REAVERS OF HARKENWOLDT" PART 1: THE IRON CIRCLE Roleplaying Game Adventure Book 1 is a two-part DUNGEONS and DRAGONS(r) adventure set in the Nentir Vale. The first half of the adventure takes the characters from 2nd to 3rd level.
100%(13)100% found this document useful (13 votes)
11K views63 pages
REAVERS OF HARKENWOLDT" PART 1: THE IRON CIRCLE Roleplaying Game Adventure Book 1 is a two-part DUNGEONS and DRAGONS(r) adventure set in the Nentir Vale. The first half of the adventure takes the characters from 2nd to 3rd level.
REAVERS OF HARKENWOLDT" PART 1: THE IRON CIRCLE Roleplaying Game Adventure Book 1 is a two-part DUNGEONS and DRAGONS(r) adventure set in the Nentir Vale. The first half of the adventure takes the characters from 2nd to 3rd level.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online from Scribd
Download as pdf or txt
100%(13)100% found this document useful (13 votes)
REAVERS OF HARKENWOLDT" PART 1: THE IRON CIRCLE Roleplaying Game Adventure Book 1 is a two-part DUNGEONS and DRAGONS(r) adventure set in the Nentir Vale. The first half of the adventure takes the characters from 2nd to 3rd level.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online from Scribd
Download as pdf or txt
You are on page 1of 63
At a glance
Powered by AI
The story is set in the land of Harkenwold which has been taken over by mercenaries called the Iron Circle led by Lord Vhennyk.
The story is set in the land of Harkenwold in the Nentir Vale region. Harkenwold is a small barony surrounded by the Harken Forest.
The main antagonists are the Iron Circle mercenaries led by Lord Vhennyk. They have taken over Harkenwold and are oppressing the local people.
REAVERS OF HARKENWOLDT"
PART 1: THE IRON CIRCLE
Roleplaying Game Adventure Book 1 Credits Design Richard Baker Additional Design and Development Christopher Perkins Editing M. Alexander Jurkat, Christopher Perkins D&D Creative Manager Christopher Perkins Design Manager James Wyatt Development Manager Andy Collins Director of RPG R&D Bill Siavicsek Art Direction Kate Irwin, Jon Schindehette Graphic Design leon Cortez Illustrations Adam Gillespie, Ben Wootten Cartographers Jason A. Engle, Mike Schley Publishing Production Specialists Angelika lokotz, Erin Dorries Prepress Manager Jefferson Dunlap Imaging Technician Carmen Cheung Production Manager Cynda Callaway DUNGEONS & DRAGONS. D&D. W,ZAROS OF THE COAST, Dungeon Master's Kil, Monster Vault, Reavers of Harkenwold, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast llC in the U.S.A. and other countries. All Wizards characters, and the distinctive likenesses thereof are property of Wizards of the Coast llC. This material is protected' under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the CoastllC. Printed in China 2010 Wizards of the Coast llC 30024464000 00l-EN ISBN: 9780786956302 Visit our website at DungeonsandDragons.com INTRODUCTION Heavers ofHarken wold" is a two-part DUNGEONS & DRAGONS adventure set in the Nentir Vale. a region introduced in the DUNGEONS & DRAGONS Fantasy Holeplayin8 Game. The first half of the adventure takes the characters from 2nd to 3rd level and is presented in this book. Heavers of Harken wold Part 2: The Die Is Cast contains the second half of the adventure, which is deSigned to take characters from 3rd to 4th level. Reavers of Harken wold pits the heroes against the Iron Circle, a company of cruel mercenaries that has seized control of the small land of Harken wold. In this adven ture, the heroes become daring rebels and lead the folk of Harkenwold against their oppressors. Harkenwold is a small barony in the southeast reach of the Nentir Vale. Several tiny hamlets and a number of steadings (isolated farms) are scattered across the broad dale of the \ ~ r h i t e River. The great Harken Forest sur rounds the realm, isolating it from the lands nearby. In better times. this quiet backwater contendy avoids major trouble. At present, Iron Circle mercenaries are plundering the land. Baron Stockmer, the rightful lord, is a prisoner in his own keep, and a villainous lord named Nazin Redthorn rules in his place. The Harkenwold folk are down to their last hope-that brave heroes will answer their calls for help and break the Iron Circle. Adventure Background Lord Vhennyk and his mysterious Iron Circle mercenaries came to the Nentir Vale from the southern city ofSarthel roughly two months ago. Their mission: Bring the Nentir Vale to heel. Vhennyk decided that overt operations would start in the relatively isolated Barony of Harken wold, a col lection of hamlets scattered over fifty miles of the upper White River valley. He tasked his subordinate, a brigand captain named Nazin Redthorn, with seizing the region, then hurried on to implement his other plans for the Vale. About six weeks ago, Nazinled a large band of Iron Circle mercenaries into Harkenwold in a surprise attack. The brigands stormed Harken Keep and took Baron Stock mer captive. Iron Circle sweeps ami raids soon quelled any show of resistance, leaving Harkenwold a conquered land. The new bandit "authorities" are pillaging Harken wold through "tolls" and confiscations, harshly punishing anyone who resists. Nazin is further strengthening his hold by negotiating with other malignant forces. In par ticular, he's used some of the loot he's plundering from Harkenwold's suffering populace to buy the friendship of a group of odious bullywugs (a race of bipedal frog people). ADVENTURE SYNOPSIS The adventurers have a truly heroic challenge ahead of them: the liberation of an oppressed land. Reavers of Harken wold is split into two parts, each part contained within its own 32-pagc adventure book. Although the story's outcome hinges on the actions of the player characters, the adventure willlikcly unfold as follows. Part 1: The Iron Circle On the outskirts of Harkcllwold, the advcnturers encounter a band ofIron Circle marauders threatening a farmhouse. They intervene and rescue the widow llyana and her sons (encounter EJ). Ilyana tells the heroes about Harkenwold's troubles and begs them to help end this evil. She directs the heroes to the nearby village ofAlbridge and two key figurcs in Harkenwold's growing resistance: a retired adventurer named Dar Gremath and the druid Reithann. Dar Gremath is keen to deal with isolated Iron Circle detachments. He suggests ccrtain targets, among them a supply caravan (encounters E2 and E3). For her part, Reithann advises the heroes to strike at the Toadwallow Caverns, the lair ora bullywug tribe allied to the Iron Circle (encounters '1'1 through '\'3). If the heroes defeat the bullywugs, the rebels in western Harkenwold are free to bring the fight to the Iron Circle. Regardless of which option they pick, the adventurers can return to the other quest whenever they want. Cleaning out the Toadwallow or raiding the Iron Circle brings the adventurers to Nazin Redthorn's attention and convinces him that they are a serious threat. He dis patches strong patrols to hunt them down (encounter E4). The defeat of one of these strike forces emboldens freedom fighters throughout the region. Heartened by the adventurers' aid, the people of Harkenwold prepare for battle against the invaders. The leaders of the resistance ask the heroes to contact the Woodsingers, a clan of elves living in the Harken Forest south of Harkenwold (encounter D1). To gain the aid of the elves, the advcnturers must defeat the evil lurking in the wizard sanctuary ofDal Nystiere (encounters D2 through D4). Accomplishing the quest concludes this part of the adventure. Part 2: The Die Is Cast Returning from the forest with Woodsinger warriors as allies, the adventurers learn that Nazin Redthorn is marching to destroy the resistance. In the Battle of Albridge (encounters R1 through B4), the heroes lead the Harkenwolders and their elvcn allies against the Iron Circle. With hard fighting and some luck, the Iron Circle is defeated, and the surviving mercenaries retreat to Iron Keep-a stronghold too wcll fortified for !he Harken wolders to storm. In the climactic challenge of the adventure, the heroes ~ infiltrate Iron Keep (encounters K1 through K7). With :::l fortune on their side, they strive to free Baron Stockmer, r- Z defeat the remaining Iron Circle soldiers, and kill or cap' L.U ture Nazin Redthorn. Their herOic efforts bring freedom to > Harkenwold once again! ~ Vl USING THIS :r ADVENTURE Heavers of Harken wold can be played as a followup to "The Twisting Halls" adventure presented in the DUNGEONS & DRAGONS Fantasy Roleplayin8 Game. The player characters should be 2nd level when they start this adventure and at least 4th level by its conclusion. The adventure has the follOWing components: Heavers of Harken wold Part 1: The Iron Circle (this book) prOVides an overview of Harkenwold and encounters that pit the heroes against the Iron Circle and its allies. The encounters are split into three major sections: Events (E), the Toadwallow Caverns (T) , and the sanctuary at Dal Nystiere (D). The second adventure book. Reavers of Harken wold Part 2: The Die Is Cast, contains the second half of the adven ture, with encounters divided into two major sections: the Battle of Albridge (B) and Iron Keep (K). The adventure comes with two foldout battle maps depicting key encounter locations. The battle maps are designed for use with cardboard tokens or plastic min iatures, but they don't encompass every encounter in the adventure. For encounters that the battle maps don't cover, you can either draw the maps for your players using wet erase markers and a blank battle map (available for purchase at your local hobby store) , or you can build the maps using D&D Dun8eon Tiles. Heavers of Harken wold includes many villains and mon sters, tokens for which can be found in this box or the Monster Vault''' boxed set. Getting Started Read this book first, and familiarize yourself with the overall structure of the adventure. You won't need to Jook at the adventure book for Reavers of Harkenwold Part 2: The Die Is Cast until you're ready to run that part of the adven ture. Review the adventure outline on the next several pages, particularly if you are a new DM. See "Setting the Stage" (page 5) for ways to engage the characters in the story, or use them as cxamples to dcvise your own adventure hooks. Once everyone has gathered, start with encounter E1 (page 12). FREEING HARKENWOLD To successfully overthrow the Iron Circle and restore freedom to Harkenwold, the adventuring party must accomplish at least four of the following goals: Defeat the bullywugs of the Toadwallow Caverns. Forge an alliance with the Wood singer elves. Win the Battle of Albridge. Rescue Baron Stock mer from Iron Keep. Defeat Nazin Redthorn, the leader of the Iron Circle in Harkenwold. Achieving four of these goals ensures that the Har kenwolders eventually triumph over the Iron Circle. Achieving all five brings about an immediate victory. For example, lOSing the Battle ofAlbridge would be a serious setback for the Harkenwolders, but the remaining villages can beat the Iron Circle ifNazin Redthorn is dead, the Baron is freed, the Woodsinger elves are on their side, and the bullywugs pose no threat. Running the Adventure Guiding the players through such an involved plot can seem daunting at first, but don't despair. The adventure breaks down into five distinct chapters. Your players have a great deal oflatitude to decide which specific tasks their characters are going to tackle next. All you have to do is offer them the decision pOints, and run the challenges and encounters associated with the course they choose. The storyline follows this general course: Reavers ofHarken wold, Part 1: The Iron Circle Chapter I: Road to Adventure (encounters EI-E3) Chapter II: Opening Salvos (encounters TI-T3, E4) Chapter III: Gathering Allies (encounters 01-04) Reavers ofHarkell wold, Part 2: The Die Is Cast Chapter IV: Battle ofAlbridge (encounters Bl-B4) Chapter V: Iron Keep (encounters Kl-K7, E5) Chapter I. Road to Adventure The adventure begins with encounter El (page 12). The adventurers confront a gang ofIron Circle maraud ers and stop them from burning down a farm. When they've defeated or driven off the villains, they meet Ilyana, their first contact in Harkenwold. I1yana advises the party to continue on to the nearby Village ofAlbridge and seek out the rebel leader Dar Gremath or the druid Reithann. Dar Gremath: The rebel leader asks the heroes to begin direct action against the Iron Circle. Reithann: The druid asks the heroes to go to the west end of the vale and deal with the vicious bullywugs lairing in the Toadwallow Caverns. Chapter II. Opening Salvos The heroes decide to take on the bullywugs or oppose the Iron Circle. Iron Circle: If the heroes choose to take on the Iron Circle directly, Dar Gremath suggests several different opportunities for causing mischief The heroes can root out Iron Circle soldiers troubling a local village, or they can waylay an Iron Circle supply wagon (encounters E2 and E3, pages 14-17). Most of these events take place within a day's travel of Albridge, the heart of the rebellion. Q]lest XP: Taking out the supply wagon earns a minor quest reward of 100 XP. Bullywugs: If the heroes take on the bullywugs, they travel to Tor's Hold and the Toadwallow Caverns at the west end of the vale. The caverns are described in encoun ters T1 through T3 (pages 20-25). Q]lest XP: Defeating the bullywug chieftain earns a minor quest reward of 125 XP. Making Enemies: Defeating the bullywugs or taking out the supply wagon provokes a response from the Iron Circle. This leads to encounter E4 (page 18). Chapter III. Gathering Allies Now that battle is truly joined between the adventurers and the Iron Circle, a workable plan for defeating the marauders must be devised. Both Reithann and Dar Gremath suggest contacting the Woodsinger elf clan in the Harken Forest and asking for their help against the Iron Circle. vVinning the friendship of the Wood singers isn't easy. The heroes must battle the evil undead mage lurking in the sanctuary ofDal Nystiere to prove their mettle to the elves. This quest leads to encounters Dl through D4 (pages 26-31). Q]lestXP: Forging an alliance with the Woodsinger elves earns a minor quest reward of 150 XP. The heroes might first choose to revisit the option they didn't take preViously, dealing with the Toadwallow bully wugs or fighting Iron Circle soldiers where they find them. Chapter IV. Battle of Albridge When the heroes return from their elven adventures, they find the barony abuzz with news: Nazin Redthorn is gathering Iron Circle soldiers to march on Albridge. Dar Gremath is organizing a force of Harkenwold militia for defense. At the start of encounter Bl (Reavers of Harkell wold Part 2: The Die Is Cast, page 3), a messenger from Dar Gremath asks the adventurers to come to Albridge as quickly as possible to help fight off the Iron Circle. The player characters travel to Albridge, possibly with Tor's Hold or Wood singer reinforcements, just in time to participate in Dar Gremath's council of war. The battle unfolds in the course of encounters B2 through B4 (Reav ers of Harkell wold Part 2: The Die Is Cast, pages 6-11). The battle turns on the heroes' successes up to this pOint in the adventure. If the heroes have been reasonably successful so far, the rebels break the Iron Circle army and win the day. Yisarn the Skeletal Mane QJlest XP: Defeating the Iron Circle in the battle earns the characters a major quest reward of 750 XP. Victory or Defeat: Whether the rebels triumph or not, a significant obstacle remains-Nazin Redthorn still holds Iron Keep. Harkenwold cannot be truly free as long as its principle fortress is in enemy hands. Chapter V. Iron Keep Whether victorious or defeated, the surviving Iron Circle soldiers retreat to Iron Keep and hole up. hoping for reinforcements. Defeating Nazin Redthorn and his marauders means that Iron Keep must fall. The Harkenwold rebels have no chance of storming the battlements. A small team of highly capable and skilled volunteers, however, could infiltrate the castle, rescue the baron, and put an end to Nazin Redthorn. The heroes' assault on Iron Keep is covered in encounters Kl through K7 (Reavers ofHarkenwold Part 2: The Die Is Cast, pages 16-30). Quest XP: Driving the Iron Circle out of Harkenwold and freeing Baron Stock mer earns the adventurers a major quest reward of 1,000 XP. Conclusion: If the heroes succeed in freeing Baron Stockmer and defeat Redthorn and the remaining Iron Circle reavers, the adventure comes to an end. The heroes have liberated Harkenwold, and they can go on to whatever challenge awaits them next. Ifyou wish to use the Iron Circle as an ongoing threat in your campaign, encounter E5 provides a fitting epilogue. SETTING THE STAGE Use one or a combination of the hooks below to motivate the characters to participate in this adventure. Agents Provocateur: The characters are native to the town ofFallcrest, a few days west ofHarkenwold. Lord Warden Markelhay, ruler ofFallcrest, hears that merce naries have taken over Harkenwold and decides to send Baron Stockmer help. He summons the heroes to his keep and commissions them to go to Harkcnwold, work to defeat the Iron Circle, and restore the baron to his throne. Bandit Hunting: The heroes are on the trail of a gang of marauders who attacked a farmhouse a few days' travel away. The trail ends in northern Harkenwold, where it becomes clear that these bandits are not merely isolated raiders. Interrupted Pilgrimage: One or more of the heroes are returning from a pilgrimage to a temple in the town of Fallcrest. A divine character whose patron is Erathis, Pelor, or Sehanine works best for this, but devotees of Ioun, Kord, Bahamut, CoreHon, Avandra, or Moradin fit as well. FollOWing the King's Road east after their visit, the adventurers pass into Harkenwold. Trouble at Home: One or more of the adventurers are native to Harkenwold. While visiting the dwarven town of Hammerfast, several days' journey to the north, they learn from traveling merchants that brigands have taken over Harkenwold. They must hurry back home if they plan to do something about it. EXTRA CREDIT The pl'ayers might "miss aspects of the adventure by chOOSing to do other things. For example, if they decide to deal with the Toadwallow bullywugs first and then head for the Woodsinger elves, they'll skip over encounters E1 and U. Not a problem. The adventure is deSigned to give real importance to the players' decisions about the task of freeing Harkenwold. Your players might devise other ideas for helping Harkenwold. For example, they could visit different vil lages and train the militia, inspire more townsfolk to take up arms, or waylay numerous Iron Circle patrols. You can repurpose some of the specific encounters in this book to handle these fights. Alternatively, feel free to create suit able skill challenges covering these tasks. Eventually, the party should arrive at the Battle of Albridge, the pivotal point of the adventure. You might need to create new victory point goals if the players have concen trated their efforts on things not discussed in detail here. HARKENWOLD The Barony ofHarkenwold is a broad valley just over 50 miles long and roughly 20 miles wide located between arms of the Harken Forest. This primarily open land consists ofgently rolling hills covered in a mix of cheery meadows, light forest with little undergrowth, and the occasional thicket. The climate is cool and rainy. Many small streams wind their way across the land, eventually joining the \\Thite River. These brooks are at most a few feet wide, and small footbridges cross them regularly. Harkenwold's total population is about 2,000, scattered across half a dozen small hamlets and a score of isolated steadings. Most of the citizens are humans (50%), halflings (25%), and dwarves (20%), with a smattering of other folk (5%). Unless otherwise specified, NPCs the characters meet are human. Harkenwolders living in the countryside are primarily farmers, shepherds, or woodcutters. Denizens of the ham lets also include woodworkers, smiths, carters, brewers, cheese makers, and leatherworkers. The other villagers tend nearby fields or orchards. Harkenwold's Steadings A steading is a farm or homestead in Harkenwold's countryside. Each of these settlements features a strongly built house of fieldstone and timber, surrounded by apprOXimately 200 acres of pasture land and cropland. Some steadings have defensive palisades around the main house. A Single extended family commonly lives in the house-two or three couples with their children, their older relations, and a few hired hands. Rarely do the total inhabitants of a steading exceed 20 people. Traveling in Harkenwold Characters on foot average 212 to 3 miles per hour on roads or trails. Walking from Tor's Hold to Easthill, for example, takes about two days. If the adventurers avoid the well-traveled trails and strike out directly overland, the mixed terrain reduces their speed to threequarters normal. Venturing into the Harken Forest or the Briar Hills is much more difficult. The rougher terrain reduces speed to half normal. Travelers in Harkenwold are rarely more than a mile or two from the nearest steading. Most Harkenwolders are happy to put up visitors for the night, although the accom modations might be a dry barn or stable. Sites of Interest Places of note in Harkenwold are detailed in the following pages. ; l: ~ w " i Alhridge Population 180 The second-largest village in Harkenwold, Albridge stands where the King's Road crosses the White River. The center of resistance to Iron Circle rule, the rebel leader in Albridge is Dar Gremath, a retired adventurer (see "Major Characters," page 10). As the adventure begins, the rebels are gathering arms and armor, exchanging messages with disgruntled folk in other villages, and posting lookouts to report on Iron Circle movements in the countryside. Later, Albridge is the site ofNazin Redthorn's attempt to crush the Harken wold rebels in a Single battle, as detailed in encounters Bl through B4 (Reavers ofHarkenwold Part 2: The Die Is Cast, pages 3-11). Important locations in Albridge include: 1. Old Tower. This vine-covered ruin was once a post for soldiers guarding the bridge. The roof collapsed long ago, leaving the interior open to the weather, but the walls are still sound. 