Speed 6, fly 8 (hover), overland flight 10 Darkvision Speed 6, climb 6 (spider climb) Darkvision
Resist 5 acid Resist half damage from melee and ranged attacks
Saving Throws +2; Action points 1 Vulnerable 10 against close and area attacks
STANDARD ACTIONS TRAITS
m Bite (Acid) • At-Will O Swarm Attack • Aura 1
Attack: Melee 1 (one creature); +13 vs. AC Each enemy that starts its turn within the aura takes 5 damage plus 4
Hit:1d8 + 6 damage plus 1d6 acid damage extra damage per centipede swarm adjacent to the enemy.
m Claw • At-Will Swarm
Attack: Melee 1 (one creature); +13 vs. AC The swarm can occupy the same space as another creature, and an
Hit: 1d6 + 6 damage, and the target is marked until the end of the enemy van enter its space, which is difficult terrain. The swarm cannot
wyrmling’s next turn. be pulled, pushed, or slid by melee or ranged attacks. It can squeeze
M Draconic Fury • At-Will through any opening that is large enough for at least one of the creatures
The wyrmling makes two claw attacks and one bite attack. it comprises.
C Breath Weapon (Acid) • Encounter • Recharges when first bloodied STANDARD ACTIONS
Attack: Close blast 3 (creatures in blast); +11 vs. Fortitude m Swarm of Mandibles (Poison) • At-Will
Hit: 2d6 + 3 acid damage, and a wyrmling vaporous serpent minion Attack: Melee 1 (one creature); +11 vs. AC
appears in any single unoccupied square in the blast. It acts just after the Hit: 1d6 +5 damage, and ongoing 5 poison damage (save ends); a
wyrmling in the initiative order. creature already taking ongoing poison damage is also weakened (save
Skills History _8, Insight +8, Intimidate +9 ends). The centipede swarm’s attack deals 1 extra damage for each
Str 19 (+7) Dex 15 (+5) Wis 10 (+3) centipede swarm adjacent to it.
Con 17 (+6) Int 10 (+3) Cha 13 (+4) TRIGGERED ACTIONS
Alignment unaligned Languages Common, Draconic Survival instinct• At-Will
Added common as a language. Trigger: The centipede swarm is hit by an area or closed attack.
Effect (Immediate Reaction): The centipede swarm shifts 3 squares.
Wyrmling Vaporous Serpent Level 6 Brute Minion Skills Stealth +10
Str 9 (+1) Dex 17 (+5) Wis10 (+2)
Medium Natural Beast XP 63
Con 14 (+4) Int 1 (-3) Cha 6 (+0)
HP 1; a missed attack never damages a minion Initiative +0
Alignment unaligned Languages -
AC 19, Fortitude 18, Reflex 17, Will 16 Perception +0
Speed 6 Darkvision Adjusted attack and damage values
Resist 10 acid
STANDARD ACTIONS
m Bite• At-Will
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 6 acid damage
Str 16 (+6) Dex 10 (+3) Wis 4 (+0)
Con 12 (+4) Int 4 (+0) Cha 4 (+0)
Alignment unaligned Languages ---
Adjusted attacks and damage for brutes.
Orium Dragon Wyrmling Level 8 Elite Soldier Centipede Swarm (level 7) Level 7 Brute
Medium Natural Magical Beast (dragon) XP 700 Medium natural beast (swarm) XP 300
HP 179; Bloodied 79 Initiative +8 HP84; Bloodied42 Initiative +5
AC 24, Fortitude 22, Reflex 20, Will 19 Perception +4 AC19, Fortitude19, Reflex20, Will15 Perception +3
Speed 6, fly 8 (hover), overland flight 10 Darkvision Speed 6, climb 6 (spider climb) Darkvision
Resist 5 acid Resist half damage from melee and ranged attacks
Saving Throws +2; Action points 1 Vulnerable 10 against close and area attacks
STANDARD ACTIONS TRAITS
m Bite (Acid) • At-Will O Swarm Attack • Aura 1
Attack: Melee 1 (one creature); +15 vs. AC Each enemy that starts its turn within the aura takes 6 damage plus 5
Hit:1d8 + 8 damage plus 1d6 acid damage extra damage per centipede swarm adjacent to the enemy.
m Claw • At-Will Swarm
Attack: Melee 1 (one creature); +15 vs. AC The swarm can occupy the same space as another creature, and an
Hit: 1d6 + 8 damage, and the target is marked until the end of the enemy van enter its space, which is difficult terrain. The swarm cannot
wyrmling’s next turn. be pulled, pushed, or slid by melee or ranged attacks. It can squeeze
M Draconic Fury • At-Will through any opening that is large enough for at least one of the creatures
The wyrmling makes two claw attacks and one bite attack. it comprises.
C Breath Weapon (Acid) • Encounter • Recharges when first bloodied STANDARD ACTIONS
Attack: Close blast 3 (creatures in blast); +13 vs. Fortitude m Swarm of Mandibles (Poison) • At-Will
Hit: 2d6 + 5 acid damage, and a wyrmling vaporous serpent minion Attack: Melee 1 (one creature); +13 vs. AC.
appears in any single unoccupied square in the blast. It acts just after the Hit: 1d6 +7damage, and ongoing 5 poison damage (save ends); a
wyrmling in the initiative order. creature already taking ongoing poison damage is also weakened (save
Skills History +9, Insight +9, Intimidate +10 ends). The centipede swarm’s attack deals 1 extra damage for each
Str 19 (+8) Dex 15 (+6) Wis 10 (+4) centipede swarm adjacent to it.
Con 17 (+7) Int 10 (+4) Cha 13 (+5) TRIGGERED ACTIONS
Alignment unaligned Languages Common, Draconic Survival instinct• At-Will
Added common as a language. Trigger: The centipede swarm is hit by an area or closed attack.
Effect (Immediate Reaction): The centipede swarm shifts 3 squares.
Wyrmling Vaporous Serpent Level 8 Brute Minion Skills Stealth +11
Str 9 (+2) Dex 17 (+6) Wis10 (+3)
Medium Natural Beast XP 88
Con 14 (+5) Int 1 (-2) Cha 6 (+1)
HP 1; a missed attack never damages a minion Initiative +1
Alignment unaligned Languages -
AC 21, Fortitude 20, Reflex 18, Will 17 Perception +1
Speed 6 Darkvision Adjusted attack and damage values
Resist 10 acid
STANDARD ACTIONS
m Bite• At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 8 acid damage
Str 16 (+7) Dex 10 (+4) Wis 4 (+1)
Con 12 (+5) Int 4 (+1) Cha 4 (+1)
Alignment unaligned Languages ---
Adjusted attacks and damage for brutes.
Orium Dragon Wyrmling Level 10 Elite Soldier Centipede Swarm (level 9) Level 9 Brute
Medium Natural Magical Beast (dragon) XP 1000 Medium natural beast (swarm) XP 400
HP 211; Bloodied 105 Initiative +9 HP104; Bloodied52 Initiative +6
AC 26, Fortitude 24, Reflex 22, Will 21 Perception +5 AC21, Fortitude21, Reflex22, Will17 Perception +4
Speed 6, fly 8 (hover), overland flight 10 Darkvision Speed 6, climb 6 (spider climb) Darkvision
Resist 5 acid Resist half damage from melee and ranged attacks
Saving Throws +2; Action points 1 Vulnerable 10 against close and area attacks
STANDARD ACTIONS TRAITS
m Bite (Acid) • At-Will O Swarm Attack • Aura 1
Attack: Melee 1 (one creature); +17 vs. AC Each enemy that starts its turn within the aura takes 7 damage plus 6
Hit: 1d8 + 10 damage plus 1d6 acid damage extra damage per centipede swarm adjacent to the enemy.
m Claw • At-Will Swarm
Attack: Melee 1 (one creature); +17 vs. AC The swarm can occupy the same space as another creature, and an
Hit: 1d6 + 10 damage, and the target is marked until the end of the enemy van enter its space, which is difficult terrain. The swarm cannot
wyrmling’s next turn. be pulled, pushed, or slid by melee or ranged attacks. It can squeeze
M Draconic Fury • At-Will through any opening that is large enough for at least one of the creatures
The wyrmling makes two claw attacks and one bite attack. it comprises.
C Breath Weapon (Acid) • Encounter • Recharges when first bloodied STANDARD ACTIONS
Attack: Close blast 3 (creatures in blast); +15 vs. Fortitude m Swarm of Mandibles (Poison) • At-Will
Hit: 2d6 + 7 acid damage, and a wyrmling vaporous serpent minion Attack: Melee 1 (one creature); +14 vs. AC
appears in any single unoccupied square in the blast. It acts just after the Hit: 1d6 +9damage, and ongoing 5 poison damage (save ends); a
wyrmling in the initiative order. creature already taking ongoing poison damage is also weakened (save
Skills History +10, Insight +10, Intimidate +11 ends). The centipede swarm’s attack deals 1 extra damage for each
Str 19 (+9) Dex 15 (+7) Wis 10 (+5) centipede swarm adjacent to it.