2. Erst the Wainwright. Erst is stout, middle-aged, and balding, well known as a human of few words. A crafter, he sells mostly to local farmers in need of carts, wagons, or wheelbarrows, as well as the rare merchant still making use of the old King's Road. Erst's grandfather was a smuggler-hidden tunIlels under his workshop offer the rebels a good place to hide their arms and armor. 3. Gerrad's House. Gerrad. a hale and white-haired old halfling, is the Village elder. He and his wife Nioma are skilled weavers and sell simple but well-constructed garments of all kinds. Gerrad was appointed village cider by Baron Stockmer 30 years ago, and he conducts most of the town business from the common room of the Mallard Inn. He hides the keenness of his mind behind an aflitble manner and long-winded stories. Gerrad is well aware of Dar Gremath's efforts to organize resistance and supports them. He hopes to deflect Iron Circle suspicions for as long as possible, but realizes that direct confrontation is inevi table. He despairs that the rebels will not be strong enough. 4. Village Green. This open space serves as a market in good weather. On most days. the children of the hamlet gather here to play. Merchant caravans use the green as a campsite if they're too big to fit in the Mallard 's innyard. 5. Kathrid's Smithy. Kathrid is a black-haired, mature dwarfwho served as a guard in the dwarven settlement of . Hammerfast when she was younger. She is an industrious, can-do type who talks incessantly while she works, fllling her listener's ears with advice on every topic imaginable. She is a close ally of Dar Grernath and serves as his chief lieutenant in the resistance. If anything happens to her commander, Kathrid is ready to step in and continue the fight. 6. The Mallard Inn. This small inn and taphouse is owned by Onneth, an older half-elf man nearing retire ment. Onneth is a good-hearted soul, but he is fretful, forgetful, and incompetent. Most importantly. he can't keep a secret, so the resistance leaders are careful about what they say around him. Room and board at the Mallard costs 5 silver pieces per night. 7. White River Mercantile. This trading post deals in locally produced woodwork, leather goods, provisions, and a handful ofluxury items imported from Fallcrest or the lands to the south. It is run by Roma Featherton. She is a brisk, robust, officious haUling who recently took over the business from her ailing father. Her cousin Abel and his family help out. Most mundane equipment other than armor or weapons is available here for the normal cost. 8. Gremath Stables. Dar Gremath, an aging and retired human adventurer, rarely speaks about his long ago travels. From this base in his livery and stable, Dar has organized the resistance in Harkenwold. Under cover of stabling their mounts, locals arrive and depart regularly, reporting Iron Circle movements and carrying messages to rebel leaders in other towns. Dal Nystiere The eladrin settlement ofDal Nystiere fell to ruin cen turies ago, destroyed by some unknown threat, and the Harken Forest has all but swallowed up its remains. Strange witchlights and evil monsters are known to haunt the ruins. and the Woodsinger elves have learned to give the place a wide berth. Hidden beneath a ring ofstanding stones 011 the out skirts ofDal Nystiere is a secret sanctuary used at one time by wi:cards as a place to conduct rnagical research. The heroes can win the gratitude (and allegiance) of the nearby Woodsinger elves by ridding the sanctuary of its monstrous inhabitants. The sanctuary is now the domain of an undead mage named Yisam who has ill plans for the Nentir Vale. Yisarn has joined forces with a group of Dagger burg goblins in an effort to expel the Wood singer elves from the Harken Forest. Meeting the Woodsinger elves and learning about the hidden sanctuary is handled in encounter OJ (page 26). The ring of stones and the sanctuary itself are described in encounters D2 through D4 (pages 27-31.). Dardun Population 140 Surrounded by apple orchards, grain fields, and vineyards, Dardun is known for mild white wines, cheeses, and' (of course) apples. Dardun's e1der is a proud half-elfwoman named Madera Lirr (see page J 1), the matron ofan old family of orchardists and cider-makers. Dardun has been heavily oppressed by the Iron Circle. Reavers patrol the village streets and routinely tyrannize Dardun's residents. Druid Grove To the northwest ofAlbridge stands a large grove of ancient trees, long sundered from the Harken Forest proper. Locals call this place Druid Grove. A stone menhir stands in the clearing at the center of the grove. The old human druid Reithann (see page 11) lives here in a moss-covered lodge near the menhir clearing, along with her apprentices Lorel (a halOing woman) and Theren (a young human man). Harkenwolders who ven erate primal spirits come to this verdant place seeking Reithann's advice. Iron Circle marauders avoid the grove, fearing the wrath ofspirits. Easthill Population 155 A hamlet of shepherds and stonecutters, Easthill rests on the slopes of the Briar Hills. The stone used to build the crossing at Albridge was quarried from hills nearby. A human trader narned Sarken Toldorffis the village elder, but he is thoroughly cowed by the Iron Circle marauders. A hunter named Adalbar (see page 10) has quietly stepped up to organize Easthill's fight. Harken Forest The Harken Forest is much denser than the light wood lands scattered across Harkenwold, with larger trees and thicker undergrowth. It is also more dangerous for trav elers-large and hungry beasts such as drakes and dire wolves roam its shadows. Game trails or marked paths are few and far between. The Woodsinger elves, discussed in encounter D1 (page 26), live in the forested region south of Harkell wold. Harken Village Population 212 (town), 60 (keep) Referred to as Harken by the locals, this Village is the larg est settlement in Harkenwold. Nazin Redthorn (see page 11) governs Harkenwold from Baron Stockmer's castle, which he's renamed Iron Keep. Although Harken is the center of the Iron Circle's strength, the characters can visit without difficulty. The Iron Circle hasn't banned travelers from using the King's Road. Adventurers who represent themselves as "just passing through" and who are not belligerent or nervous can move about or stay overnight without being subject to harassment. Given the Iron Circle forces present, how ever, characters who act suspiciously or are openly hostile quickly attract a heavy handed response. Important locations of Harken include: 1. The Broken Gaol. Once a respected taphouse named the Silver Nail, this tavern has been adopted by the Iron Circle garrison as a favored off-hours drinking spot. An opportunistic half-orc woman named Krutha runs the place since the bandits chased off the Silver Nail 's former owner. On most nights, a dozen or more Iron Circle ruf fians gather here to drink and harass any travelers unwise enough to stop in. 2. Iron Keep. Formerly the castle of Baron Jonn Stock mer, Jron Keep now serves as the headquarters ofNazin Redthorn and the Iron Circle. About 60 Iron Circle sol diers are here at any given time (roughly 120 more patrol other parts of Harkenwold). Iron Keep is described in detail in Reavers ofHarkenwold Part 2: The Die Is Cast, and the adventure concludes with the heroes' assault on the castle in encounters K1 through K7 (Reavers of Harken wold Part 2: The Die Is Cast , pages 1.6-30). 3. Cliffside Brewery. The three Ironbeards-brothers Omurk and Dannurk, and Dannurk's notoriously short tempered wife Dathilda-run this fine brewery. They argue constantly, but their disagreements never compro mise the quality of their product. Their ales are sold as far away as Hammerfast and Fallcrest. They are good friends with the smithy Kathrid in Albridge and qUietly sympa thetic to the rebel cause. 4. Old Kellar's House. Once the elder of Harken, Kellar is an ancient dwarf who worked as a master stone cutter and mason for a century. He built much of Baron Stockmer's keep. 5. Grimbold's House. Grimbold and his family are sh,ifters. They keep to themselves, making a living as woodcutters and trappers. Grimbold knows the wood lands around Harken quite well. He keeps his eyes open for folk on the run from the Iron Circle and helps them any way he can. 6. Tower of Green Flame. A mysterious crystal spire rising above the town, this tower is thought to be the resi dence of an ancient archmage who long ago departed the world to explore other planes. Townsfolk avoid the place for the most part, fearing arcane traps or curses. Of the few explorers brave enough to venture inside, more than one has disappeared and the rest found the place empty three small , unfurnished floors with nothing but dust and bird nests. On moonless nights. eerie green phosphores cence plays about the tower's upper floors. 7. Harkenwold Trading Station. The major mer cantile outlet in Harken, the Trading Station is owned by a stout, oily little man named Rennis. An informer for Nazin Redthorn, Rennis gathers rumors for his master as he travels about in so-called "trading ventures." Depend ing on his audience, the sneak readily claims to be spying on the Iron Circle for the rebel cause. Most mun dane equipment is available for purchase in the Trading Station, and Rennis won't hesitate to warn Nazin about groups of competent-looking, heavily armed strangers loitering about town. 8. House of Faith. A large temple built by an adven turing cleric ofyore, the House of Faith has seen better days. Shrines dedicated to Pelor. Moradin, Erathis, and Sehanine stand inside. The current prelate is a kindly, middle-aged human woman named Sister Sondal. Nazin Redthorn has levied a ruinous tax against the temple, g which Sondal has litt Ie hope of paying. 0 9. Nonnie's Place. The doughty halfling Nonnie Far- 3 where runs a small inn with a kitchen and common room. Z LIJ "Aunt Nonnie" is something of a gossip and a busybody, ~ but she minds her tongue around the Iron Circle soldiers. " Nonnie charges 5 silver pieces a night for room and board. ~ Marl Once a prosperous thorp surrounded by well-tilled fields, Marl has suffered heavily under the Iron Circle. Nazin Redthorn ordered it burned as a warning to the other Villages. Creatures such as dire rats, drakes, and goblins skulk around the ruins. A few of Marl's outlying farms are still inhabited. The nearest steading belongs to Curwen, a fretful old halfling. He and his wife Masie have taken in a dozen of Marl 's refugees. The rest of Marl's folk have scattered to other steadings or taken refuge in Tor's Hold. Toadwallow Caverns Located beneath a forested hill overlooking fetid marsh land, the Toadwallow Caverns are unpleasant and ill regarded. The caverns are named for the unusual number oflarge, deep-throated amphibians that lurk in the boggy land nearby. The Toadwallow is currently occupied by the Mud Hides, a tribe ofbullywugs that moved into the area a few months ago. The chieftain Gloorpk struck a deal with the Iron Circle-as long as he follows Nazin Redthorn's orders, his clan is free to raid and plunder the western part of Harkenwold. The Toadwallow Caverns are explored in encounters Tl through T3 (pages 20-25). The caverns share a few common characteristics: Illumination: Glowing green moss grows throughout the caverns, providing dim light. Pools and Streams: Most of the water features are shallow, ranging from 2 to 5 feet deep. Their rocky bottoms are covered with slippery mud, making them dif ficult terrain unless stated otherwise. Walls and Floors: The walls are natural rock, uneven but slick (DC 20 Athletics check to climb). The floors are level rock covered by a few inches of sand, dry mud, or dirt from old river floods. Tor's Hold Population 141 Tor's Hold is a group of steadings belonging to the seven children of Tor Hammerfist. Old Tor has been dead for many years now, and his offspring have each raised small clans of their own. The elder of Tor's Hold is Bran Torsson (see page 10). The trouble with the bullywugs in the Toadwallow Cav erns requires the folk of Tor's Hold to spend most of their time defending their lands. As a result, they can't come to the aid of the Harkenwold rebels. White River The White River runs the length ofHarkenwold , varying from 200 to 300 feet wide, and up to 10 feet deep. Two ferries cross the waterway-one near Tor's Hold, the other close to Easthill. Both are flatboats large enough for a horse and wagon, secured by thick hawsers. No one tends the ferries; travelers must haul themselves across. The White River is home to the Reedfoot halfling clan-six keelboats scattered up and down the water course, each home to a large and boisterous family. The Reed foots are allies of Dar Gremath, and help the resis tance by carrying messages and spies the length of the vale. The leader of the clan is \Villet Reed foot, an older, charmingly roguish fellow who earns a comfortable living storytelling in the villages close to the river. Woodsinger Camp Population 80 The elves of the Wood singer clans live in the southeastern part of the Harken Forest. This nomadic tribe consists of a dozen bands, numbering near 200 in total. Each band shifts from camp to camp every few months. The campsite marked on the map is closest to Harkenwold. A wise, cau tious elf woman named Eriyelleads the band currently residing there. The Woodsingers are potential allies. Finding them and winning their trust is detailed in encounter 01 (page 26). MAJOR CHARACTERS Beating the Iron Circle takes more than a few heroes working in isolation. Several nonplayer characters (NPCs) hold vital clues and quests for the adventurers. Adalbar the Hunter (Easthill) A quiet trapper and hunter, Adalbar is a lean, sandy haired fellow, 31 years of age. Easthill elder Sarken has no stomach for a fight against the Iron Circle. Adalbar has taken up the rebel's cause in his stead. The woods man doesn't say much, but when he does, he speaks his mind and tells the truth-if that gets someone's dander up, so be it. Adalbar is on good terms with the Woodsinger elves and thinks they might be willing to help. If the heroes haven't already been tasked with the mission, Adalbar sug gests that the heroes try to win the Wood singers' trust. Bran Torsson (Tor's Hold) Bran is the elder of Tor's Hold. He's a big, boisterous man of60 years, the oldest son of Tor, the former adventurer who founded Tor's Hold. A stubborn and pugnacious human, Bran is full of bluster and likely to go off on long, spluttering rants about "those stinking croakers" or "those Iron Circle devils." Unlike many blowhards, however, he's ready to back up his words; he's a man of quick and deter mined action in a pinch. Bran is anxious to muster the fighting folk of the Tors son clan and march to aid Dar Gremath in Albridge, but doesn't feel he can as long as the bullywugs in the Toad wallow Caverns threaten his family's homes and fields. If he has to, he'll lead an assault on the Toadwallow with his kin, but he readily accepts the adventurers' help against the bullywugs, reserving his troops for the fight against the Iron Circle. Dar Gremath (Albridge) A broad-shouldered, gray-haired man of 55 years, Dar Gremath is the primary leader of the growing rebellion. He lives in Albridge, but he's organized a network of run ners and scouts to keep in touch with the elders of the other Villages. He was an adventuring fighter in his youth, and he's not about to let a few brigands ruin his new home. ROLEPLAYING DARGREMATH Dar talks fast, doesn't break for questions, and doesn't repeat himself-he expects to be listened to. He's confi dent and optimistic, like a football coach who thinks the heroes are his star players. Greetings. "Haven't seen you around before. Adven turers, eh? I've had an adventure or two myself, a long time ago. Name's Dar Gremath." lIyana said we should talk to you. "She was right! Now listen up. If we're going to beat the Iron Circle, we've got to draw Redthorn out of his keep. We need to get him angry. There's a supply caravan heading out to Easthill tomorrow-you could rob it. Gods, just picking a fight with Iron Circle goons in any tavern in Harkenwold would be a good start!" How big is the Iron Circle army? "Redthorn's got about two hundred mercenaries-a bunch in Harken, the rest scattered throughout the vale. When I call for the rebels to gather, we'll have a little less than that. We can take 'em, but we're going to have to work together." Why don't we just storm Redthorn's keep? "Oho, you're bold ones! I'll be honest with you-I think you'd all get killed. Show me that you're as tough as you say, and maybe we can find a way ,to get you inside. But it'll be a lot easier to draw Redthorn out than to go in after him." The druid said to fight the bullywugs. "Aye, that'd be a help too. We can use the Tor's Hold lads, and those croakers are causing 'em no end of trouble. If you deal with the Toadwallow bullywugs first, swing back around. I'll still have work for you!" VI Dar Gremath believes that the only way to beat the Iron Circle is to bait Nazin Redthorn into marching out of his keep to fight a major battle. To convince Nazin that the rebellion must be crushed, he needs the adventur ers to raid and harass Iron Circle supply lines and patrols throughout Harkenwold. Madera Lirr (Dardun) The elder of the hamlet of Dardun, Madera is a proud half elfwornan of70 years whose family is one of the oldest and wealthiest in Harkenwold. She dislikes the idea of open resistance-she's afraid that Dardun might provoke the same kind of reprisal that ended the hamlet of Marl. \"'hile Madera doesn't like the heroes and isn't a par ticularly warm person, she wants to see Harkenwold freed. Her father was a Woodsinger elf, and Madera thinks that Harkenwold's best hope is to convince the elf tribe to come to their aid. She informs the heroes that if they want to help, they should find the Woodstngers. Nazin Redthorn (Harken) Unless they're captured and taken to Iron Keep or succeed in some ruse, the adventurers aren't likely to meet Nazin Redthorn before the Battle ofAlbridge. Nazin is a mas sively muscled 35-year-old human, with a scalp shaved down to rusty red stubble and a brutish cunning that glints in his dark, intense eyes. Although he revels in vio lence, he is crafty and patient by nature. Nazin's goal is to completely subdue Harkenwold for the Iron Circle. He is arrogant and overconfident, so he's willing to let the resistance gather. That way he can crush it all at once when it suits him. ROLEPLAYING NAZIN Nazin's voice drips with sarcasm. He never misses a chance to belittle or taunt the heroes. When angry, he flushes, his nostrils flare, eyes open wide, and his muscles tense. Prepare to be defeated! "You're the 'mighty heroes' who've caused so much trouble? Forgive me if I laugh!" Why bother Harkenwold? "This land cried out for strong rule and purpose. Its people were indolent, ungrate ful. We came to rectify these faults." Who sent you? Who do you serve? "I am a com mander of the Iron Circle. You haven't heard of us? Heh. You'll know the Iron Circle soon enough. All the Nentir Vale will lie under our banner by year's end." Old Kellar (Harken) Formerly the village elder of Harken, Old Kellar is a dwarf past 170 years old. He knows enough to stay out Nazin Redthorn's way, but watches the Iron Circle carefully and does his best to pass information to Harkenwold's rebels. Kellar is a master mason and stoneworker, and he built much of Baron Stockmer's keep. He knows about the " w I secret passage leading inside (see Reavers ofHarken wold U Part 2: Th e Die Is Cast, page 16). He'll tell the adventurers <I: about the secret entrance-but only when he's sure that <I: they're ready. J: " U If the heroes have not yet gained the quests to clear out the Toadwallow Caverns or to make an alliance with the "o Woodsinger elves, Old Kellar gives them whichever one ...., <I: they' re missing. ~ Reithann the Druid (Alhridge) Reithann lives in a humble cottage in the Druid's Grove. She's a spry SOyear-old human woman dressed in robes of brown and green, carrying a gnarled staff. Her two apprentices, Lorel and Theren, rarely stray from her side. Reithann is firmly on the side of the rebels. She aids adventurers fighting the Iron Circle in any way she can. The old woman believes that the first