Con 17 (+8) Int 10 (+5) Cha 13 (+6) TRIGGERED ACTIONS
Alignment unaligned Languages Common, Draconic Survival instinct• At-Will
Added common as a language. Trigger: The centipede swarm is hit by an area or closed attack.
Effect (Immediate Reaction): The centipede swarm shifts 3 squares.
Wyrmling Vaporous Serpent Level 6 Brute Minion Skills Stealth +12
Str 9 (+3) Dex 17 (+7) Wis10 (+4)
Medium Natural Beast XP 100
Con 14 (+6) Int 1 (-1) Cha 6 (+2)
HP 1; a missed attack never damages a minion Initiative +2
Alignment unaligned Languages -
AC 23, Fortitude 22, Reflex 20, Will 19 Perception +2
Speed 6 Darkvision Adjusted attack and damage values
Resist 10 acid
STANDARD ACTIONS
m Bite• At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 9 acid damage
Str 16 (+8) Dex 10 (+5) Wis 4 (+2)
Con 12 (+6) Int 4 (+2) Cha 4 (+2)
Alignment unaligned Languages ---
Adjusted attacks and damage for brutes.
A musty smell hits your nose and laughing fills your D6 Effect
ears as you enter the room ahead. Bottles upon bottles 1 The creature grows sluggish. It takes a -2 penalty
can be seen lining the walls of this ancient room. Most of to all defenses until then end of its next turn.
the labels on the bottles are unreadable, but a few 2 The creature’s skin turns white and its eyes
simply have a large red cross over them. A tentacle completely black. It takes a -2 penalty to Bluff,
reaches out from the darkness grabbing a filled bottle Diplomacy, and Perception checks until it takes
and then moments later throwing it to the floor… an extended rest.
empty. 3 The target of the creature’s deepest hatred flashes
in front of their eyes. The creature is dazed until
This part of the underground lair has been turned into a the end of its next turn.
potion room. The creatures inhabiting this room are 4 The creature becomes one size larger until the end
more failed experiments. In this case, they are what of the encounter (up to huge size). Its reach
Arbosus refers to as Bhaal Spawn- humans tainted by increases by 1.
the essence of Bhaal, turned into creatures that are not 5 The creature becomes one size smaller until the
merely insane, but entirely warped. end of the encounter (down to tiny size). Its reach
decreases by 1 (to a minimum of 1).
Tactics
The crazed humans use the room’s limited size to try
and gain benefits from each other’s proximity.
The Bhaal spawn(s) try to grab PCs so the crazed
humans can swarm them.
The creatures drink potions in between actions
when possible, as they believe it will help them in the
fight.
Experience Points
The PCs do not earn any XP for this encounter, but it
does count towards a milestone.
Treasure
There is no treasure in this encounter.
Ogre Juggernaut (level 11) Level 11 Brute Quasit (level 11) Level 11 Controller
Large natural humanoid (giant) XP 600 Tiny elemental humanoid (demon) XP 600
HP 141; Bloodied 70 Initiative +7 HP 107; Bloodied 53 Initiative +10
AC 23, Fortitude 25, Reflex 21, Will 21 Perception +7 AC 27, Fortitude 20, Reflex 25, Will 23 Perception +12
Speed 8 Speed 8 Darkvision
STANDARD ACTIONS TRAITS
m Greatclub (Weapon) • At-Will O Tempter’s Influence• Aura 2
Attack: Melee 2 (one creature); +16 vs. AC Enemies within the aura take a -2 penalty to saving throws.
Hit: 4d8 + 6 damage. STANDARD ACTIONS
R Rock (Weapon) • At-Will m Bite (Poison) • At-Will
Attack: Ranged 5 (one creature); +16 vs. AC Attack: Melee 0 (one creature); +16 vs. AC
Hit: 3d6 + 8 damage. Hit: 2d6 + 8 damage, and the target grants combat advantage (save
M Juggernaut Push (Weapon) • Recharge5 6 ends).
Attack: Melee 1 (one creature); +14 vs. Fortitude C Cyric’s Dictum (Charm) • Encounter
Hit: The ogre pushes the target 1 square and knocks it prone. The ogre Attack: Close burst 5 (one enemy in burst); +6 vs. Will
then shifts 1 square to the square the target vacated. The ogre can push Hit: The target is dominated (save ends). When a dominated target
the target an additional number of squares equal to the ogre’s speed, attacks, the quasit becomes visible..
shifting an equal number of squares and remaining adjacent to it. The MINOR ACTIONS
target takes 1d8 damage for each additional square the ogre pushes it. C Evil Temptation• At-Will 1/round
TRIGGERED ACTIONS Attack: Close burst 3 (one creature in burst); +14 vs. Will
Blood Feast • Encounter Hit: The target is dazed (save ends). The effect also ends if the target
Trigger: A bloodied enemy is hit by this creature makes an attack against one of its allies.