blow should fall on the bullywugs of the Toadwallow Caverns. They are unnat ural creatures, and by harassing the people of western Harkenwold, they're preventing Tor's Hold from joining Albridge in open resistance. ROLEPLAYING REITHANN Reithann speaks slowly, choosing her words with care. She gives advice couched in animal analogies, such as "The wise fox stays well ahead of the hounds," or "Don't startle your prey. On a cloudy day, the mouse doesn't see the hawk's shadow." Greetings. "You are strangers in Harkenwold. I knew I smelled change on the wind. I am Reithann, keeper of this grove." lIyana said we shoul'd talk to you. "A wise sugges tion. Harkenwold cannot vanqUish the Iron Circle if it is divided. We cannot unite as long as the hamlet of Tor's Hold is menaced by the Toadwallow monsters. Help Tor 's Hold by dealing with the menace, and you'll free up two score stout fighters." What kind of monsters? "They're bullywugs-hateful, halfmad things-walking, talking toads the size of men. A tribe's moved into the Toadwallow Caverns, and the Iron Circle's left the western vale to them." How do we find the Toadwallow Caverns? "Head west along the riverside trail from Albridge. It's ten miles to Tor's Hold, and another seven or eight to the Toadwal low-you can see the cave entrance from the trail." ENCOUNTER El: ILYANKS PLIGHT Encounter Level 2 (650 XP) Setup 4 Iron Circle brigands (B) 2 gray wolves (W) I1yana, intrepid homesteader (I) Fold the "Steading" battle map in half so that the half fea tured in this encounter is facing up_ Place the brigands and wolves where indicated. The characters begin the encounter on the road near the map's edge. Whether from Falkrest, Hamrnerfast, or some other place, the characters enter Harkenwold from the north, roughly in the area ofIlyana's farm. IdeaJly, they are trav eling the King's Road. Ifnot, modify the readaloud text below as appropriate. As the heroes travel, read: You arrive in Harkenwold in the middle ofthe day. It's a broad, li8htly settled valley between two arms ofthe Harken Forest. You haven't traveled more than a mile or two into the valley before trou ble appears. Roundin8 a bend ill the road.,you spy a pillar ofsmoke dimbin8 into the clear blue sky. The source, hidden by rollin8 hills, is rouahly a mile alon8 a dirt track that intersects the road. The player characters should be interested in investigat ing. If they hesitate, tell the players that, at best, the smoke is curious; at worst, someone could be in trouble. If the characters ignore the smoke and proceed to Albridge, you must bring them to Reithann or Dar Gremath 's attention by other means. Word ofIlyana and her sons' grisly deaths soon reaches the heroes' ears. When the characters investigate, read: You see human bri8ands and a pair ofwolves surroundin8 a farmhouse. The humans all wear black cloaks with a way rin[J device. They're preparina pitch-soaked torches, lau8hin8 and tauntin8 whoever's inside. They've already burned a small out bulldin8-the source ofthe smoke column. The ruffians are focused on the farmhouse. Sneaking up on the brigands and wolves requires the characters to make a DC 17 Stealth check; if at least half of the char acters succeed, the villains are surprised. If alerted, the brigands attempt to scare off the adventurers. Read: The wolves 8rowl a warnin8. and the bri8andsface you. One of dIem scowls and waves his arm. "Move on, youl H he snarls. "This is Iron Circle business!" From inside thefarmhouse. you hear a woman's voice shout an8rily. "Business? It looks like robbery and murder to mel" The brigands attack if the adventurers ask questions or don't retreat immediately. 4 Iron Circle Brigands (B) Level 1 Soldier MediuTll Il.Hural hUllhlllOid . hUTll.1Tl XPI 00 earh HP 28; Bloodied 14 Initiative +3 AC 17, Fortitude 14, Reflex 13, Will 12 Perception +0 Speed 5 '....'IIJ!11I' I Sdmltar (weapon) +At-wnl Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 3 damage. +Drive Back (weapon) +At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1 d8 + 3 damage. the brigand pushes the target 1 square, and the brigand shifts into the square the target occupied. ~ Crossbow (weapon) +At-Win Attack: Ranged 15/30 (one creature); +6 vs. AC Hit: 1d8 + 1 damage. Relentless Asuult +At-Will Tri88er: An enemy adjacent to the brigand makes an attack that doesn't include the brigand as a target. Effect (Free Action): The triggering enemy takes 3 damage. Str16(+3) Dex 12 (+1) WIs10(+O) Con 12(+1) Int 9 (-1) Cha9(-1) Alignment evil Languages Common Equipment scale armor, light shield, scimitar, crossbow, 20 bolts, black cloak embroidered with a gray circle 2 Gray Wolves (W) Level 2 Skirmisher Medium ll alUral beJsl xr llS each HP 38; Bloodied 19 Initiative +6 AC 16, Fortitude 14, Reflex 15, Will 13 Perception +7 Speed 8 low-light vision , .. I CD Bite +At.WIII Attack: Melee 1 (one creature); +7 vs. AC Hit: 1 d6 + 3 damage (or 2d6 + 3 against a prone target). If the wolf has combat advantage against the target, the target falls prone. Effect:The wolf shifts 4 squares. Str 13 (+2) Dex 16 (+4) Con 14 (+3) Int 2 (-3) Alignment unaligned languages - Wis 13 (+2) Cha 10 (+1) Tactics The Iron Circle brigands are bullies who aren't expecting a tough fight. They move up to engage the adventurers at the first opportunity, and use drive back to force an adven turer into contact with more enemies. The wolves are trained to flank enemies and drag them down. They attack any character the brigands are fighting. When only one brigand remains, he breaks off and tries to run for it. The wolves fight to the death. Ilyana and her sons hide inside the farmhouse until the fight is over. The Iron Circle bandits ignore them. Features of the Area Illumination: Bright light-thiS encounter takes place during daylight. Burned Outbuilding: The thatch roof of this storage shed is burned away, and the walls are charred and weak ened. Nonetheless, it's basically intact. Farmhouse: The windows are shuttered, and the door is barred. Characters inside can fire missile weap ons through loopholes in the shutters and door, gaining improved cover against attacks from outside. Opening the door or windows requires a DC 18 Strength check. . Embankment: This steep, dirt road embankment is difficult terrain. Tree: The square occupied by the tree's trunk is " t impassable but prOVides cover. Climbing the tree requires Z a DC 10 Athletics check, and a creature up the tree gains < concealment. ~ Wall: The fieldstone wall stands 4 feet high and provides cover against attacks that cross it. It costs 2 squares of move ~ ment to cross the wall. Well: This IS-foot-deep well is surrounded by a low w stone wall (+2 bonus to the saving throw to catch yourself). ~ Climbing out of the well is difficult (DC 20 Athletics check). :::l o Roleplaying: Ilyana's Plea U Z w \\lhen the adventurers defeat or drive off the Iron Circle attackers, Ilyana emerges from her house. The remainder of the encounter involves roleplaying. You hear the raspina sound ofa heavy bolt beinE) drawn back, and the farmhouse door opens. A half-elfwoman of middle years steps out. She's carryinE) a battered old crossbow. Two boys of fiftee n or so follow after her. The woman looks around thefarm yard,frownin8 at the bloodshed, and si8hs. "My thanks, stran8ers," she says. "Those Iron Circlejackals came to rob us. 1barred my door, but they said they'd burn the house down with me and my boys in it, You saved om lives-but who are you?" Conclusion When the adventurers have no more questions for Ilyana, she suggests that the party rest up at her home, or press ahead to Albridge (page 7) and seek out Dar Grernath or Reithann (pages 10 and 11) for guidance. ROLEPLAYING ILYANA lIyana knows most of the story laid out in the "Adventure Background" section (page 1), although she doesn't know any thing about lord Vhennyk-she thinks Nazin Redthorn is the leader of the Iron Circle. She's a tough, frontier woman, bowed but unbroken. Talking about the Iron Circle makes her mad enough to splutter and shake her finger. Who are you? "My name is lIyana, and these are my sons Jarek and Jar!. This is our farm. The reavers killed my husband Karthen when they invaded the dale. My boys and I have been trying to get by ever since." Who attacked you? Who is the Iron Circle? "The Iron Circle is full of sellswords and cutthroats who seized Harkenwold over a month ago. They've got Baron Stockmer imprisoned in his own keep, and they've been plundering the land ever since. They say they're collecting taxes, but it's robbery, pure and simple." How can we he'lp? "The folk of Harkenwold are ready to rebel-we just need a spark to set things off. I' think you should talk to old Reithann, the druid, or maybe Dar Gremath. They'll know what needs doing. Reithann lives in the Druid's Grove to the southwest; you can find Dar just down the road in Albridge. But go carefully." Where should we go? "I would avoid Harken Village. There are too many Iron Circle soldiers there. But Albridge should be safe enough." Why should we help? "Out of plain civil decency? If that won't do, I'd wager Baron Stockmer will richly reward you if you drive away the reavers and free him." Good-bye. "Take care, strangers. My boys and me' ll hide those who fell here. With luck, the Iron Circle won't learn what happened here or about you any time soon." ENCOUNTER E2: TAVERN BRAWL Encounter Levell (543 XP) Setup 2 Iron Circle brigands (B) 2 Iron Circle cutthroats (C) 3 Iron Circle rabble (R) 5 Harkenwold bystanders (H) This encounter uses the ''Tavern'' battle map. The play ers can place their characters along any edge of the map. Place the villains only when the characters can see them. Run this encounter whenever the adventurers choose to seek out and confront some of the Iron Circle soldiers gar risoning one of the Villages in Harkenwold. This encounter fits well when: The adventurers arrive in Albridge and decide to head for the Manard Inn before speaking to one of the indi viduals I1yana mentioned; The adventurers venture into Harken Village and stumble on Iron Circle soldiers in the Broken Gaol or the Cliffside Brewery; The adventurers seek out a place where Iron Circle sol diers gather together and are off their guard (possibly in Dardun or Easthill). The rabble and brigands are seated and waiting for tankards ofale in the tavern proper. The cutthroats are rummaging through the taverner's house and the stables, looking for something valuable enough to steal. The villains aren't expecting a fight. When the adven turers enter the tavern, they sit up and take note (any band of armed folk is suspicious). They immediately demand an explanation and order the adventurers to disarm themselves. They don't attack until the adventurers become hostile or fail to comply with their demands. It's possible that a smooth tongued adventurer can convince the Iron Circle gang that they're no threat, or that they're allowed to be armed as they are. In that case, the Iron Circle soldiers return to harassing the Harkenwolders-roughing them up, robbing them, and so on-until the adventurers decide to do something about it. When the adventurers enter the tavern, read: This small tavern is occupied by a band offive human soldiers wearin8 black cloaks with a 8ray ciTcle device. They are loudly harassin8 the taverner and the barmaid. Several other patrons common Harkenwolders by their appearance- keep thei r heads down and try not to catcl. the soldiers' notice. "Now who tlte devil do you think you arer one ofthe soldiers snarls when he seesyou. "No one in this miserable town's allowed to carry arms! Set 'em down ifyou know what's 800dfor youl" 2 Iron Circle Brigands (B) Levell Soldier Medium n ~ t u r , , 1 humanuid. hUlll,Hl XP 100 (,dLh HP 28; Bloodied 14 Initiative +3 AC 17, Fortitude 14, Reflex 13, Will 12 Perception +0 Speed 5 STANDARD ACTIONS <l) ScImItar (_apon) +At-WlII Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 3 damage. ~ Drive B.ck ( __pon) +At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1 d8 + 3 damage, the brigand pushes the target 1 square, and the brigand shifts into the square the target occupied. =t Crossbow (--pon) +At-Will Attack: Ranged 15/30 (one creature); +6 vs. AC Hit: 1d8 + 1 damage. Relentless ASSIIUIt +At-Will Tri88er: An enemy adjacent to the brigand makes an attack that doesn't include the brigand as a target. Effect (free Action): The triggering enemy takes 3 damage. Str 16 (+3) Dell 12 (+1) Wis 10(+0) Con 12(+1) Int9(-1) C"'9(-1) Alignment evil Languages Common Equipment scale armor, light shield, scimitar, crossbow, 20 bolts, black cloak embroidered with a gray circle 2 Iron Circle Cutthroats (C) Levell Skirmisher Medium natura l humanoid. hum,lIl XP 12 r, (aeh HP 37; Bloodied 18 Initiative +6 AC 16, Fortitude 12, Reflex 14, Will 12 Perception +1 Speed 6 ShlIdow Stride If the cutthroat moves at least 3 squares from its starting position on its turn, it gains concealment until the start of Its next turn. 'i'Y11'rIiY.i.' <l) Short Sword (weapon) + At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage (or 2d6 + 4 ifthe cutthroat has combat advantage against the target), =t Hand Crossbow (weapon) +At-WID Attack: Ranged 10/20 (one creature); +7 vs. AC Hit: 1d6 + 3 damage. ~ S"sher's Feint +At-Will (1/round) Attack: Melee 1 (one creature); +5 vs. Reflex Hit: The cutthroat gains combat advantage against the target until the end of Its current turn. Str 12 (+2) Dex 17 (+4) WIs 11 (+1) Con 13 (+2) Int 10 (+1) C... ,2 (+2) Alignment evil Languages Common Equipment leather armor, short sword, hand crossbow, 20 bolts, black cloak embroidered with a gray circle 3 Iron Circle Rabble (R) Levell Minion Brute Ml',hlllll 1l,1tural hUl1lanoid. hUl1ldll XP 31 l ' d ~ h HP 1; a missed attack never damages a minion. Initiative +1 AC 16, Fortitude 15, Reflex 13, Will 13 Perception +1 Speed 6 Mob Rule The rabble gains a +2 power bonus to all defenses while adjacent to two or more allies . .' . CD Mace (weapon) +At-WID Attack: Melee 1 (one creature); +7 vs. AC Hit: 5 damage. Str14(+3) Dell 10(+1) WIs 10(+1) Con 12(+2) Int9(+O) Cha9(+O) Alignment evil Languages Common Equipment mace, black cloak embroidered with a gray circle 5 Harkenwold Bystanders (H) Level 1 Minion Brute MeJilll1l rl,1tUl ,11 hlllll.1I1oid . hlltl1dll XP 0 "Mh HP 1; a missed attack never damages a minion. Initiative +0 AC 15, Fortitude 13, Reflex 13, Will 13 Perception +0 Speed 6 Str 10 (+0) Dell 10 (+0) WIs 10 (+0) Con 10 (+0) Int 11 (+0) Cha 8 (-1) Alignment unaligned Languages Common Tactics The rabble and the brigands aren't expecting serious oppo sition. They rush the nearest adventurer and attack. Other than seeking to flank opponents, they fight with little coordination. The cutthroats hear any fighting that breaks out in the tavern and move to the doorways of the house and the stable at the end of the first round of combat. They attack the party from the rear on the second round, flank ing heroes when possible. They use slasher's feint to gain combat advantage against their targets. The Harkenwolders aren't warriors. When fighting breaks out, they flee by the safest route possible, or cower in a corner if they can't get out without provoking an opportunity attack from the Iron Circle. ALTERNATE SETUP If the adventurers don't go looking for trouble, trouble might find them. You can initiate this encounter at any point when the characters are resting in a town. They're in the tavern when a gang of Iron Circle soldiers barges in. Have the players choose places to be seated in the tavern, and place the Iron Circle soldiers at the tavern door as they barge in ready for trouble. Features of the Area The tavern consists of a common room, the taverner's cot tage, and a stable. Illumination: Bright light during the day. At night, lan terns provide bright light indoors and dim light outdoors. Bushes: These squares are difficult terrain and provide concealment to characters in or behind them. Furnishings: The furniture is lightly built and offers no impediment to movement-a moving character simply kicks the furnishings aside. Furnishings can be used as improvised weapons. A bed or table flipped on its side (a standard action) becomes a low wall, providing cover against attacks crossing it. Hearth: A creature pushed or slid into a hearth square takes Id6 fire damage from a close brush with the fire. Trees: Squares occupied by ,tree trunks are impassable but provide cover. Climbing a tree requires a DC 10 Ath letics check. and a creature up a tree gains concealment. ENCOUNTER E3: WAYLAY THE CARAVAN Encounter Level 2 (700 XP) Setup 1 Iron Circle dark adept (A) 4 Iron Circle brigands (8) 1 iron defender (I) 1 horse (H) This encounter uses the "Standing Stones" battle map. Run this encounter when the adventurers decide to attack Iron Circle supply lines in Harkenwold. It fits best when: ... The adventurers take Dar Gremath's suggestion for a good ambush opportunity; ... Another NPC (Adalbar in Easthill, Grimbold in Harken, or Madera Lin in Dardun) suggests an attack against the Iron Circle's supply wagons; ... The adventurers roam the countryside in search ofIron Circle activities to disrupt, and stumble across a supply wagon and guards. No matter how the adventurers encounter the wagon, they have time to set up an ambush. Place the villains and mon sters on the map, and allow the players to pick out their hiding places. As long as all of the characters have some thing to hide in or behind, they can attempt to surprise the villains. Have each hero make a DC 16 Stealth check; if at least half succeed, the party gains surprise against the villains. After the adventurers set their ambush, read: A lar8e wa80n pulled by a bi8 cart horse creaks alon8 the dusty road. Three Iron Circle soldiers in black cloaks with 8ray circles plod alofl8side, while aJourth drives the wa80n. Another human ill chainmail with a dark hood over his head sits near the driver. Unlike the soldiers, he wears a red surcoat, and his circle desi8n is black trimmed in801d. Ahead oj the wa80n, a clockwork creature resemblin8 a powerful hound made from iron plates and sharp spikes trots alol18 the road, its red eyes 810win8 vI8i/andy. Tactics The brigand driver and the dark adept remain in the wagon. The driver uses his crossbow, and the dark adept relies on Jiery tendrils. If the fight goes badly, the brigand or adept lashes the horse's reins, indUCing the animal to bolt (see below). The brigands on foot melee with the heroes, but try to stay close the wagon. They don't want to leave the range of the adept's dark imperative. If they're subjected to long range attacks they can't answer, the brigands move behind Iron Circle Dark Adept (A) Level 3 Controller (Leader) Medium natural hUIll,lI1()id. human XI' '50 HP 46; Bloodied 23 Initiative +2 AC 17, Fortitude 14, Reflex 14, Will 16 Perception +5 Speed 6 ,.lI,'I'iYl'f?1"iJIr:' CD Dark Dager (flre. weapon) ... At-WlII Attack: Melee 1 (one creature); +6 VS. Reflex Hit: 2d4 + 4 fire damage, and the dark adept slides the target 3 "* Fiery squares. Tendrils (fire) ... AtWIII Attack: Area burst 1 within 10 (creatures in burst); +6 vs. Reflex Hit: 1d6 + 6 fire damage, and the target is slowed and grants combat advantage until the end of the dark adept's next turn . .....,05" eEl ~ Dark Impendve (hunnl . necrotic) ... Recharp when bloodied Effect: Close burst 5 (one ally in burst). The dark adept slides the target 3 squares, and the target gains 10 temporary hit points. While the target has these temporary hit points, its melee attacks deal 3 ext ra necrotic damage. Skills Arcana +8, Religion +8 Str 13 (+2) Dex 12 (+2) Wls 18 (+S) (on 14(+3) Int1S(+3) (he 13 (+2) Alignment evil Languages Common Equipment chalnmail, dagger, red surcoat with goldtrimmed black circle 4 Iron Cirde Brigands (B) Levell Soldier Medium natural humanoid. human XI' 100 l'ilch HP 28; Bloodied 14 Initiative +3 AC 17, Fortitude 14, Reflex 13, Will 12 Perception +0 Speed 5 ..'.i7i1"l1'iIr.' <D Sdmltar (weapon) ... AtWIII Attack: Melee 1 (one creature); +6 vS. AC Hit: 1d8 + 3 damage. ~ Drive Back (weapon) ... AtWIII Attack: Melee 1 (one creature); +6 vS. AC Hit: 1d8 + 3 damage, the brigand pushes the target 1 square, and the brigand shifts into the square the target occupied. :,- Crossbow (weapon) ... AtWlII Attack: Ranged 15/30 (one creature); +6 vS. AC Hit: 1d8 + 1 damage. ':'I"':I"'i'W' Relentless Assault ... At-Will Tri88er: An enemy adjacent to the brigand makes an attack that doesn't include the brigand as a target. Effect (Free Action): The triggering enemy takes 3 damage. Str16 (+3) Dex 12(+1) WIs 10(+0) (on 12 (+1) Int9(-1) a.. 9(-1) Alignment evil Languages Common EqUipment scale armor, light shield, scimitar, crossbow, 20 bolts, black cloak embroidered with a gray circle the wagon and use it for cover. In that case, they return fire with their crossbows. The iron defender is under orders to guard the dark adept, so it stays close to the wagon. If the dark adept gets out of the wagon for any reason, the iron defender moves next to him and sticks close by his side. Otherwise, it attacks any enemy approaching the wagon or attacking the dark adept with ranged attacks. Iron Defender (I) Level 3 Soldier Medi um n.llura l anim,)te (const ruct. homunc ulus) xr 1 SO HP 47; Bloodied 23 Initiative +5 AC 19, Fortitude 16, Reflex 15, Will 13 Perception +6 Speed 6 Darkvision Immune disease, pOison Pursue and Attack When the iron defender makes an opportunity attack, it shifts 1 square before and after the attack. t 1. CD Bite +At-WID Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d8 + 6 damage. . , . ~ (iUilrd Cruture +At-Will Tri88er: An adjacent enemy attacks a creature guarded by the iron defender. Attack (Immediate Reaction): The iron defender makes a melee basic attack against the triggering enemy. Str 16 (+4) Do 15 (+3) Wis 11 (+1) Con 15 (+3) Int 5 (-2) ChiiS (+0) Alignment unaligned Languages Horse (H) Level 1 Brute Large natura l beast (mount) XP 100 HP 36; Bloodied 18 Initiative +1 AC 15, Fortitude 15, Reflex 13, Will 10 Perception +5 Speed 10 lowlight vision Chil....r (mount) The horse grants its rider a +5 bonus to damage rolls on charge attacks. I CD Kick +At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d6 + 4 damage. ~ Trilmple + AtWlII Effect: The horse can move up to its speed and enter enemies' spaces. The movement provokes opportunity attacks, and the horse must end its move in an unoccupied space. When it enters an enemy's space, the horse makes a melee attack (+4 vs. Reflex). 