Effect (Free Action): One of this creature’s allies adjacent to the Invisibility (Illusion) • At-Will 1/round
triggering enemy can make a basic attack against that enemy as a free Effect: The quasit becomes invisible until it makes an attack roll.
action. Treacherous Escape (Illusion, poison, teleportation, zone) • Encounter
Mark of Bhaal • Encounter Effect: The quasit creates an illusory duplicate of itself in its current
Trigger: One of this creature’s enemies becomes bloodied space, turns invisible until the end of the encounter or until it attacks,
Effect (Free Action): Allies of this creature within 5 squares of the and teleports 5 squares. If any creature attacks the illusion, the illusion
triggering enemy can shift 5 squares to a square adjacent to that enemy disappears and creates a zone in a burst 2 centered on the illusion. Any
as a free action. creature that enters the zone or starts its turn there takes 5 poison
Skills Athletics +13 damage. The zone lasts until the end of the encounter.
Str 24 (+12) Dex 15 (+7) Wis 15 (+7) TRIGGERED ACTIONS
Con 21 (+10) Int 4 (+2) Cha 6 (+3) Variable Resistance • Encounter
Alignment chaotic evil Languages Giant Trigger: The quasit takes acid, cold, fire, lightning, or thunder damage.
Equipment greatclub, 4 rocks Effect (Free Action): The quasit gains resist 10 to the triggering damage
Ogre with blood feast and mark powers of Yeenoghu’s death pack type until the end of the encounter.
theme (reflavored to Bhaal). Added Athletics. Skills Bluff +11
Str 8 (+4) Dex 21 (+10) Wis 14 (+7)
Con 11 (+5) Int 10 (+5) Cha 16 (+8)
Alignment chaotic evil Languages Abyssal, Common
Quasit with dictum and treacherous escape from Faithful of Graz’zt
theme (reflavored to Cyric). Added Bluff as a skill.
Cadwy nods with an air of righteousness to you and Ending the Encounter: The Way
thanks you for your service, “You have been a great
asset to the Paladins of Torm and the Laws of our land.”
Escapes
The PCs head to the portal where they agreed to meet
He offers the PCs a selection of magical items from the Nualla. If the PCs succeeded in saving all the members,
Order’s vault (see Treasure, below). she is very pleased, and pays them the agreed upon
If they failed, he is upset. The panic that ensued amount of money:
caused several members to be wounded, and a fair
number to escape. The act draws the scorn of the Nualla nods to you with a smile playing about her lips.
population, with the Dusk Talons already spreading “You have done a good thing and the Dusk Talons
word on the heavy-handedness of the Order. He will not forget this.”
grudgingly pays them the agreed upon amount of money
‘for their trouble’ She offers the PCs a selection of magical items from the
Cadwy expects most people will be released soon, Dusk Talons stash (see Treasure, below).
once the Order knows who they are. Most likely, they If they failed, she is disappointed that some people
will be sentenced to labor on the roads for several weeks got hurt or captured, but pays them anyway,
‘to learn the error of their ways’. acknowledging they at least tried.
Proceed to Concluding the Adventure.
Story Awards
Award these if the PC completes the condition for the
award in the adventure. Pass out certificates to the
players for their story awards.
Reference: Custom LFR version of the orb of light artifact found in Open Grave. This version is NOT an artifact (it does not
have a Concordance score, etc.) The ability to speak, read, and write Supernal was intentionally removed from this
version of the item (instead, it auto-levels to match your character level).
.
Najara
Najara is one of the largest and most potent kingdoms in
western Faerûn, though few are aware of that fact.
The land is littered with impressive ruins, including
ancient serpentfolk strongholds, Netherese settlements
abandoned for centuries, and the remnants of the
collapsed human kingdom of Boareskyrr.
Forest of Wyrms
Snake-Infested Forest
Despite the underlying rocky terrain, the Forest of
Wyrms is composed of great redwoods and thick pines
that soar to staggering heights. All manner of serpents
reside therein. Small communities of yuan-ti are
common, and the place is home to several youthful
green dragons, whose alliance with the yuan-ti is
tenuous at best.