1ft he attack hits, the target takes 1d6 + 4 damage and falls prone. Str 19 (+4) Dex 13 (+1) Wis 11 (+0) Con 16(+3) Int 2 (-4) Cha 9 (-1) Alignment unaligned Languages The horse doesn't fight. lfinjured, it bolts, dragging the wagon 5 squares per move. The cart horse makes a saving throw each round it's bolting. When it succeeds, it comes to a halt. Features of the Area Illumination: Bright light during the day, dim light at night. Boulders: Squares occupied by boulders are difficult terrain. Bushes: These squares are difficult terrain and proVide concealment to creatures in or behind them. Ring of Standing Stones: The Nentir Vale is dotted with rings of standing stones left behind by ancient eladrin spellcasters. A cracked stone sundial stands in the center of the circle. Squares occupied by the standing stones are impassable, but a creature can stand on top of a stone. Each stone is 10 feet high and reqUires a DC 10 \.U I Athletics check to climb. Some residual magic lingers in f- the area, and any creature standing inside the circle gains > a +2 bonus to damage rolls. ~ ...I Trees: Squares occupied by tree trunks are impassable > ~ but provide cover. Climbing a tree requires a DC 10 Ath letics check, and a creature up a tree gains concealment. Wagon: Creatures in the wagon have cover against M attacks from outside. Climbing into the wagon takes a \.U move action; hopping down from the wagon costs 1 extra ~ \.U square of movement. f Z If the horse bolts, creatures that begin their turn on o ~ the wagon might fall. At the start of each turn, the crea ture attempts a DC 13 Acrobatics check. On a failure, it u Z falls prone. If the creature fails by 5 or more, it stumbles LiJ out of the wagon, takes Id6 damage, and falls prone on the ground adjacent to the wagon. Creatures in the wagon while the horse is bolting take a -2 penalty to attack rolls. Treasure: A lockbox in the wagon holds 240 gpo a potion ofhealinB, and a level 2 magic item. The dark adept car ries the key to the lockbox; otherwise, it can be unlocked with a DC 15 Thievery check. Encounter Level 3 (794 XP) Setup 1 Iron Circle dark adept (A) 3 Iron Circle brigands (B) 4 Iron Circle rabble (R) 1 rage drake (0) Run this encounter when the adventurers are traveling through Harkenwold to a new locale or village. It should occur a couple days after the heroes clean out the Toad wallow Caverns (encounters Tl through T3). \\leather plays a vital role in this encounter. In the hours leading up to the event, the overcast sky darkens and a light rain begins to fall. By the time the encoun ter unfolds, the rain has become heavy, and a chill fog enshrouds the land. See "Features of the Area" for the effects of this inclement weather. Because the heroes have proven to be a significant threat to the Iron Circle by this time, Nazin Redthorn dispatches roving squads to run the party to the ground. Guided by a handful of informers and lucky guesswork, Iron Circle Dark Adept (A) Level 3 Controller (Leader) Medium natur,ll hUIll.lllOid. XP 1SO HP46; Bloodied 23 Initiative +2 AC 17, Fortitude 14, Reflex 14, Will 16 Perception +5 Speed 6 STANDARD A C-TIONS CD Dark o.g.r(fire, weapon) +At-Will Attock: Melee 1 (one creature); +6 vs. Reflex Hit: 2d4 + 4 fire damage, and the dark adept slides the target 3 '* FieryTendrils (fire) +At-Will Attock: Area burst 1 within 10 (creatures in burst); +6 vs. Reflex Hit: 1d6 + 6 fire damage, and the target is slowed and grants combat advantage until the end of the dark adept's next turn. tE> Dark bnperathle (heel.... necrodc) + Recharae when bloodied Effect: Close burst 5 (one ally in burst). The dark adept slides the target 3 squares, and the target gains 10 temporary hit points. While the target has these temporary hit points, its melee attacks deal 3 extra necrotic damage. Skills Arcana +8, Religion +8 Str 13 (+2) De. 12 (+2) WIs 18 (+5) Con 14 (+3) Int 15 (+3) 0..13(+2) Alignment evil Languages Common Equipment chainmail, dagger, red surcoat with gold-trimmed black circle 3 Iron Circle Brigands (B) Levell Soldier Mediulll n,Hural humanoid. hUIII,1Il XP 100 edc h HP 28; Bloodied 14 Initiative +3 AC 17, Fortitude 14, Reflex 13, Will 12 Perception +0 Speed 5
CD ScImitar (weapon) +At-WiD Attock: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 3 damage. Drive &.de (weapon) +At-Wnl Attock: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 3 damage, the brigand pushes the target 1 square, and the brigand shifts into the square the target occupied. :,- Crossbow (weapon) +AtWIII Attock: Ranged 15/30 (one creature); +6 vs. AC Hit: 1d8 + 1 damage. 'mI"i'WJ.' Relentless AssIIuk +AtWHI TriBBer: An enemy adjacent to the brigand makes an attack that doesn't Include the brigand as a target. Effect (Free Action): The triggering enemy takes 3 damage. Str 16 (+3) 0..12(+1) Wls10(+O) Con 12 (+1) 1m 9 (-1) Chd (-1) Alignment evil Languages Common Equipment scale armor, light shield, scimitar, crossbow, 20 bolts, black cloak embroidered with a gray circle one such squad comes across the adventurers as they're traveling across the vale. Use the "Steading" battle map. folded in half so the area shown in this encounter is the only portion visible. Have the players arrange their miniatures on the road between the cottages. 4 Iron Circle Rabble (R) Levell Minion Brute M.. dIUIll ndtur,ll hUlllanc)ld. hUlllan XP 31 each HP 1; a missed attack never damages a minion. Initiative +1 AC 16, Fortitude 15, Reflex 13, Will 13 Perception +1 Speed 6 Mob Rule The rabble gains a +2 power bonus to all defenses while adjacent . .... to two or more allies. <D Mace (weapon) +AtWlIl Attack: Melee 1 (one creature); +7 vs. AC Hit: 5 damage. Str 14 (+3) De. 10(+1) Wis 10(+1) Con 12 (+2) Int 9 (+0) Cha9 (+0) Alignment evil Languages Common Equipment mace, black cloak embroidered with a gray circle Rage Drake (D) Level 5 Brute Lnge Il.lturdl bed'[ (moullt, reptde) XP 100 HP 77; Bloodied 38 Initiative +3 AC 19, Fortitude 18, Reflex 15, Will 16 Perception +4 Speed 8 Raging Mount (mount) While the drake is bloodied, its rider gains a +2 bonus to attack rolls and damage rolls with melee attacks. . ,. <D Bite + AtWIII Attack: Melee 1 (one creature); +10 vs. AC, or +12 vs. AC while the drake is bloodied Hit: 2d10 + 5 damage, or 2d10 + 7 while the drake is bloodied. ~ Raking Charge + AtWlIl Effect: The drake charges and makes the following attack twice against the target of its charge in place of a melee basic attack. Attack: Melee 1 (one creature); +10 vs. AC, or +12 vs. AC while the drake is bloodied Hit: 1d6 + 4 damage, or 1d6 + 6 while the drake is bloodied. Str 19 (+6) De. 13 (+3) WIs 14 (+4) Con 17 (+S) Int 3 (-2) Cha 12 (+3) Alignment unaligned Languages Read: You've been traveli ll8for hours throu8h heavy raill , alld the muddy wound d in8s to your boots. The track you'refollowin8 cuts throu8h an abandonedfarmstead a few miles from your 80al, and tltrou8h the f08 you spot an Iron Circle bri8and lto/din8 a lantern and ridin8 a lar8e, red-scaled drake. The drake roars, and standi1l8 behind some nearby trees are two more bri8ands with crossbows. Their leader, an evil- lookin8 woman in a red sur coat, stands between them. "There they are!" the woman shouts. "Take them!" Place the villains and monsters in the spaces indicated on the map, and roll initiative. Tactics The rage drake and its rider charge the nearest enemy:1'he other two brigands fire their crossbows, peppering the party with bolts for a round or two before advancing. The rabble are hidden behind the fieldstone walls. Once the battle is .. o;t jOined, they leap over the walls and try to cut off the party's w escape route. w The dark adept prefers to remain at range, uSingfiery " I tendrils. She saves dark imperative for use on the rage drake Z or its rider, but if a brigand is badly damaged and the :J o adept is close to being bloodied. she'll use dark imperative U so that she won't waste one of her two uses of the power. Z The adept tries to slide the recipient into a position from w which it can flank a vulnerable foe. Features of the Area Illumination: Bright light during the day and dim light at night. The brigand riding the rage drake carries a lantern. Weather: The rain and fog are both advantageous and detrimental. All creatures gain a +5 bonus to Stealth checks, and a creature has concealment ifit is more than 5 squares away from its attacker. Moreover. the rain has turned the road. trails, and grassy areas into difficult terrain . Cottage Furnishings: The cottages' furnishings are lightly built and offer no impediment to movement-a moving character simply kicks them aside. They can be used as improvised weapons. Doors: The doors to the abandoned cottages are sturdy wood (DC 16 Strength check to break down; AC 5, Reflex 5, Fortitude 10,20 hp). Garden: These squares are difficult terrain. Muddy Embankment: This steep, dirt road embank ment is difficult terrain. Moreover, a creature entering a square of the embankment must succeed on a saving throw or fall prone in that square. Trees: Squares occupied by tree trunks are impassable but prOVide cover. Climbing a tree reqUires a DC 10 Ath letics check, and a creature up a tree gains concealment. Wall: The fieldstone wall stands 4 feet high and pro vides cover against attacks that cross it. It costs 2 squares of movement to cross the wall. Well: This Is-foot-deep well is surrounded by a low stone wall (+2 bonus to the saving throw to catch your self). Climbing out of the well is difficult (DC 20 Athletics check). Windows: Creatures firing through the cottage win dows have cover against attacks from the outside. ENCOUNTER Tl: ENTRY CAVERN Encounter Level 2 (700 XP) Setup 2 bullywug muckers (M) 2 bullywug leapers (L) 3 stirges (S) For this encounter, use the "Toadwallow Caverns" battle map. Place the characters along the edge of the map out side the cave entrance. Don't place the monsters on the map until the characters detect them. The bullywug sentries aren't very attentive. If the adventurers sneak up to the cave mouth and at least half succeed on a DC 12 Stealth check, they surprise the bullywugs. Ifthe characters fail to catch the bullywugs by sur prise (or don't try). the buIlywugs notice them and set an ambush. VVhen the adventurers reach ,the top of the escarpment at the mouth of the cave, have them make a DC 12 Perception check. Characters who fail are sur prised and can't act in the surprise round. When they first see the cave entrance, read: Water aushes fro m a cave mouth set into theface of a vine covered hill,jormina a 1Ojoot-hialt waterfall tltat bleeds into a stream. You have found the entrance to the Toadwallow Cav erns! The 8round near the base ofthe hill is spanay, and clouds of insects haran8ueyou. Characters must climb a lO-foot-high ledge to reach the cave mouth. This requires a successful DC 12 Athletics check. Any character who fails the check by 5 or more alerts the buIlywug sentries. When the adventurers enter the cave, read: The cave mouth opens into a dank chamber. Water aushes from a hole in the nearby waU,jormin8 a shallow stream that plunaes over the ledae behind you. Astaanant pool ofwaterfills a corner La your riahl, and a thick patch of multicoloredjunaus Wows atop a pile of offal in tlte middle of the cave. Two froalike human oid creatures crouch in tlle shadows behind thefun8i, apparently kee pina watch. They wear poorly fi ltina armor made from leather and carry spears. The leapers are out of Sight, and the stirges are lurking in a narrow crevice in the ceiling above the stagnant pool. Because the adventurers can't see these monsters yet, do not place them on the battle map immediately. When a character moves to a place from which he or she might spot the stirges, allow the character a DC 18 Perception check (the stirges are hidden). 2 Bullywug Muckers (M) Level 1 Brute Med ium natura l humanoid (aquatic) XP 100 each HP 34; Bloodied 17 Initiative +2 AC 13, Fortitude 14, Reflex 13, Will 11 Perception +0 Speed 6, swim 4 o Rancid Air (polson) +Au... 2 Each enemy that spends a healing surge within the aura is weak ened until the end of its next turn. Aquatic The bullywug can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Nature's Release (healing) Any attacker that scores a critical hit against the bullywug regains 3 hit points. Swamp Walk - The bullywug ignores difficult terrain that is mud or shallow water. '=' I <D Spear (weapon) +At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 2d8 + 2 damage. plus 1d6 extra damage against a prone target. '" Bullywu, Rush + Recharp 1&1 [j) Requirement: The bullywug charges and makes the following attack instead of a melee basic attack. Attack: Melee 1 (one creature); +4 vs. Fortitude Hit: 3d6 + 6 damage, plus 1 d6 extra damage against a prone target. and the target falls prone. Miss: The bullywug takes 3 damage and falls prone. Skills Athletics +8 Str 16 (+3) Dex 14(+2) Wls 10(+0) Con 14(+2) Int 6 (-2) Cha 8 (-1) Alignment chaotic evil Languages Primordial ~ ~ - Equipment leather armor. spear Tactics The muckers croak threats and warnings in Primordial. They hang back and allow the adventurers to come to them. Once the heroes are in the cave, the muckers try to set up a combination attack: One uses bullywu8 rush to knock down a hero. and the other attacks the prol1e foe. The leapers join the battle on round 2. They throw jave lins at adventurers who are fighting the muckers. If a good chance to flank an enemy arises, the leapers use spasmodic hop to rush il1 . Otherwise, they save that ability to get away from a tough melee character, moving toward any adven turer who's trying to stay back out of the fight. The stirges stay out of combat for the first round or two. When they see one or two relatively isolated characters, they fly down to attack, gaining combat advantage if no one spotted them. A stirge that is attacked does not wait, joining the fight immediately. Development If the adventurers retreat from the Toadwallow Caverns to rest up, Gloorpk posts new sentries in this location the day after the adventurers leave. The new sentries include 2 bullywug muckers, 2 bullywug leapers, and 2 giant frogs (see encounter T3, pages 24-25). 2 Bullywug Leapers (L) Levell Skirmisher MedllilTl natural humanoid (aquatic) XP 100 each HP 26; Bloodied 13 Initiative +6 AC 15, Fortitude 12, Reflex 14, Will 12 Perception +2 Speed 6, swim 4 oRancid Air (polson) Aura 2 Each enemy that spends a healing surge within the aura is weak ened until the end of its next turn. Aquatic: The bullywug can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Nature's Release (healing) Any attacker that scores a critical hit against the bullywug regains 3 hit points. Swamp Walk The bullywug ignores difficult terrain that is mud or shallow water. G) Spear (weapon) At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 4 damage. javelin (weapon) At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC Hit: 1d6 + 4 damage. +Spasmoclk Leap (weapon) Recharge ~ !Bl [!] Effect: Marks on the bullywug end, and it jumps 3 squares before making the attack. This movement does not provoke opportu nltyattacks. Attack: Melee 1 (one creature); +6 vs. AC Hit: 2d6 + 6 damage, or 3d6 + 6 If the bullywug has combat advantage against the target, and the target takes a -2 penalty to attack rolls against the bullywug until the end of the bullywug's next turn. Sldlls Athletics +7 Str14 (+2) Dex 18(+4) Wls 14(+2) Con 10(+0) Intl0(+0) Cha 8 (-1) Alignment chaotic evil Languages Primordial Equipment spear, 4 javelins :3 Stirges (S) Levell Lurker Sl11ail natural b ( ' , , ~ t XP 100 ealh HP 22; Bloodied 11 Initiative +7 AC 15, Fortitude 12, Reflex 15, Will 12 Perception +0 Speed 2, fly 6 Darkvision Nimble Bloodsuc:ker While the stlrge has a creature grabbed, it gains a +5 bonus to AC and Reflex. .. . <D Bite At-Will Attack: The stirge must not be grabbing a creature. Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d4 + 5 damage, and the stirge grabs the target (escape DC 12). Until the grab ends, the target takes ongoing 5 damage. Sldlls Stealth +8 Str8 (-1) Dex 16 (+3) WIs 10(+0) Con 10(+0) Int 1 (-S) Cha4(-3) Alignment unaligned Languages Features of the Area Illumination: Bright light during the day, dim light at night. Ceiling: The cave mouth is 10 feet high, and the inner cave is 15 feet high. Fungus Patch: The fungus patch is difficult terrain and provides concealment against attacks crossing it. Characters who inspect the fungi and succeed on a DC 13 Nature check find several forms of edible fungus, including 3 bloodcaps and 2 milkcaps. Once picked, these mushrooms must be eaten within 24 hours, or they lose their special properties. Bloodcap Mushroom: Any creature that eats a bloodcap mushroom gains a +1 bonus to attack rolls until the end of the next encounter. Milkcap Mushroom: Any creature that eats a milkcap mushroom gains 5 temporary hit pOints that last until the end of the next encounter. Ledge: Any creature falling off the edge takes Id 10 damage from the fall and falls prone in a square adjacent to the bottom of the ledge. The ledge slopes at a 50degree angle-too steep to stand on-and requires a DC 12 Athlet ics check to climb. Shallow Water: The stream and the pool are each about 3 feet deep. These squares are difficult terrain, but the bullywugs ignore this penalty because of their swamp walk trait. Treasure: One of the bullywug leapers has a leather satchel containing 30 gp and 100 sp. ENCOUNTER T2: DRAGONSKULL CAVERN Encounter Level 2 (740 XP) Setup Gloorpk, bullywug chieftain (G) 5 bullywug croakers (C) 2 gray oozes (0) This encounter uses the "Toad wallow Caverns" battle map. Don't place monsters on the map until they announce their presence or the characters detect them. Gloorpk is chieftain of the Mud-Hides tribe. A number oflesser buIlywugs attend him constantly, doting on thei r fat leader in the hopes of averting his wrath. The bully wugs here are vigilant-it is unlikely that the adventurers will be able to surprise them. The bullywugs hide upon hearing sounds of combat in encounter T1. When a character comes within 2 squares of the black dragon skull or attacks one of cavern's defend ers, Gloorpk and his minions strike. When the adventurers come within sight of the black dragon skull, read: A8iant dra8on's skull dominates this damp, 15{00t-hi8h cave. You see no other remains, sU88estin8 that the skull was brou8ht herefrom eisewhere. Beyond the weal skull, a dri bble ofwater pourinn throunh a crack in tlte ceilinnf orms a shallow pool nearly 20f eet across and 10 f eet wide. Characters who succeed on a DC 13 Perception check spot Gloorpk hiding inside the dragon skull, peering at them through an eye socket, as well as one or more of the croakers. Characters who fail the check can't act in the surprise round. Once Gloorpk's location is revealed, read: A loud croak emanates from inside the dra80n skull , and bul bous eyes stare at you from behind one of the hollow eye sockets. As the bullywug croakers emerge from hiding, Gloorpk unleashes his ranged attacks. The gray oozes slither out of their pit and join the battle the follOWing round. Roll ini tiative to begin the encounter. Gloorpk, Bullywug Chieftain (G) Level 3 Elite Artillery Medium natural humanoid (aquatic) XP 300 HP 78; Bloodied 39 Initiative +3 AC 17, Fortitude 15, Reflex 15, Will 16 Perception +9 Speed 6, swim 4 Resist 5 poison Saving Throws +2; Action Points 1 TRAITS o Randd Air (polson) +Aura 2 Each enemy that spends a healing surge within the aura is weak ened until the end of its next turn. Aquatic Gloorpk can breathe underwater. In aquatic combat, he gains a +2 bonus to attack rolls against nonaquatic creatures. Nature's Release (healing) Any attacker that scores a critical hit against Gloorpk regains 5 hit points. Swamp Walk Gloorpk ignores difficult terrain that is mud or shallow water. ".'''.'i7'l1i1'iJr.' <D Q,u.rtersuff(weapon) +At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1 d8 + 3 damage. =t Dragonfang Bolt (polson) +At-Will Attack: Ranged 10 (one creature); +8 vs. Will Hit: 1d1 0 + 4 poison damage, and all creatures adjacent to the target take 3 poison damage. (- Electric Reflux (cold, lightning) +At-Will Attack: Close blast 3 (creatures in blast); +8 vs. Reflex, or +10 vs. Reflex if Gloorpk includes at least one ally in the blast Hit: 2d6 + 4 cold and lightning damage, and the target is dazed until the end of Gloorpk's next turn. '* Fiery Croak (fire, thunder) +Recharge ~ [!) Attack: Area burst 1 within 10 (creatures in burst); +6 vs. Reflex, or +8 vs. Reflex if Gloorpk includes at least one ally in the burst Hit: 2d1 0 + 4 fire and thunder damage. Miss: Half damage. Skills Arcana +7. Intimidate +7, Nature +9 Str 12 (+2) Dex 14 (+3) Wls 16 (+4) Con 15 (+3) Int 13 (+2) Cha 13 (+2) Alignment chaotic evil Languages Common, Primordial Equipment quarterstaff 5 Bullywug Croakers (C) Level 3 Minion Brute Medlulll natural (aquatic ) XP 38 each HP 1; a missed attack never damages a minion. Initiative +3 AC 15, Fortitude 15, Reflex 15, Will 13 Perception +1 Speed 6, swim 4 Resist 5 poison oRancid Air (polson) +Aura 2 Each enemy that spends a healing surge within the aura is weak ened until the end of its next turn. AqlNltk The bullywug can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. Nature's Relase (healing) Any attacker that scores a critical hit against the bullywug regains 3 hit pOints. Swamp Walk The bullywug ignores difficult terrain that is mud or shallow . .... water_ I <D CInr +At-Win Attock: Melee 1 (one creature); +8 vs. AC Hit: 7 damage. Foul Croak (polson) +At-Will Attock: Close blast 2 (one creature); +6 vs. Fortitude Hit: 4 pOison damage. Sldlls Athletics +6 Str 10 (+1) Dex 14(+3) WIs 10(+1) Con 14(+3) Int 6 (-1) Cha 5 (-2) Alignment chaotic evil Languages Primordial 1 Gray Oozes (0) Levell Skirmisher Sl11dllndtur.ll ne"st (blind. ooze) XP 125 each HP 43; Bloodied 21 Initiative +5 AC 15, Fortitude 15, Reflex 13, Will 11 Perception +2 Speed 5, climb 3 Blind, blindsight 10, tremorsense 10 Immune blinded, gaze; Resist 5 acid Ooze While squeezing, the ooze moves at full speed rather than half speed, it doesn't take the -5 penalty to attack rolls, and it doesn't grant combat advantage for squeezing. .. .. <D Bone Melt (acid) +At-WIn Attock: Melee 1 (one creature); +5 vs. Fortitude Hit: 1 d6 + 6 acid damage, and the target takes a -2 penalty to For titude (save ends). The penalty to Fortitude is cumulative with multiple bone me't attacks. Slimy +At-WIll Effect: The ooze shifts 2 squares. SkIlls Stealth +12 Str 11 (+1) Dex 15(+3) Wis 11 (+1) Con 19(+5) Int 1 (-4) eha 1 (-4) Alignment unaligned Languages Tactics Gloorpk remain inside the dragon's skull, gaining the ' benefit ofsuperior cover (attacks against him take a -5 penalty). Cracks and holes in the skull allow him to attack in all directions. Ifhe's forced out of the skull, he does his best to squirm back inside. Gloorpk begins the battle with dra8onfan8 bolt. If the heroes are too far apart, he uses fiery croak instead. He saves electric reflux for when enemies get too close. If Gloorpk is bloodied and has no allies remaining, he offers to reveal the secret location of his treasure (see "Features of the Area," below) in exchange for his IJife. The croakers use foul croak against clustered foes. Oth N I erwise, they are straightforward combatants. IfGloorpk is ex: slain, any remaining croakers attempt to flee. LoU Gloorpk keeps the barely sentient gray oozes happy f Z with a steady supply of food. They attack the heroes :l indiscriminately. o U LoU Features of the Area Z Illumination: Dim light. GlOWing green moss grows on the walls and illuminates these caves. Breeding Pool: The pool is fed by a steady drip of water seeping through a crack in the ceiling. The pool is 3 feet deep and contains dozens of translucent bullywug eggs (each one the size of a baseball). The eggs are easily destroyed. The pool is difficult terrain, but the bullywugs ignore this penalty because of their swamp walk trait. Char acters in the water do not gain cover and take no attack or defense penalties_ Ceiling: The ceiling is 15 feet high throughout. Difficult Terrain: Squares occupied by boulders are difficult terrain. Dragon Skull: The bullywugs found this enormous black dragon's skull in a nearby swamp and brought it here. The interior of the skull is large enough to house a Medium creature, and Gloorpk cowers in here while defending his lair. The skull grants superior cover to any creature inside it. Pit: This sinkhole is 15 feet deep and contains the bones of past meals as well as the gray oozes. A creature falling in takes IdlO damage_ The pit's walls are uneven (DC 15 Athletics check to climb). Pile of Skulls: Hidden under this 4-foot-high cairn ofskulls is Gloorpk's treasure (see below). Creatures can move into the square without penalty simply by kicking the skulls out of the way. Treasure: The bullywug chieftain's hoard is contained within an unlocked chest hidden under the pile of skulls: a level 4 magic item, a level 3 magic item, a potion ofhealin8, a sapphire worth 100 gp, and 170 gpo ENCOUNTER T3: RAIDING PARTY Encounter Level 3 (750 XP) Setup Uggloor, bulIywug champion (U) 2 bulIywug leapers (L) 2 giant frogs (F) Heron, halfling boy (H) This encounter uses the "Toadwallow Caverns" battle map and occurs as the heroes are preparing to leave the bul Iywug lair. Have the players place their characters in the outer cave (where encounter Tl took place). Uggloor, the champion of the Mud-Hides tribe, has just returned from a raid with a prisoner in tow- a gift to amuse Chieftain Gloorpk. Uggloor croaks loudly as he approaches the cave, to inform the bullywug sentries that he has returned. The characters don't need to make Per ception checks to hear Uggloor's croak. However, Uggloor expects a reply. A character must respond with a similar croaking noise (a DC 15 Bluff check); if the check fails or the characters choose not to respond, Uggloor concludes that something is amiss, and neither he nor his raiding party can be surprised. When the heroes can see the raiding party, read: A hulkin8 bullywu8 approaches the cave mouth with a crude spear in one hand and short rope srasped tiShtly in the other. The rope ends in a noose around the neck ofa shostjaced half lillS boy who looks fatisued. Two smaIler bullywuss withjavelins and a pair of Siant fr08s accompany them. When he sees the adventurers, Uggloor lets go of his prisoner, allowing the halOing to run away (see "Develop ment"). Roll initiative to begtn the encounter. Uggloor, Bullywug Champion (U) level 1 Elite Soldier Medium natural huma noid (aqua tic) XP 250 HP 76; Bloodied 38 Initiative +5 AC 18, Fortitude 15, Reflex 14, Will 12 Perception +0 Speed 6, swim 4 Saving Throws +2; Action Points 1 oRandel Air (polson) +Aura 2 Each enemy that spends a healing surge within the aura is weak ened until the end of its next turn. Aquatic Uggloor can breathe underwater. In aquatic combat, he gains a +2 bonus to attack rolls against nonaquatic creatures. Nature's Release (healing) Any attacker that scores a critical hit against Uggloor regains 4 hit points. Swamp Walk Uggloor ignores difficult terrain that is mud or shallow water. <D Spear (weapon) +At-WIll Attack: Melee 1 (one creature); +7 vs. AC Hit: 1 d8 + 5 damage Effect: The target Is marked until the end of Uggloor's next turn. ';."It ~ Crossbow (weapon) +At-Will Attack: Ranged 15/30 (one creature); +7 vs. AC Hit: ld8 + 2 damage. ~ Champion's C_rge (weapon) +At-WIll Effect: Uggloor charges and makes the follOWing attack instead of a melee basic attack. Attack: Melee 1 (one creature); +7 vs. AC Hit: 2d8 + 2 damage. Effect: The target is marked until the end of Uggloor's next turn. ~ . ~ Intereed'" Strike (weapon) +At-Will ~ Taunting Croak + Recharge when UgIoor spends an action point Attack: Close burst 5 (enemies in burst); +5 vs. Will TriBBer: A creature marked by Uggloor makes an attack that doesn't include Uggloor as a target. Attack (Immediate Interrupt): Melee 1 (triggering creature); +7 vs. AC Hit: ld8 + 5 damage. Miss: Half damage. Skills Athletics +9 Str 17 (+4) Dex 14(+3) Con 14(+3) Int 6 (-1) Alignment chaotic evil languages Primordial Equipment leather armor, spear, crossbow, 10 bolts Wls 10(+1) Cha 8 (+0) 2 Bullywug Leapers (L) Levell Skirmisher Medium natural humanoid (aquatic) XP 100 each HP 26; Bloodied 13 Initiative +6 AC 15. Fortitude 12. Reflex 14. Will 12 Perception +2 Speed 6. swim 4 (:> Rancid Air (polson) Aura 2 Each enemy that spends a healing surge within the aura is weak ened until the end of its next turn. Aquatic The bullywug can breathe underwater. In aquatic combat. it gains a +2 bonus to attack rolls against nonaquatic creatures. Nature's Release (healing) Any attacker that scores a critical hit against the bullywug regains 3 hit points. Swamp Walk The bullywug ignores difficult terrain that is mud or shallow water. , ",. ill Spear (weapon) At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 4 damage. Javelin (weapon) At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC Hit: 1d6 + 4 damage. +Spasmodic Leap (weapon) Recharge ITII ~ I!!l Effect: Marks on the bullywug end. and it jumps 3 squares before making the attack. This movement does not provoke opportu nityattacks. Attack: Melee 1 (one creature); +6 vs. AC Hit: 2d6 + 6 damage. or 3d6 + 6 if the bullywug has combat advantage against the target. and the target takes a -2 penalty to attack rolls against the bullywug until the end of the bullywug's next turn. Skills Athletics +7 Str 14(+2) Dex 18(+4) Wls 14(+2) Con 10(+0) Int 10(+0) Cha 8 (-1) Alignment chaotic evil Languages Primordial Equipment spear. 4 javelins 2 Giant Frogs (F) Level 3 Controller Medium natural b e a ~ t XP 150 each HP 44; Bloodied 22 Initiative +5 AC 17. Fortitude 15. Reflex 16. Will 13 Perception +6 Speed 4. swim 6 \ I " , ill Bite. At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1 d6 + 5 damage. and if the target is Medium or smaller. it is swallowed. A swallowed target is stunned and takes ongoing 5 damage (save ends both). and no creature has line of Sight or line of effect to the target. Special: The frog can swallow only one creature at a time and cannot use bite while swallowing a creature. Prodigious Leap. At-Will Effect: The frog jumps 4 squares. This movement does not pro voke opportunity attacks. ... Grasping Tongue At-WIll (1/round) Attack: Ranged 3 (one creature); +6 vs. Reflex Hit: The frog pulls the target 2 squares. Str 14 (+3) Dex 17 (+4) Wis 11 (+1) Con 12 (+2) Int 2 (-3) Cha 6 (-1) Alignment unaligned Languages Heron, Halfling Boy (H) Level 2 Minion Skirmisher Medium natural humanoid XP 0 HP 1; a missed attack never damages a minion. Initiative +4 AC 16. Fortitude 14. Reflex 14. Will 13 Perception +0 Speed 6 lJ TRIGGRD AClIONS Z Second Chance. Encounter Cl Tri88er: An enemy hits Heron with an attack. <: Effect (Immediate Interrupt): The triggering enemy rerolls the CI:: attack roll and must use the new result. t"t'l Skills Acrobatics +7, Nature +5, Thievery +7 f0 Str 10 (+1) Dex 13 (+2) Wis 8 (+0) CI:: Con 12 (+2) Int 10 (+1) Cha 11 (+1) UJ f Alignment unaligned Languages Common Z Tactics :J o U Uggloor climbs the ledge and charges the nearest foe. Z On the next round . he uses tauntina croak to pull as many UJ enemies adjacent to him as possible. He then attacks the softestlooking target and uses intercedina strike as opportu nity allows. The bullywug champion is overconfident and fights until slain. The leapers let Uggloor hold the front line while they hang back and hurl javelins. IfUggloor is bloodied or they run out ofjavelins. the leapers use spasmodic leap to shift into positions where they can flank an enemy and attack with their spears. IfUggloor drops to 0 hit pOints. the leapers flee. The giant frogs use araspina tonaue to reel in prey. If a frog succeeds in swallowing an enemy, it uses prodiaious leap to avoid being cornered by other enemies. Features of the Area Illumination: Bright light during the day, and dim light at night. Ledge: Any creature falling ofT the edge takes IdlO damage and falls prone in a square adjacent to the bottom of the ledge. The ledge slopes at a 50degree angle-too steep to stand on-and requires a DC 12 Athletics check to climb. Shallow Water: The stream and pool are about 3 feet deep. These squares are difficult terrain. but the bully wugs ignore this penalty because of their swamp walk trait. Treasure: The bullywugs carry sacks ofplundered foodstuffs and supplies. including fish and dried meat. Uggloor also has a belt pouch containing 15 gp, 60 sp, and a flawed emerald worth 100 gpo Development Heron is a 12yearold member of the Reedfoot clan (see page 10). He and two friends were ambushed by bully wugs hiding along a muddy shore of the White River. His friends escaped. but Heron waS t aptured. Heron flees at the first opportunity, but he's too tired to get very far. Ifthe heroes prevail. he waits for them to emerge from the caves before asking for their help getting back to his clan. Ifthe characters assist, they lose a half-day of travel time but receive a minor quest reward (1.50 XP) and the gratitude of the Reedfoot halflings. ENCOUNTER Dl: THE WOODSINGER ELVES The Harken Forest is a big place, and it might take the heroes some time to locate the Woodsinger camp. If the adventurers set out from Albridge, it's about 22 miles to the Woodsinger camp by way of the tracks that run between Marl and Harken. Meeting the Woodsingers The party can follow the track south into the Harken Forest easily enough. In time, they should reach an inter section between two tracks. If they use another approach route, the following read-aloud text remains the same. Read: It's warm, almost stiflin8, under the canopy ofthe forest, and not a breath ~ f wind stirs. Asyou pause 10 8ain your bearin8s, peerin8 inlo theforest 81oom, you hear a voice, "Hold there, stran8ersl We would speak withyou." A moment later an elfdressed in a short tunic ofbrown and 8reen sleps into the open and advances toward you, a bow in his hand. "J am Israfen ofthe Woodsin8ers," Ite says. "I see that you are not Harkenwolders, ana you do not look like the mercenar ies oflrol1 Keep. Who are you, and wltat is your business in the Harken Forest?" Israfen hears out the heroes and then replies, ''This is a matter for Eriyel. Come, follow me." Two more elves step out of the shadows to join him, and the three hunters lead the party to a small elven encampment in a clearing by a forest stream. There, Israfen introduces the heroes to Eriyel, an c1fwoman of middle years with dark eyes and long green-gold hair. She is the chief of the Woodsinger clans. After speaking with the heroes (sec the sidebar below), Eriyel gives them a tiny crystal vial containing the blood of a green dragon and sets them on the path to Dal Nystiere. The elves have only the one vial, so Eriyel urges the heroes not to lose it. The vial holds enough blood to activate the ring of standing stones three times. Returning from Dal Nystiere When the adventurers return from the sanctuary with evi dence ofYisarn's demise, the vVoodsingers are as good as their word. Read: On hearin8 your story, Eriyelgravely nods. "Our thanks, stran8 ers,"she says. "You have proved your 800d intentions, and rid theforest ofan old and restless evil. We pledge toyou 1111 the help in OllT power. I wil/send runners to all the nearby bands. By sundown tomorrow, we'll have fifty elven bows to help the Harkenwolders wilt their freedom. "Now this. Our scouts have been in touch with Harkemllolders living near theforest. They have heard that the Iron Circle is preparing to march a8ainst those who resist them. Reithann and others who stillfi8ht a8ainst the Iron Circle are Balherin8 at Albridge to 8ive battle. We wUljoin you there in two days' time." Proceed with encounter B1 (Reavers ofHarken wold Part 2: The Die Is Cast, page 3) when you're ready to continue. ROLEPLAYING ERIYEL Eriyel is reserved and patient. She is willing to let the heroes make their case, but she's firmly against the idea of sending her people into someone else's war. She'll want the heroes to prove their sincerity (and demonstrate their competence) by dealing with a problem troubling the forest elves-a sanctuary on the outskirts of Dal Nystiere. Eriyel speaks slowly and softly. She weighs her words carefully, and often lets a nod or look suffice as an answer to a question. Greetings. "You are in great haste, that much is plain. What do you wish of my people?" Can you help Harkenwold? "I grieve for the evil that has come over their land, but it is not our fight." What about your friends there? "Some among the Harken wolders are indeed our friends, but others treat the forest with less respect than we do, and some fear us. Would they come to our aid? I doubt it." If you do nothing, you're next. "There could be truth in what you say. Evil left unchecked cannot help but spread. Still, I deem it better to wait and watch for now. Given time, this Iron Circle may simply move on." How can we convince you to help? "You ask us to risk our lives for you. If you were to do the same for us, we would be obligated to match your selflessness. There is a sanctuary hidden beneath a ring of standing stones, near the ruins of Dal Nystiere. an old eladrin village a few miles from here. An evil presence there poisons the surrounding forest. Put an end to this threat, and we will aid you." Evil presence? "An undead wizard named Yisarn lurks in the sanctuary. He has allied himself with the Daggerburg goblins, our hated enemies. Defeating him would be a great service to us." What can you tell us about the sanctuary? "Wizards used the sanctuary as a private place to conduct magical research. It lies underground, but you can teleport there by pouring dragon's blood onto a pedestal located in the ring of standing stones." Where can we get some dragon's blood? "I can provide you with a vial of green dragon's blood, which we obtained at great cost. I give it to you as a sign of our trust." ENCOUNTER D2: THE STANDING STONES Encounter Level 2 (693 XP) Setup 4 tree spiders (S) 3 goblin toadies (G) This encounter uses the "Standing Stones" battle map. Place the characters on the trail near the edge of the map. The spiders hide in the trees, and the goblins sleep inside the wagon. Don't place the monsters on the map immediately. Statistics for the goblin toadies appear on page 29. When the adventurers enter this area, read: The ancient, crumblin8 road passes by an old circle ofstandin8 stones. Webs cliJ18 to the branches of the nearby trees. A ramshackle covered wa80n is parked on the trail near the standinn stones. Any character who succeeds on a DC 19 Perception check spots the closest spider. If none of the heroes succeed on the check, the party is surprised when the spiders attack. The adventurers can sneak lip on the sleeping goblins with a successful DC 11 Stealth check. Ifcombat erupts between the heroes and the goblins, the spiders leap from their hiding places in the trees a nd join the fray. 4 Tree Spiders (S) Medium Jldtural bedS! (spIder) HP 43; Bloodied 21 AC 17, Fortitude 15, Reflex 17, Will 14 Speed 6, climb 6 (spider climb) WebW.lk Level 3 Skirmisher XI> 150 e.Kh 2 Initiative +6 o Perception +6 Tremorsense 5 l V') lj Z The spider Ignores difficult terrain composed of webs. o . , . z <D Bite (polson) +At-WID l <: Attack: Melee 1 (one creature); +8 vs. AC V') Hit: 1d6 + 3 damage, and the target takes ongOing 5 poison u. damage (save ends), :! ... SprInaing Attack +At-Will I- Effect: The spider jumps 4 squares, makes a melee basic attack, N and jumps 4 squares, This movement does not provoke oppor o tunityattacks. et: Skills Stealth +9 UJ I Str 12 (+2) Dex 16(+4) Wis 10(+1) Z Con 11 (+1) Int 1 (-4) Cha 8(+0) :l Alignment unaligned Languages o U Tactics Z UJ The tree spiders are greedy for their own kills, and they split up to attack different characters. The goblins fight until only one remains, at which point the surviving goblin surrenders. A captured goblin reveals only that it works for Snilvor, a goblin emissary sent from Daggerburg (a distant goblin stronghold) to obtain some map scrolls from Yisarn. Features of the Area Illumination: Bright light during the day, dim at night. Boulders: These squares are difficult terrain. Bushes: These squares are difficult terrain and provide concealment to creatures in or behind them. Ring of Standing Stones: Squares occupied by the standing stones are impassable, but a creature can stand on top of a stone. Each stone is 10 feet high and requires a DC 10 Athletics check to climb. Some residual magic lingers in the area, and any creature standing inside the circle gains a +2 bonus to damage rolls. A crumbling stone pedestal stands in the center of the circle. Pouring a small amount of dragon's blood onto the pedestal causes glOWing Elven runes to appear on the standing stones. The runes remain until someone speaks the words "Dal Nystiere," at which point all creatures inside the ring of stones are teleported to the sanctuary (see encounter D3). Trees: Squares occupied by tree trunks are impassable but provide cover. Climbing a tree reqUires a DC 10 Ath letics check, and a creature up a tree gains concealment. The webs in the trees do not hamper movement. Wagon: Creatures in the wagon have cover against attacks from outside. The wagon contains provisions as well as a heap of furs that serves as a bed for the goblin emissary Snilvor (encounter D3). Snilvor's drakes nor mally pull the wagon. ENCOUNTER D3: WIZARD WORKSHOP Encounter Level 2 (655 XP) Setup Snilvor, goblin emissary (S) 5 goblin toadies (G) 2 bloodseeker drakes (D) This encounter uses the "Dal Nystiere" battle map. The characters teleport into the chamber, appearing in one of the glowing teleportation circles on the noor (roll ran domly for each character). Place the monsters as indicated on the map. Snilvor and his entourage have come to pay homage to Yisarn and to secure three map scrolls. The scrolls (see "Features of the Area") will help the goblins in their ongo ing battle against the Woodsinger elves. Read: Theforest disappears in a pulse ofblue 1i8ht, and you f ind your self standin8 in one oftwo ma8ic ci rcles inscribed on thefloor ofwhat appears to be a wizards' laboratory or workshop. You see severallar8e tables and desks littered with mi ldewed tomes, dusty bottles, and loose sheets of parchment. A wide staircase climbs 10feet to a stone loft, atop which rests a wooden desk and a chctir made oflashed bones. Several80blins have 8athered in the room, and they stare at you with wide eyes. Near an iron bound set ofdouble doors stand two ca8es, each one ltoldin8 a man-sized drake with crimson scales wearin8 ayoke. The drakes snarl and bare their fa n8s. Roll initiative for the goblins and drakes to begin the encounter. Tactics Snilvor commands his goblin toadies to release the blood seeker drakes from their cages. To free a drake, a goblin must be in a square adjacent to the cage door and must spend a minor action to lift the door latch. Snilvor tries to keep one or more toadies between him and the characters while using rod ofcommand or 8raspin8 mist. The goblin toadies try to stay within 3 squares ofSnil vor to gain the benefit of his aura while also maneuvering into nanking positions. When one of his toadies drops to ohit pOints, Snilvor uses die for me to gain temporary hit points. Note that temporary hit points do not stack. The drakes are Snilvor's pets, but they are poorly treated, difficult to command, and hungry. IfSnilvor is bloodied, they are as likely to attack him as any other char acter in melee range. Snilvor, Goblin Emissary (S) Level 3 Controller (Leader) Smal l natural humanoid XP 150 HP 48: Bloodied 24 Initiative + 3 AC 17, Fortitude 16, Reflex 15, Will 15 Perception +3 Speed 6 Low-light vision r 0 Master ofYoadles +Aura 3 - Minion allies gain a +2 bonus to all defenses while within the . ' ;\ . .. . CD Skull-Yopped Rod (necrotic. weapon) + At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 2d6 necrotic damage. :,- Rod ofCommand (charm. Implement. psychic) + At-Will --- -- aura. Attack: Ranged 5 (one creature); +6 vs. Will Hit: The target is dominated until the end of Snilvor's next turn. The target can choose not to be dominated but takes 2d6 + 5 psychic damage instead. Miss: Snilvor slides the target 2 squares. "*' Grasping Mist (cold. zone) + Recharge ~ rnJ Attack: Area burst 1 within 5 (enemies in burst); +6 vs. Reflex Hit: 1d8 + 5 cold damage. Effect: The blast becomes a zone that lasts until the end of Snil vor's next turn. All squares within the zone are difficult terrain to Snilvor's enemies. Ole For Me +At-Will TriBBer: A minion ally within Snilvor's line of sight drops to 0 hit points. Effect (No Action): Snilvor gains 5 temporary hit points. SkIlls Arcana +7, Diplomacy +7. Insight +8 Str 11 (+0) Dex 14 (+3) Wls 15 (+3) Con 16 (+4) Int 13 (+2) Cha 12 (+2) Alignment evil Languages Common, Goblin Equipment robes, skull-topped rod, dagger Features of the Area Illumination: Bright light. The teleportation circles on the noor and the braziers surrounding them iliuminale the chamber. Cages: The cages (AC 5, Renex 5, Fortitude 10,50 hp) are 5 feet tall, with iron bars set into a thick wooden noor and roof The bars are spaced 4 illches apart, and the cages provide cover to creatures inside and behind them. Each cage door is made of wood with bars running through it, held in place by a sturdy latch in the middle of the door that cannot be reached from inside. Unlatching and opening a door from outside is a minor actiOll. Break ing open the door requires a DC 22 Strength check. Ceiling: The ceiling is 20 feet high (10 feet high above the loft). Double Doors: Both sets of double doors (AC ] 5, Renex 5, Fortitude 15,60 hp) are made ofgilded wood and locked. Yisarn carries the key, but the doors can also be unlocked with a DC 15 Thievery check or smashed ' open with a DC 18 Strength check. " Furnishings: The tables, desk, and chair create diffi cult terrain in their spaces. If a piece of furniture is nipped on its side (a standard action), it becomes a low wall that provides cover against attacks crossing it. 5 Goblin Toadies (G) Level 2 Minion Skirmisher 5mall ndtural humanoid XP 31 each HP 1; a missed attack never damages a minion. Initiative +6 AC 16, Fortitude 14, Reflex 15, Will 11 Perception +1 Speed 6 lowlight vision TRA ITS Small Menace The goblin does not provoke opportunity attacks from creatures of Medium size or larger. " . <D Mace (weapon) At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 5 damage (or 7 if the goblin has combat advantage against the target). Skills Stealth +9, Thievery +9 Str 13 (+2) Dex 17 (+4) Wls 11 (+1) Con 14 (+3) Int 8 (+0) Cha 8 (+0) Alignment evil Languages Common, Goblin Equipment leather armor, mace 2 Bloodseeker Drakes (D) Level 4 Soldier Medium natural beast (reptile) XP 175 each HP 53; Bloodied 26 Initiative +7 AC 20, Fortitude 15, Reflex 17, Will 15 Perception +7 Speed 6 t l <D Bite. At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d10 + 5 damage, or 1d10 + 10 against a bloodied target. . , . t Bloody Frenzy. At-Will Tri88er: A bloodied enemy adjacent to the drake shifts. Effect (Opportunity Action): The drake uses bite against the trigger ingenemy. Str 13 (+3) Dex 17 (+5) Wlsl0(+2) Con 13 (+3) Int 2 (-2) Cha 13 (+3) Alignment unaligned Languages- Loft: This raised section of the room is 10 feet above the main floor. GlOWing runes inscribed along the perim eter of the floor mark the edge of a 4-square-by-4-square zone. Any living creature that enters or starts its turn in the zone takes 5 necrotic damage. The goblins are aware of the runes' power and avoid the loft. Characters searching the desk find an ol d tome and three scrolls (see "Scrolls," below). Yisarn recovered the tome from the ruins ofDal Nys tiere. The book written by an unnamed eladrin wizard, chronicles her many explOits and experiments. It is worth 250 gp to an interested buyer. Scrolls: Atop Yisarn's desk are three scrolls that the undead wizard plans to give to Snilvor. Each scroll is a map shOWing the location and layout of an elven crypt in the Harken Forest. The Daggerburg goblins intend to ransack these "lost crypts" to fatten their coffers and demoralize the Woodsinger elves. Other scrolls and papers scattered throughout the "vorkroom contain notes pertaining to various rituals but have no intrinsic value. Stairs: The stone steps climbing up to the loft are con sidered difficult terrain while ascending them and normal terrain otherwise. Teleportation Circles: A creature standing in either of these permanent teleportation circles and speaking the phrase "Dal Nystiere" (as a free action) teleports to a random square within the circle ofstanding stones above the wizards' sanctuary (see encounter D2). However, Yisarn has corrupted the circles' magic. A creature using either circle to teleport must succeed on a DC 13 Arcana check or take Id6 + 4 lightning damage in transit. If Yisarn is adjacent to the circle, this effect does not occur. Development Yisarn (see encounter D4) hears sounds of combat in this room but does not investigate. Instead, he waits for intrud ers to come to him. If the heroes capture one or more goblins, they don't have much to offer. Snilvor and his toadies hail from the distant goblin stronghold of Daggerburg and seek to main tain good relations with Yisarn as well as procure three map scrolls. Yisarn has already received payment , and the goblins believe that Yisarn is in the next room. They know that both sets of doubl e doors lead to Yisarn's library, but the goblins know nothing about the secret pit traps beyond the doors. ENCOUNTER D4: YISARN'S LAIR Encounter Level 4 (975 XP) Setup Yisarn, skeletal mage (Y) 2 skeletons (S) 1 glimmerweb spider (G) 2 spiked pits (traps) Yisarn broods in his library, contemplating how best to rid himself of the Woodsinger elves. Yisarn was alive when he first came to plunder the ruins ofOal Nystiere. A band of elves ambushed and killed him, but an evil curse animated his bones, turning him into an undead horror. Yisarn spends his days poring over arcane tomes salvaged from Oal Nystiere and the surrounding towns, searching for ways to increase his power. He detests the Wood singer elves and schemes against them constantly. This encounter uses the "Oal Nystiere" battle map. Because the monsters are quiet and the doors are closed , the heroes have little chance to surprise them. In addition to the monsters, this encounter includes two spiked pit traps not shown on the battle map. See "Features oCthe Area" for rules on how they work, and use the spiked pit tokens to mark their locations once they're revealed. The room can be described to players as follows: A maanificent mural ofa forest scene covers tlte ceilina ofa vaulted chamber adorned with statues ofeladrin warriors and illuminated byfi ery braziers. Between two braziers, atop a 2fool-l1i8h stone bier, lie the partially assembled bones ofa dra80n. Web-strewn bookshelves packed with dusty tomes line thefar wall, and a thick curtain ofaossamer webs obscures a set afiron doors. Nestled in the webs is a monstrous spider. Two skeletons sland 8uard in the middle ofthe room. A third skeleton-this one wearin8 the tattered robes ofa maae-has bony claws that crackle with liahtnirta. It scowls hatefully. Tactics The skeletons try to prevent intruders from reaching their master, even if that means provoking opportunity attacks. The spider tries to snare enemies with 8limmerin8 web. On the next round, it teleports adjacent to a creature that can't see it and uses bite. When hit by an attack, it usesfey escape to teleport away, preferably behind its curtain of webs. Yisarn opens the battle with li8htnin8 talons, unless the adventurers are too far away or too many allies would be caught in the blast. [n those cases, he attacks with ice dart first, perhaps knocking an enemy into a brazier or spiked pit. He uses necrotic burst when he takes damage and has one or more enemies adjacent to him. Yisarn, Skeletal Mage (Y) Level 3 Elite Controller Medium natural humanoid (undead) XP 300 HP 94; Bloodied 47 Initiative +1 AC 17. Fortitude 14, Reflex 16, Will 15 Perception +4 Speed 6 Darkvision Immune disease, pOison; Resist 10 necrotic; Vulnerable 5 radiant Saving Throws +2; Action Points 1 .11.'.iB'i1iIr:' <D Ughtnl"l Grasp Olghtnlng) +At-Will Attack: Melee 2 (one creature); +6 vs. Reflex Hit: 1d6 + 5 lightning damage, and the target is dazed until the end of Yisarn's next turn. ~ Icy Dart (cold) +At-Will Attack: Ranged 10 (one creature); +6 vs. Fortitude Hit: 1d8 + 6 cold damage, and Yisarn pushes the target 1 square, and the target is slowed (save ends). Miss: The target is slowed until the end of Yisarn's next turn. (.. Lightning Talons (lightning) + Recharge 13J [jJ Attack: Close blast 5 (creatures in burst); +6 vs. Reflex Hit: 2d6 + 4 lightning damage, and the target is dazed until the end of Yisarn's next turn. Effect: Yisarn slides the target 3 squares to another square within the blast. iFI'j'W. ~ Necrotic Burst (necrotic) + At-Will TriBBer: Yisarn takes damage from an attack. Attack (Immediate Reaction): Close burst 1 (enemies in burst); +6 vs. Fortitude Hit: 2d6 + 3 necrotic damage. and Yisarn pushes the target 2 squares. If the target is dazed, it falls unconscious (save ends). Skills Arcana +10, Dungeoneerlng +10, History +10 Str 12 (+2) Dex 11 (+1) was 16 (+4) Con 15(+3) Int18(+5) Cha11 (+1) Alignment evil Languages Common, Draconic, Elven Equipment keys to locked doors 2 Skeletons (S) Level 3 Soldier Medium natural animal", (undead) XP 150 each HP 45; Bloodied 22 Initiative +6 AC 19, Fortitude 15, Renex 16, Will 15 Perception +3 Speed 6 Darkvision Immune disease, polson; Resist 10 necrotic; Vulnerable 5 radiant TRAITS Speed of the Dud The skeleton gains a +2 bonus to attack rolls and deals 1 d6 extra damage on opportunity attacks. -..., u ~ <D Longsword (weapon) + At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1 d8 + 5 damage, and the target is marked until the end of the skeleton's next turn. Str 15 (+3) Dex 17(+4) Wis 14(+3) Con 13 (+2) Int 3 (-3) Cha 3 (-3) Alignment unaligned Languages Equipment longsword Features of the Area Illumination: Bright light (braZiers). Bookshelves: Each bookcase (AC 4, Reflex 4, Forti tude 12, 40 hit pOints) is stuffed with moldy tomes, none of great value. It can be toppled with a DC 15 Strength check or any attack that pulls or slides. Creatures in the 2-square-by-4-square area directly in front of a toppling , III Glimmerweb Spider (G) Level 4 Lurker Large fey magica l beast (spider) XP 175 HP 43; Bloodied 21 Initiative +B AC lB, Fortitude 17, Reflex 16, Will 15 Perception +3 Speed 6, climb 6 (spider climb) Darkvision Web Walk The spider ignores difficult terrain comprised of webs. .. CD Bite (polson) At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2dB + 3 poison damage (or 2dB + 10 if the target cannot see the spider). - t ~ Glimmering Web (radiant) At-Will Attack: Area burst 1 within S (creatures in burst); +7 vs. Reflex Hit: 1 d6 + 1 radiant damage, and the target is blinded and restrained (save ends both). Effect: The spider becomes invisible until the end of its next turn. . .. Fey Escape (teleportatlon) At-Will Tri88er: The spider Is hit by an attack. Effect (Immediate Reaction): The spider teleports 6 squares. Str 17 (+5) Dell 15 (+4) Wis 12 (+3) Con 13 (+3) Int 7 (+0) Cha 9 (+1) Alignment evil Languages bookcase take ldS damage, fall prone, and are restrained and unable to stand (save ends both). Braziers: These bronze bowls are 3 feet high and fill their squares. A brazier deals ld 1 0 fire damage to any creature entering its square. A creature within reach of a brazier can topple it as a minor action and make the following attack (treating the brazier's square as the attack's origin square). V"l ... <.. Brazier (flre) Encounter Z C! Attack: Close blast 2 (creatures in blast); +S vs. Reflex < Hit: 1 dl 0 fire damage. > Ceiling: The ceiling is 20 feet high. Dragon Bones: Yisarn plans to animate these bones to a create a skeletal black dragon servant. Currently the bones C! are inanimate and harmless. w r Iron Doors: The iron double doors that lead off the z o ~ map are locked (AC 15, Renex 5, Fortitude 15,60 hp). Yisarn carries the key, but the doors can also be unlocked with a DC 20 Thievery check or smashed open with a DC z 25 Strength check. The doors conceal a long tunnel that UJ eventually leads to the surface (or to another dungeon complex of your own creation). Lever: Set into the noor of an alcove is a large iron lever. Pulling the lever locks the spiked pits and keeps them from triggering when stepped on. Spiked Pits: The pits are to feet deep and hidden under false noors. Detecting the nearest one requires a DC 20 Perception check. A pit attacks any creature that enters its space. One can jump over the pit with a success ful Athletics check (DC 10 with a running start, DC 20 without). Scaling a pit wall is a DC 15 Athletics check. Disabling a pit so it can't open requires a DC 15 Thievery check. .. ~ Spiked Pit. At-Will TriBBer: A creature enters the pit's space. Attack (Free Action): Melee 0 (triggering creature); +4 vs. Reflex Hit: The target takes 1dl 0 + 6 damage and falls prone at the bottom of the pit. Miss: The target returns to the last square it occupied. Effect: The pit is no longer hidden. Statues: These statues depict eladrin warriors. A crea ture in the square behind a statue gains cover. Webs: The webs are difficult terrain and provide con cealment. A creature that enters a web square must make a DC 13 Acrobatics or Athletics check or become inuno bilized. An immobilized creature can escape with a DC 13 Acrobatics or Athletics check (as a move action). The glimmerweb spider has web walk and can move through the webs without hindrance. Treasure: One of the bookshelves holds a wooden coffer containing a levelS magic item, three small agates (50 gp each), a platinum ring of e1adrin design (350 gp), and a sack of] 20 gpo Continuing the Adventure See "Returning from Dal Nystiere" on page 26. REAVERS OF HARKENWOLD,TM PART 2: THE DIE IS CAST Roleplaying Game Adventure Book 2 Credits Design Richard Baker Additional Design and Development Christopher Perkins Editing M. Alexander Jurkat, Christopher Perkins D&D Creative Manager Christopher Perkins Design Manager James Wyatt Development Manager Andy Collins Director of RPG R&D Bill Siavicsek Art Direction Kate Irwin,Jon Schindehette Graphic Design Leon Cortez Illustrations Adam Gillespie, Ben Wootten Cartographers Jason A. Engle, Mike Schley Publishing Production Specialists Angelika Lokotz, Erin Dorries Prepress Manager Jefferson Dunlap Imaging Technician Carmen Cheung Production Manager Cynda Callaway DUNGEONS & DRAGONS, D&O, W,ZARDS OF THE COAST, Dun8eon Master's Kit, Monster Vault, Reavers of Harkenwold, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast llC in the U.S.A. and other countries. All Wizards characters, and the distinctive likenesses thereof are property of Wizards of the Coast llC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast llC. Printed in China 2010 Wizards of the Coast llC 3002446400000HN ISBN: 9780-7869-5630-2 Visit our website at OungeonsandOragons.com INTRODUCTION Reavers C?fHarkenwold" is a two-part DUNGEONS & DRAGONS* adventure set in the Nentir Vale, a region introduced in the DUNGEONS & DRAC;ONS Falltasy Roleplayill8 Game. The first half of the adventure takes the characters from 2nd to 3rd level and is presented in the adventure book titled Reavers of Harkelllvoid Part I: The Troll Circle. The second halfthe adven ture, which is deSigned to take characters from 3rd to 4th levcl, appears in this book. The overall backstory and now of the adventure are covered in Reavers of Harken wold Part I: Tlte Iroll Circle. Before running the second part of the adventure, you should review the "Adventure Synopsis" and "Freeing Harkenwold" sections in the first adventure book (pages 3-5), as well as the sections detailing the villages of Albridge and Harken. Part 2 of the adventure begins with the heroes defending the village ofAlbridge from an Iron Circle attack (encounters Bl through B4). If they succeed, they can take the fight to the Iron Circle leadership with a daring assault on Iron Keep (encounters Kl through K7). The foldout battle maps included with the adven ture don't encompass every encounter. For encounters that the battle maps don't mver (specifically encounters K4 through K7), you can either draw the maps for your players using wet-erase markers and a blank battle map (available for purchase at your local hobby store), or you can try to build the maps using U&D Dungeon Tiles. Ifyou have prepainted plastic D&D@ miniatures, you can use them to represent the various monsters and villains in this adventure, or you can use the tokens con tained in this box or the MOllster Vault'" boxed set. Getting Started This book assumes that you've already played through the encounters in Reavers of Harkenwold Part I: The IrOIl Circle and are familiar with the overall structure of the adven ture. This book picks up where the first half the adventure leaves off. Make sllre that the characters have time to take an extended rest, gather their quest rewards, and gain a level before continuing the adventure. If all goes well in Part 1, the adventurers have made names for themselves in the barony of Harkenwold, forged an alliance with the Woodsinger elves, and defied the Iron Circle at every turn. When you're ready to continue the adventure, proceed with encounter B1. Preparing for Battle ENCOUNTER Bl: \IV hen the heroes arrive in the area of Albridge, they BATTLE PLANS qUickly encounter rebel pickets. As soon as they are iden tified, they are ushered to the main rebel encampment Shortly after the heroes return from Dal Nystiere, they where Dar Gremath awaits them. learn that the Iron Circle is preparing to march on Albridge to squash the rebellion at its source, Read: Oar Gremath is meetin8 with tlte other Harkenwold leaders When you are ready to launch into the Battle of in the empty barn ofan abandoned farm when you arrive. He Albridge portion of the storyline, read: waves you over at once. 