Several locations of interest lay in the forest,
including Ss’thar’tiss’ssun, one of the most ancient ruins
in Faerûn, and Thlohtzin, an old lich stronghold turned
slave citadel by its new yuan-ti residents.
Although most steer clear of the ancient ruin,
sinister human and tiefling slavers travel to Thlohtzin to
sell their merchandise for ancient gold. The slaves are
then reapportioned throughout Najara.
Murderer 1 – Arlhym
The first murderer was Arlhym, a farmer who lost of his crops to the war. Arlhym went crazy just outside the gate and
attacked a guardswoman, strangling her before the other guards could drag him away. Arlhym was seen as a
troublemaker and blamed the Order for the loss of his farm. He was known to be a member of the Way.
Arlhym was knocked out with force and locked in jail; he hung himself in his cell.
Murderer 2 – Nemehn
The second murderer is Nemehn. Nemehn was a fanatic supporter of the Way spreading pamphlets until the Watch,
on the Order of Torm’s prompting, put a stop to it and fined him for ‘rioting.’ After that incident many people were
not eager to admit their involvement with the Way. Nemehn’s attack was unsuspected: he appeared in the market
one day, raving madly, grabbed a knife from a fish monger and started stabbing people at random.
He killed the fishmonger’s wife and an older man before he was brought down by a guard’s blade. He is held in
the barracks, but is not expected to live long due to the wounds he suffered in the fight.
Murderer 3 – Duyf
The third murderer is Duyf, a guard. Duyf was still in armor and bearing weapons when he went on a rampage in the
marketplace, killing four people, before his fellow guards killed him with a volley of crossbow bolts.
None of the guards had foreseen Duyf’s descent into madness.
DMs Name:
Question 1. Which faction did the PCs work for? Question 6. Was Bellavous the Quasit able to
a. The Order of Torm escape?
b. The Dusk Talons a. No
c. The Lion’s Den b. Yes
d. The party split and tried to work for multiple
factions. Question 7. Did any members of the cult (The Way)
e. none die due to any failure or inaction of the PCs?
a. No
Question 2. Who has Arbosus’ Journal? b. Yes
a. PCs kept it
b. Nualla A’Ashemmi, Dusk Talons Question 8. How many of the PCs contracted filth
c. Order of Torm fever from the essence of Bhaal in Encounter 4? (0 to
d. Liahanna, Lion’s Den 6)
e. Was not recovered
Question 9. Please ask the players to rate the
Question 3. Did the PCs arrest any members of The adventure, and the DM should do likewise. You may
Way? use whatever criteria you wish.
a. No
b. Yes How do the players rate this adventure on a scale from
1-5, where 1 is the worst possible rating, 3 is average,
Question 4. Did the Dusk Talons and The Way form and 5 is the best possible rating?
an alliance?
a. No 1 2 3 4 5
b. Yes
How does the DM rate this adventure on a scale from 1-
Question 5. Did the PCs reveal the nature of 5, where 1 is the worst possible rating, 3 is average, and
Arbosus’ experiment to the public, or did they hide 5 is the best possible rating?
the truth?
a. They hid the truth. 1 2 3 4 5
b. They revealed the truth.
Has Received Story Awards From: Has Received Story Awards From: Has Received Story Awards From:
(cross out those not received) (cross out those not received) (cross out those not received)
This Story Award also counts as a recommendation This Story Award also counts as a recommendation This Story Award also counts as a recommendation
to join the circled faction’s Meta-Organization. to join the circled faction’s Meta-Organization. to join the circled faction’s Meta-Organization.
______________________________________________________ ______________________________________________________
(character name) (character name)
Has Recovered a Relic During the Adventure: Has Recovered a Relic During the Adventure:
Reference: Custom LFR version of the orb of light artifact found in Open Grave. Reference: Custom LFR version of the orb of light artifact found in Open Grave.
This version is NOT an artifact (it does not have a Concordance score, etc.) The This version is NOT an artifact (it does not have a Concordance score, etc.) The
ability to speak, read, and write Supernal was intentionally removed from this ability to speak, read, and write Supernal was intentionally removed from this
version of the item (instead, it auto-levels to match your character level). version of the item (instead, it auto-levels to match your character level).
Event Name: _______________________________ Event Code: __________________________
(This number was given to the organizer when the event was scheduled)
S ess i o n T r ac k i n g
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D u n g e o n MMaste
asterr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player WIN/DCI
Name Number
2
a b c
3
4
S ess i o n T r ac k i n g
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D u n g e o n MMaste
asterr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player WIN/DCI
Name Number
2
a b c
3