'Tm Bladyou're here," he says. "We've You are about to make camp f or the niBht after your latest aot every free man or woman who canfi8ht worth a lickfrom all ~ efforts in the fiah t a8ai nst the Iron Ci rcle when tlte nallopinn the viUaBes here, but the Iron Circle troops match our numbers. Z hoofbeats ofa lone rider echo in the dusk, A moment later, a :J They've Bot better arms and armor, and most ofthem are trained 0 younn ha!flinn woman on a small ridinB horse comes into view soldiers. Still, withyour help, we'U8ive them one hell oja battle. LJ and reins in nearby, "There you are!" she says, "Dar Gremath After all, we're finhtingfor our homes and livelihoods ... The Z said you minht be around here somewhere, I've aot an impor u.J leaders Bathered aro-und nod arimly. tant l71essane for you: The Iron Circle's army is nettina ready to march aaainst AlbridBel Nazin Redthom's called in all his raid ing parties, and he'sBoinB to try to stomp us out once and f or Skill Challenge: Battle Preparations This is the first skill challenge of the adventure. all. Dar Gremath's sent wordfor a/! the loyal Harkenwolders to Before running it, you should review the rules for skill come to Albridge and stand up to the rron Circle. There's aoina challenges that appear in the accompanying Dun8eon to be a bia battlel He asks you to hurry back to Albrid8e to help Master's Book. out, as qUick as you can!" The adventurers' goal in this skill challenge is to get the Harkenwold rebels ready to fight! The halfling is Seranna, granddaughter of Gerrad, the Level: 3 (XP 625). elder ofAlbridge. The battle is still two or three days ofT-it Complexity: 4 (requires 10 successes before 3 will take that long for the Iron Circle to finish assembling failures). its forces. The heroes have time to march to Albridge from Primary Skills: Diplomacy, History, Intimidate, any corner of Harkenwold. Seranna urges the heroes to be Nature, Religion. on their way soon, but admits that they could leave in the Diplomacy (DC 13, 1 hour): A character can use Diplo morning if they need to rest first. Seranna has a number macy to convince certain rebel factions to put themselves ofother people she intends to visit in the next few hours, under Dar Gremath's overall command, to smooth per spreading word of the impending Iron Circle attack. If sonal rivalries and jealOUSies, or to persuade certain rebel the party resists the summons, she visibly slumps in the bands to take on tasks that are particularly dangerous, saddle, says, "I hope you change your minds!" and gallops difficult, or unpleasant. This skill can be used to achieve 3 ofT-she has many miles still to ride. SlIccesses in the challenge. History (DC 11,1 hour): A character can use History to identi(y relevant lessons from past wars, to apply broad rules ofstrategy to the rebels' circumstances, or to draw up plans for rudimentary defenses based on what other ROLEPLAYING BEFORE THE BATTLE This scene offers an excellent opportunity for the players to Greetings. "You've already helped us a great deal, and engage in roleplaying. Many of the major NPCs of Harken you've shown you've got brains and courage. Give us your wold-Dar Gremath, Reithann the druid, the elder Gerrad, Bran honest opinions? Can Redthorn be beat?" Torsson, and Willet Reedfoot of the White River halflings-are What do you want us to do in the battle? "I want to hold gathered here to lead the rebels in battle. Dar Gremath is you in reserve. You're my best fighters. Stay close by me early comfortable in command and does not want to show any vac on, and if the Iron Circle breaks through anywhere, I'll send illation before the other leaders. His preferred style is to issue you in to stop them." orders and have everyone jump. On the other hand, he is keen How can we help you get ready? "I need to pull this army not to alienate his most potent force-the adventurers. At the together before tomorrow. We need a good plan, a good place very least, he wants to know what the heroes will be doing to fight, and someone to draw our troops together and inspire during the fighting. them. You can help in all that." people have done in the past. This skill can be used to gain 3 successes in the challenge. Intimidate (DC 15, 1 hour): A character can use I ntimi date to project self-confidence and competence, to challenge uncertain rebel leaders and push them to do better, or to reassure nervous rebels by making light of the threat posed by the Iron Circle attack. This skill can be used to gain 3 successes in the challenge. Nature (DC 13, 1 hour): A character can use Nature to study potential battlegrounds, to anticipate weather condi tions, or to supervise camouflage efforts_ This skill can be used to achieve 3 successes in the challenge. Reli8ion (DC 13, 1 hour): A character can use Religion to conduct an invocation to the deities, to council fear ful fighters, or to lead the Harkenwolders in seeking divine favor in the battle to come. This skill can be used to achieve 2 successes in the challenge_ Success: The adventurers aid in devising a sound plan that makes the best use of terrain and the forces available to Dar Gremath. and help the Harkenwolders to prepare for battle. They are awarded 2 victory points toward the outcome of the battle (see "Victory or Defeat," below), and they receive the full XP award for the skill challenge_ Failure: The battle plan and preparations are flawed_ The adventurers can still win, but it's a tougher fight with more casualties. No victory points are awarded, but the heroes receive the full XP award for the skill challenge. Fighting the Battle The heroes' part in the battle is represented byencoun ters B2, B3, and B4_Depending on the players' decisions about their characters' roles in the battle, these encounters might be waves ofIron Circle soldiers attacking their posi tion. breakthroughs the adventurers are sent to seal off, or opposition standing between them and their goal. Here are examples: Attack: The adventurers choose a specific objective to seize or accomplish during the battle. such as confront ing the enemy commander, leading rebel troops in an attack, or infiltrating the enemy camp to destroy sup plies or take prisoners_ Defend: The adventurers choose to protect something. They might guard Dar Gremath and his banner during the battle. protect a vulnerable flank or exposed posi tion, or take a position at the head of the rebel army. Reserve: The adventurers are aSSigned the job of reacting to enemy moves or seizing opportunities that suddenly appear. For example, they might hang back to stem a Iron Circle breakthrough or wait until the (Left to ria/It) Iron Circle enforcer, dark adept, and briaand fighting exposes an Iron Circle weakness so they can lead a counterattack. This is Dar Gremath's preference. When the adventurers defeat Nazin or force him to retreat in encounter B4, or are defeated by the Iron Circle forces, the Battle of Albridge comes to an end. If the rebels win, the badly mauled Iron Circle troops flee the field. Most soldiers are hunted down and dealt with by vengeful rebels, but some stragglers make it back to Iron Keep and take refuge there. If the Iron Circle wins, the rebels retreat and scatter to the four winds. Victory or Defeat Success or failure in battle doesn't just depend on how well the adventurers fight in their own small part of the fray. It also depends on hO\.v successful they have been in their efforts against the Iron Circle. To determine how the battle turns out, assign victory points (\I P) based on the heroes accomplishments so far: Reavers of Harkenwold Part 1: The Iron Circle 1 VP The heroes won encounter E2. 1 VP The heroes won encounter E3. 2 VP The heroes defeated Gloorpk in encounter T2. 2 VP The adventurers successfully forged an alliance with the Woodsinger elves. Reavers of Harkenwold Part 1: The Die Is Cast 2 VP The heroes successfully aided the battle preparations in encounter B1 . 1 VP The heroes won encounter B2. 1 VP The heroes won encounter B3. 2 VP The heroes won encounter B4. The results of the battIe are: 0-4 VP: A decisive defeat. Albridge is burned, the rebel army is largely destroyed, and Iron Keep remains at full strength (see "The Keep at Full Strength," page 12). 5-6 VP: A narrow defeat. Albridge is burned. The rebel army suffers heavy casualties but remains essentially intact as it retreats to Tor's Hold. Iron Keep is in its normal. depleted state (as described in encounters K1 through K7), with two active squads of reinforcements (sec "The Keep at Full Strength," page 12). 7-9 VP: A narrow victory. Albridge is saved, and the rebel army remains intact and in position. Iron Keep is in its normal , depleted state (as described in encounters Kl through K7), with one active squad of reinforcements (see "The Keep at Full Strength," page 12). 10-12 VP: A decisive victory. Albridge and the rebel army are saved. Iron Keep is in its normal, depleted state, and no squads of reinforcements exist (see "The Keep at FuJI Strength," page 12). ENCOUNTER B2: BATTLE OF ALBRIDGE, PART 1 Encounter Level 2 (710 XP) Setup I Iron Circle enforcer (E) 1 spitting drake (S) 10 Iron Circle rabble (R) This encounter takes place during the Battle ofAlbridge. 1t represents one short skirmish in the wider battle. Depend ing on the plans the players made in encounter B I , this combat can arise for any of the following reasons: Attack: While the adventurers are moving into posi tion to strike at the Iron Circle leadership or outnank the Iron Circle forces, they stumble across an Jron Circle squad on the outskirts of the battle. Defense: Holding down an important position in the middle of the rebel lines, the heroes are responsible for defeating any enemies who come into their area of the battlefield. An Iron Circle squad approaches. Reserve: Waiting to see where they can do the most good, the adventurers spot a group ofIron Circle sol diers who break through the rebel lines or threaten to outnank the rebels, and move to intercept the enemy. This encounter uses half of the "Steading" battle map. Have the players place their characters within the field stone wall surrounding the cottage. Place the Iron Circle forces as indicated, and then roll initiative. Read: The battle opens with a strai8htJorward attack by the Iron Circle soldiers. Arrows aruf crossbow boltsJly as the two armies close. The Harkenwolders 8ive 8round, but their formation doesn't break. The battle becomes a desperate, swirlino melee thaI sprawls over severalfanns and fields a little way south ofthe town. The area you're 8uardin8 is quiet at first, but then you spy a lar8e band ofIron Circle soldiers hendin8 in your direction, with a reptilian creature trottino at their side. They raise a war cry and charne at you! Iron Circle Enforcer (E) Levell Elite Brute Medium natural humanoid. human XP lSO HP 88; Bloodied 44 Initiative +2 AC 14, Fortitude 15, Reflex 14, Will 13 Perception +1 Speed 5 Saving Throws +2; Action Points 1 ... (!) Heavy flail (weapon) +At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 2d6 + 6 damage. (0 flail Sweep (weapon) +Recharp when first bloodied Attack: Close burst 1 (creatures in burst); +5 vs. Fortitude Hit: 3d6 + 6 damage, and the target falls prone. 'O'I"2'jW' +Smash Back (weapon) +At-WID Tri88er: An enemy hits the enforcer with a melee attack. Attack (Immediate Reaction): Melee 1 (triggering creature); +7 vs. AC Hit: 2d6 + 6 damage, and the enforcer gains a +2 bonus to attack rolls against the target until the end of its next turn. Skills Athletics +10, Intimidate +7 Str 18 (+5) Do 12 (+2) WIs 10(+1) Con 14(+3) Int 11 (+1) Cha 13 (+2) Alignment evil Languages Common Equipment chain mail, heavy flail, black surcoat embroidered with a red-trimmed gray circle Spitting Drake (S) Level 3 Artillery M"Jilllll ,,,Jlurdl bl"",llrl"plill"i HP 38; Bloodied 19 AC 17, Fortitude 14, Reflex 16, Will 14 Speed 7 Resist 1 0 acid XI> 150 Initiative +5 Perception +3 .... ';'IjW:. r (!) Bite +At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 5 damage. Causdc Spit (add) +At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 2d6 + 4 acid damage. Str14(+3) Dex 18 (+5) Con 14(+3) Int 3 (-3) Wls 14(+3) Cha9(+O) Alignment unaligned Languages 10 Iron Circle Rabble (R) Level 2 Minion Brute Mediulll natuldl humanoid. hUlllan XI> 31 each HP 1; a missed attack never damages a minion. Initiative +1 AC 16, Fortitude 15, Reflex 13, Will 13 Perception +1 Speed 6 Mob Rule The rabble gains a +2 power bonus to all defenses while adjacent . to two or more allies . <D Mace (weapon) +At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 5 damage. Str 14(+3) Dex10(+1) Wls 10(+1) Con 12 (+2) Int 9 (+0) Cha 9 (+0) Alignment evil Languages Common Equipment mace, black cloak embroidered with a gray circle I Tactics The Iron Circle soldiers are confident in their numbers. They begin the battle with a reckless rush. hoping to over whelm the heroes. The rabble try to gang up on a couple of enemies at a time to make good lise offlanking and their mob rule trait. The enforcer closes to melee as quickly as possible. She moves into squares from which she can threaten two or more characters and make good lise ofJlail sweep. The enforcer waits to spend her action point until the round after she's made a successful smash back attack. That way she can make two attacks with the bonus provided by smash back. The spitting drake skulks around the edges of the fight, keeping its distance from any characters trying to bring it to melee. It uses causl'ic spit against any target that seems convenient. but it's especially likely to retaliate against enemies who hurt it in previous rounds. Features of the Area Illumination: Bright light-this encounter takes place during daylight. Doors: The doors to the cottage and outbuildings are sturdy wood (DC 16 Strength check to break down; AC 5, Reflex 5, Fortitude 10,20 hp). Embankment: This steep, dirt road embankment is difficult terrain. Furnishings: The furniture is lightly built and offers no impediment to movement-a moving character simply kicks the furnishings aside. Furnishings can be used as improvised weapons. A bed or table flipped on its side (a standard action) becomes a low waJl. providing cover against attacks crossing it. Tree: The square occupied by the tree's trunk is impassable but provides cover. Climbing the tree requires a DC 10 Athletics check. and a creature lip the tree gains concealment. Wall: The fieldstone wall stands 4 feet high and pro vides cover against attacks that cross it. It costs 2 squares of movement to cross the wall. Well: This IS-foot-deep well is surrounded by a low stone wall (+2 bonus to the saving throw to catch your self). Climbing out of the well is difficult (DC 20 Athletics check). Windows: Creatures firing through the windows of the cottage have cover against attacks from the outside. A SHORT REST FOR THE WEARY Encounters 82, 83, and B4 all take place during the Battle of Albridge, as the heroes do their part to help the assembled Harkenwolders against the Iron Circle's large war band. The encounters assume that the adventurers will be able to take a short rest between each one, refreshing their encounter powers and spending healing surges as needed. During these brief downtimes, the adventurers might be waiting for the next group of enemies to appear. talking tactics with Dar Gremath or the other Harkenwold leaders, biding their time as a reserve force to be thrown into the most desperate part of the fighting. or taking a short breather behind the lines. The Battle of Albridge encounters become much harder if you don't allow the characters to take a short rest between each one. ENCOUNTER B3: BATTLE OF ALBRIDGE, PART 2 Encounter Level 3 (750 XP) Setup 1 Iron Circle dark adept (A) 2 Iron Circle cutthroats (C) 2 tar devil guards (T) This encounter takes place during the Battle ofAlbridge.lt represents a major skirmish. Depending on the plans the players made in encounter BI, this combat can arise for any of the following reasons: Attack: The adventurers encounter an Iron Circle rearguard as they get close to their goal. They'll have to fight their way through the force. Defense: The battle Oows away from the heroes after their first encounter. Soon thereafter, they spy a band of Iron Circle marauders burning farmhouses nearby. The adventurers advance to confront them. Reserve: Dar Gremath (or another Harkenwold con tact) sends word by messenger that the adventurers are urgently needed on the other side of the battle. A force ofIron Ci rcle devils and soldiers bars the way. Layout the "Steading" battle map as shown, with the farms and fields half face-up. When the battle starts, read: A youn8 Harkenwolder aallops up to you on horseback. "Dar Gremath says he needs your help over by the Radden farm stead!" he pants, pOintina across the A couple of hundred yards away, you can make out the rebel leader's banner, now under attack. Between you and Da r Gremath, a band of maraudina soldiers is busy settin8fire to farmhouses and kill ina offany wounded they come across. Some of the Iron Circle warriors aren't human- they're short, scaly creatures with black horns and lashin8 tails, surrounded in darkfumes. The messen aer aallops offaaain, leavina matters in your hands. Have the players place their characters anywhere along the north edge of the map, then place the Iron Circle forces where indicated. Iron Circle Dark Adept (A) Level 3 Controller (Leader) Medium natural hUllldllOid. hUlllan XP 1SO HP 46; Bloodied 23 Initiative +2 AC 17, Fortitude 14, Reflex 14, Will 16 Perception +5 Speed 6 ' W!.,. <D Dark DlIger (fire, weapon) +At-WIll Attack: Melee 1 (one creature); +6 vs. Reflex Hit: 2d4 + 4 fire damage, and the dark adept slides the target 3 '*' Fiery squares. Tendrils (fire) At-WlII Attack: Area burst 1 within 10 (creatures in burst); +6 vs. Reflex Hit: ld6 + 6 fire damage, and the target is slowed and grants combat advantage until the end of the dark adept's next turn. tN.S1!J iii (0 Dark Imperative (healing, necrotic) Recharge when bloodied Effect: Close burst 5 (one ally in burst). The dark adept slides the target 3 squares, and the target gains 10 temporary hit points. While the target has these temporary hit points, Its melee attacks deal 3 extra necrotic damage. Sldlls Arcana +8, RelipJn +8 Str 13 (+2) Dex 12 (+2) Wis 18(+5) Con 14 (+3) Int 15 (+3) Cha 13 (+2) Alignment evil Languages Common Equipment chainmall, dagger, red surcoat with goldtrlmmed black circle 2 Iron Circle Cutthroats (C) Level 2 Skirmisher Ml'diUT1l natural hllfll.lI1tlin. hlllll.lI1 Xi> 12 S each HP 37; Bloodied 18 Initiative +6 AC 16, Fortitude 12, Reflex 14, Will 12 Perception +1 Speed 6 Shadow Stride If the cutthroat moves at least 3 squares from its starting position on its turn, It gains concealment until the start of its next turn. STANDARD ACTIONS G) Short Sword (weapon) At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 4 damage (or 2d6 + 4 if the cutthroat has combat advantage against the target). Hand Crossbow (weapon) At-Will Attack: Ranged 10/20 (one creature); +7 vs. AC Hit: 1d6 + 3 damage. 'f"I"IW' +Slasher's Feint +At-Will (1/round) Attack: Melee 1 (one creature); +5 vs. Reflex Hit: The cutthroat gains combat advantage against the target until the end of its current turn. Str 12 (+2) Dex 17 (+4) WIs 11 (+1) Con 13 (+2) Int 10 (+1) Cha 12(+2) Alignment evil Languages Common Equipment leather armor, short sword, hand crossbow, 20 bolts, black cloak embroidered with a gray circle 1 Tar Devil Guards (T) Level 4 Soldier Med iulll illllllort,ll hum,lnoid (devil) XP 175 (,deh HP 53; Bloodied 26 Initiative +5 AC 20, Fortitude 17, Reflex 15, Will 16 Perception +7 Speed 6 Darkvision Resist 10 fire; Vulnerable 5 acid o Hot Reek (ftle) +A.... 1 An enemy that starts its turn within the aura takes 2 fire damage and cannot shift on its current turn. . . .' G> Khopah (wupon) +At-WII Attac": Melee 1 (one creature); +9 vs. AC Hit: ld8 + 7 damage . .. . :,- T.ry (fire) Recharp Ifno cruture Is restrained bythenet at the surt ofthe devll's turn Attac": Ranged 5 (one creature); +7 vs. Reflex Hit: 1 d6 + 4 fire damage, the target is restrained (save ends), and the devil pulls the target 5 squares to the nearest adjacent square. 5 ... 12 (+3) o.x17(+S) WIs 11 (+2) Con 13(+3) 1nt10(+2) ct.12(+3) Alignment evil Languages Supernal Equipment khopesh, net Tactics The tar devils begin the battle by moving within 5 squares of their foes, using tarry net, and dragging restrained foes within reach of their khopeshes. If a tarry devil misses with its net, it instead uses its remaining action to charge, hopefully catching as many foes as possible in its hot reek aura. The cutthroats use shadow stride to gain concealment and slasher's feint to gain combat advantage before attack ing with their short swords. The dark adept pays little attention to the cutthroats, instead reserving its dark imperative for the tar devils when they become injured. Otherwise he stays at range and uses fiery tendrils against the heroes, especially those who are giving the tar devils a tough time. Features of the Area Illumination: Bright light-this encounter takes place during daylight. Doors: The doors to the cottages are sturdy wood (DC 16 Strength check to break down; AC 5, Reflex 5, Forti tude 10, 20 hp). Embankment: This dirt road embankment is difficult terrain. Furnishings: The furniture in the cottages is Ughtly built and offers no impediment to movement-a moving character simply kicks the furnishings aside. Furnishings can be used as improvised weapons. A bed or table flipped on its side (a standard action) becomes a low wall, proVid ing cover against attacks crossing it. Garden: These squares are difficult terrain. Trees: Squares occupied by tree trunks are impass able but prOVide cover. Climbing a tree requires a DC 10 Athletics check, and a creature up a tree gains concealment. Wall: The fieldstone wall stands 4 feet high and pro vides cover against attacks that cross it. It costs 2 squares of movement to cross the wall. Well: This IS-foot-deep well is surrounded by a low stone wall (+2 bonus to the saving throw to catch your self). Climbing out of the well is difficult (DC 20 Athletics check). Windows: Creatures firing through the windows of one of the cottages have cover against attacks from the outside. E NCOUNTER B4: BATTLE OF ALBRIDGE, CLIMAX Encounter LevelS (1,048 XP) Setup Nazin Redthorn (N) 2 tar devil harriers (T) 8 Iron Circle rabble (R) 1 horse (H) Frustrated by the adventurers' interference in his plans and the reversals of the battle, the Iron Circle leader, Nazin Redthorn, leads an attack against the party. Alter natively, ifyour players created a battle plan to attack Redthorn, you can instead launch this encounter as the successful fruition of their earlier efforts. Layout the "Steading" battle map; this encounter uses the whole map. Have the players place their characters in the vicinity of the X, then place the Iron Circle forces as indicated and roll initiative. Read: Only minutes after you finish with your last foes, you hear a roar ofchallen8e. Anotller 8rouP oflron Circle soldiers is advancin8 onyou. They are supported by two sca!>, humanoid creatures with horns and tails, with drippin8 810bs ofbumin8 pitch in their taloned hands. With the band rides a massively muscled human warrior in scale armor. A standard .flies from a holder at hi.s sti rrup- a black pennant with a red- and 80ld-trimmed 8ray rin8 in the center. "You!" the enemy lord cries. "You are the ones who have caused me so much troublel Know now that you face Lord Nazin RedtJlOTn , champion ofthe Iron Circle. With your deatfts my victory is assured!" 8 Iron Circle Rabble (R) Level 2 Minion Brute Medium natura l hUnlol"oid. human XP 31 each HP 1; a missed attack never damages a minion. Initiative +1 AC 16, Fortitude 15, Reflex 13, Will 13 Perception +1 Speed 6 TRAITS Mob Rule The rabble gains a +2 power bonus to all defenses while adjacent to two or more allies. ,,..,.'i7.i1!I'iIr.J.' (!) Mace (weapon) +At-Will Attock: Melee 1 (one creature); +7 vs. AC Hit: 5 damage. Str 14 (+3) Dex 10(+1) Con 12 (+2) Int9 (+0) Wis 10(+1) Cha 9 (+0) Alignment evil Languages Common Equipment mace, black cloak embroidered with a gray circle Nazin Redthorn (N) Level 5 Elite Soldier (Leader) Mediu m natura l hu manoid. human XP 400 HP 126; Bloodied 63 Initiative +4 AC 21, Fortitude 19, Reflex 16, Will 17 Perception +3 Speed 5 SavinI! Throws +2; Action Points 1
(!) Triple-Haded flail (weapon) + At-Win Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d10 + 5 damage. Wolf Pack T.ctIa (weapon) +At-Will Effect: Before the attack, one ally adjacent to Nazin or the target shifts 1 square as a free action. Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d10 + 5 damage. W.rlord's StrtIce (weapon) +Rec:h...(;:;] Ii] Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d1 0 + 5 damage, and an ally within 5 squares of Nazin gains a +4 bonus to damage rolls against the target until the end of Nazln's next turn. Infemlll Flames (fire, healing) + Recharte when first bloodied Attack: Close burst 5 (enemies in burst); +8 vs. Reflex Hit: 2d6 + 5 fire damage, and the target is dazed (save ends). Effect: Each ally In the burst regains 10 hit points. .....' Tripping FI.II (weapon) +At-Will Trigger: An enemy misses Nazln with an attack. Attack (Immediate Reaction): Melee 1 (triggering enemy); +8 vs. Fortitude Hit: 1d10 + 6 damage, and the target falls prone. Skills Athletics +12, Intimidate +9 Str 20 (+7) Dex 10 (+2) WIs 13 (+3) Con 15 (+4) Int 15 (+4) CIIII16(+5) Alignment evil Languages Common, Giant, Supernal Equipment scale armor, heavy shield, triple-headed flail, black sur coat embroidered with a red- and gold-trimmed gray circle 2 Tar Devil Harriers (T) Level 3 Artillery Medium immort al humanoid (devil) XP 150 eac h HP 36; Bloodied 18 Initiative +5 AC 17, Fortitude 15, Reflex 15, Will 14 Perception +8 Speed 6 Darkvision Resist 10 fire; Vulnerable 5 acid S TAN DAIIU A CTIONS (!) Kukrl (weapon) +At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 5 damage. @) Tar Ball (fire) + At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 2d6 + 4 fire damage, and the target is slowed and takes ongo ing 2 fire damage (save ends). fuming Ooud (fire, zone) +Encounter Attock: Close burst 1 (creatures in burst); +6 vs. Fortitude Hit: 1d6 + 4 fire damage. Effect: The burst becomes a zone that lasts until the end of the encounter. Creatures in the zone gain concealment, and any creature ending its turn in the zone takes 2 fire damage. Squares within the zone are difficult terrain. Str 1S (+3) Dex 18 (+5) Wis 14(+3) Con 12 (+2) Int 11 (+1) Cha 11 (+1) Alignment evil Languages Supernal Equipment kukrl Horse (H) Levell Brute lar (' n ~ t u r a l beast (mollnt) XP 100 HP 36; Bloodied 18 Initiative +1 AC 15, Fortitude 15, Reflex 13, Will 10 Perception +5 Speed 10 low-light vision CIIa....r(mount) The horse grants its rider a +5 bonus to damage rolls on charge attacks_ . . <D KIdc +At-WiU Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d6 + 4 damage. ~ Trample +At-WID Effect: The horse can move up to its speed and enter enemies' spaces. The movement provokes opportunity attacks, and the horse must end its move in an unoccupied space. When it enters an enemy's space, the horse makes a melee attack (+4 vs_ Reflex). If the attack hits, the target takes 1 d6 + 4 damage and falls prone_ Str 19 (+4) Dex 13 (+1) Wis 11 (+0) Con 16 (+3) Int 2 (-4) Cila 9 (-1) Alignment unaligned Languages Tactics Nazin dismounts and fights on foot, leaving his horse in the rear with a single Iron Circle rabble to guard it. Nazin leads the initial rush against the adventurers and fights furiously, using warlord's strike as often as it recharges. He tries to hold off on infernalflames until at least one of the tar devils needs healing, but he' ll use it earlier in the fight ifhe has the opportunity to attack multiple foes at once. The remaining rabble rush forward to melee as qUickly as possible_ The tar devil harriers stay at range, hurling tar balls at different targets each round to make sure as many characters as possible are slowed_ Nazin's Getaway: vVhen he is bloodied, the rabble are dead, or the tar devils are defeated, Nazin attempts to escape. He shifts or moves away from his opponent toward his horse, mounts (a move action), and rides off at the next opportunity. He saves his action point for use in this get away attempt. Once he's mounted, he gallops off at speed 12, which should qUickly get him away from heroes on foot. Nazin's escape is important to set up the final conflict in Iron Keep. Make every attempt to have him flee. but if the tides of battle make it impossible, don't railroad the storyline to make it happen. You can replace Nazin in encounter K7 with a "second-in-command" for the heroes to fight. Features of the Area Illumination: Bright light-this encounter takes place during daylight. Doors: The doors to buildings are sturdy wood (DC 16 Strength check to break down; AC 5, Reflex 5, Fortitude 10, and 20 hp). Embankments: The dirt road embankments are diffi cult terrain. Gardens: These squares are difficult terrain. Trees: Squares occupied by tree trunks are impassable but provide cover. Climbing a tree requires a DC 10 Ath letics check, and a creature up a tree gains concealment. Walls: The fieldstone walls stand 4 feet high and provide cover against attacks that cross them. It costs 2 squares of movement to traverse a wall. Wells: Each of these Is-foot-deep wells is surrounded by a low stone wall (+2 bonus to the saving throw to catch oneself). Climbing out of the well is difficult (DC 20 Ath letics check). Windows: Creatures firing through the windows of one of the cottages have cover against attacks from the outside. IRON KEEP Iron Keep (the renamed Harken Keep) is the stronghold of Nazin Redthorn and his Iron Circle soldiers. It stands on top of a short, steep-sided hillock overlooking Harken Vil lage and the King's Road. The trees and ground cover on the hillside are cut back at least 100 feet from the walls, leaving a bare grassy slope. The hill rises precipitously on the eastern side. The other approaches are more gradual, but none flatten out until about 100 feet above the village. A causeway of hard-packed dirt climbs around the hilltop to the castle's front gate, exposed to archery fire from the towers and walls for most ofits length. Soldiers built the great tower and upper bailey 200 years ago to guard the King's Road and the White River valley against monsters attacking from Thunderspire or the Dawnforge Mountains. When 10nn Stockmer became baron 45 years ago, he embarked on a decades-long rebuilding and expansion of the stronghold, adding the lower bailey and repairing the rest of the castle (sorely needed at the time). Old Kellar from Harken was the chief stonemason of this work, and knows the castle like the back of his gnarled hands. Iron Keep Characteristics Illumination: Bright light during the day. At night, lanterns dimly light the courtyards and brightly illuminate interior areas. Battlements: Creatures adjacent to battlements gain cover against attacks crossing the battlements. Battlements do not face the interior, and the wall tops are unprotected against attacks from inside the castle. Each of the towers and the keep is topped by a rooftop battlement. CeiJings: Interior rooms have ceilings of 15 feet unless noted otherwise. Doors: The interior doors in the castle are thick, iron reinforced oak (DC 18 Strength check to break down if locked, DC 22 ifbarred). The front gate and postern gate aren't normal doors-they're built to stand up to Siege engines, at least for a short time. They cannot be broken down by a Strength check. Locked doors can be opened with a DC 20 Thievery check. Assume that the monsters in the encounter area closest to the door also have a key to open it. rn addition, Nazin Redthorn has a master key ring that opens all locks in the castle (he leaves it behind when he marches to do battle at Albridge). Elevation: All first level areas inside the castle are . 10 feet above the ground level outside the walls. Embra sure sills on the first floor are roughly 12 feet above the ground. Embrasures: Most of the castle's "windows" are arrow slits, only about 6 inches wide. Creatures adjacent to an embrasure have superior cover against attacks through the opening. A Small character can squeeze through an embrasure with a DC 21 Acrobatics check. Roofs: The tower roofs are 40 feet above the ground outside; the keep roofis 60 feet above the ground outside. Walls and Floors: The walls are well-made masonry (DC 20 Athletics check to climb). The battlements encircl ing the castle are 25 feet above the ground level outside, and 15 feet above the courtyards inside. Interior floors are flagstone; the interior courtyards are hard-packed dirt with flagstone paths. Getting Inside The first challenge the heroes face is getting inside Iron Keep. Clever players might devise a ploy to enter, such as feigning surrender, hiding in supply wagons, or donning disguises. Encounter Kl (page 16) addresses skill chal lenges that might result given some of the more likely approaches. More direct players could look for approaches that go over or through the walls. The keep is guarded by a number of sentries who try to prevent this, and they raise the alarm if attacked (see "Raising the Alarm," page 14). Encounter K2 (page 18) covers the wall defense if the heroes attack the sentries. Finally, the heroes might try a frontal assault on the front gate and outer bailey. Such a plan leads to encoun ter K3 (page 20). This hard fight (espeCially if the heroes attack early in the adventure) might be pulled offby a tough and aggressive group. THE KEEP AT FULL STRENGTH The area descriptions and encounters in Iron Keep assume that the players follow the most likely course in the adventure-waiting to attack the keep until the rebels have broken the Iron Circle's strength in the Battle of Albridge. If the heroes attack the keep before that battle, a great deal more Iron Circle soldiers are present. Add the following squad of reinforcements to each of the follow ing areas: 3, 5, 6, 14, and 17. level 3 Encounter (XP 755) 1 Iron Circle dark adept (level 3 controller, page 8) 1 Iron Circle guards (level 3 soldier, page 10) 5 Iron Circle rabble (level 1 minion brute, page 6) 1 iron defender (level 3 soldier, page 11 ) IRON KEEP K7 One square = 5 feet 3rd Floor Iron Keep Key Locations marked on the Iron Keep map include: 1. Road. The road approaching the castle is closely watched. If approaching characters appear to have busi ness at the castle (as opposed to running up with "veapons drawn), they won't be fired on immediately. 2. The Gatehouse (Encounter K3). The doors of the gatehouse are made ofiron plate riveted to iron frames. They are normally closed but include 6inchwide spy holes at head height so guards inside can see who's outside. An iron portcullis is positioned to drop at the top of the first set of stairs. The gate commander, a tkfling named Sturmik, inhab its the gatehouse's lower chamber. Sturmik is a spiteful, grasping martinet who closely questions anyone seeking entrance. 3. West Tower (Encounter K3). This tower is part of the gate's defenses. The lower floor is a storeroom, the upper floor a barracks. See "The Keep at Full Strength," page 12. 4. lower Bailey (Encounter K3). The lower bailey is exposed to the view of sentries on the wall tops. As long as no alarm has been raised, they don't react to adventurers in the courtyard. unless the heroes are attacking or acting suspiciously. Characters approaching the gatehouse (area 2) will be challenged by the guards in that area. 5. Banquet Hall. In better days, Baron Stock mer was fond ofentertaining guests in this grand hall. On days without revels, the area serves as the garrison's mess hall and off-duty tavern. The walls are decorated with heral dic shields, representing noble families who are related RAISING THE ALARM Iron Keep has two states: normal (as described in encoun ters Kl through K7) and alert. The heroes could set off the alarm if they fail to silence a wall top sentry before it takes a second turn in a fight, allow a villain to escape from an encounter, or otherwise cause a great deal of noise. If the party takes a short rest after any of these events occur, the keep goes on alert and stays there for 1 hour. An alert keep probably spells doom for a party that stays and fights. You'll have to judge how dangerous to make the situation. Overall suggestions for the keep's alert status follow. Sentries remain at their stations, shooting at invaders if able. The denizens of the gatehouse (encounter K3) also stay put. Kaltis and her devils (encounter K4) respond as quickly as they can. The guards in the Great Tower (encounters KS, K6. and K7) close the drawbridge and lock the doors leading to the wall tops. Nazin gathers as much information about the situation as he can, then sorties out with the Great Tower force unless he's convinced that defense is the wisest option. or allied to Baron Stockmer. An ugly new banner-a black background embroidered with a red- and gold-trimmed gray circle-hangs over the Stockmer coat of arms in the place ofhonor. This area is currently unmanned (see "The Keep at Full Strength," page 12). 6. Lower Bailey Barracks. This barracks room is empty (see "The Keep at Full Strength," page 12). 7. Well Room. This small building protects one of the castle's two wells. The door is normally unlocked. The well is about 20 feet deep, filled by a natural spring in the hillside. 8. Red Tower (Encounter K3). Named for the slightly red hue ofits stone, this tower is currently occupied by a pair ofiron defenders that help guard the outer bailey. 9. Bailey Gate. This passage can be closed with a port cullis that swings shut and locks in place with iron bolts (DC 28 Strength check to wrench open; DC 21 Thievery check to unlock;AC 5, Reflex 5, Fortitude 10,40 hp). The portculliS normally stands open. 10. Upper Bailey. The castle's inner courtyard is a large open space. A small well stands in front of the chapel door, and a number ofsmall apple trees provid.e a pleasant bit ofshade in warm weather. The trees obscure the wall sentries' view of the courtyard, so they don't notice heroes who are moving about with reasonable caution. A fight draws their attention. 11. North Tower. The upper floor of this tower is an empty barracks; the lower floor is used as a storeroom. A secret passage (DC 20 Perception check to locate) leads outside the wall from the lower floor of the tower. None of the Iron Circle soldiers know about it, but Old Kellar in Harken tells the heroes about it ifhe gets the chance. The secret door can't be opened from outside, but a stealthy character could sneak over the wall and into the tower to open it from within. 12. Stables. Two horses are stabled here. IfNazin sur vived encounter B4, one of the horses is his. 13. Servant Quarters. This simple bunkroom sleeps a dozen castle servants. They are locked in here when they're not at work. The domestics are all Stockmer retain ers who've been enslaved by the Iron Circle. Their leader is a plucky but badly beaten human valet named Maroth. The servants are cowed by Nazin's warriors but are willing to help the heroes as much as they can without fighting. Given the chance, they take advantage oCthe heroes' presence to escape the castle. They can tell the heroes that Nazin lives in the top floor of the keep, Baron Stockmer is imprisoned in the gaol, and "foul fiends haunt the chapel." 14. Upper Bailey Barracks. This barracks room is empty (see "The Keep at Full Strength," page 12). 15. Kitchen. From an hour before sunup to midnight, five retainers from area 13 prepare food and dean pots and pans here. The chief cook is an old dwarf named Kergud. He resents the Iron Circle and can tell the heroes the same things as Maroth (area 13). The stairs lead to well-stocked cellars holding flour, salted meat, ale, and other provisions. If the adventurers need a safe place to rest, Kergud and the other servants point them to a spot in the cellars below. 16. Desecrated Chapel (Encounter K4). Formerly dedicated to Bahamut, Kord, and Erathis, the chapel has been defiled in favor of Asmodeus. An evil cleric named Kaltis lairs here now, and a large brass shield worked with the triple-triangle holy symbol ofAsmodeus hangs above an altar covered in a scarlet cloth and black candles. 17. Wizard's Tower. A foul-tempered, imperious old wizard named Malkos normally inhabits this tower, but Nazin sent Malkos and his lackeys to the city ofSarthel to update Lord Vhennyk on the Iron Circle's campaign in Harkenwold. The lower floor is a cluttered alchemical lab oratory; the upper floor is where Malkos normally sleeps and keeps his small library. 18. Great Tower Drawbridge (Encounter K5). The main entrance to the keep is on the second floor, 15 feet above the ground. A flight of stone steps leads up to a land ing and then across a small drawbridge to area 23 in the keep. The drawbridge is normally down. 19. Great Tower Kitchen (Encounter K6). Six ser vants handle the cooking and domestic work of the tower, sleeping in the kitchen. A stout, middle-aged haWing housekeeper named Thanis does her best to keep the kitchen and tower in order, hoping to avert Nazin's wrath. 20. Great Tower Lower Barracks (Encounter K6). The soldiers responsible for guarding the gaol bunk in this room. 21. Postern Gate. This small but sturdy locked door is c.. w made of iron plate (DC 25 Strength check to force open: w :: DC 25 Thievery check to unlock; AC 5, Reflex 5, Forti Z tude 10, 60 hit points). Nazin keeps the key. The postern o provides the Great Tower's defenders with a way to sortie against attacking forces. Steep bluffs fall away from the " castle on its eastern side, so the postern is safe against heavy attack by enemy forces. 22. Gaol (Encounter K6). The tower has cells for only a few prisoners at a time. Several Iron Circle soldiers stand here, keeping an eye on Baron Jonn Stock mer. who is imprisoned in the eastern cell. Baron Stockmer is a hale fellow of65 years, a former adventurer who's stood up to weeks of deprivation and abuse with courage. Despite his unbroken spirit, he is sick and too weak to walk. He urges rescuers to press on and defeat Nazin instead of wasting time on spiriting him out of the castle. If asked about the castle, Stockmer tells the heroes about the secret staircase leading from area 26 to area 30. 23. Foyer (Encounter K5). The drawbridge from the landing at area 18 leads into this antechamber. A large force ofIron Circle guards defends this floor of the Great Tower. The room is decorated with ornamental weapons on the walls. 24. Great Tower Barracks (Encounter K5). Iron Circle soldiers bunk in this room. 25. Bodyguard Quarters. Nazin's personal guards (the hobgoblins in encounter K7) sleep in this small bunk room when they are not guarding their master. 26. Lord's Hall (Encounter K5). This richly deco rated hall features fine tapestries along the walls. Nazin takes most of his meals here and holds court for several hours a day. Ifthe heroes attack the keep in the middle of the day, he is likely to be here, surrounded by guards. A secret staircase (DC 20 Perception check to locate) leads up to area 30. Nazin and Stockmer know about the secret passage, but no one else does. 27. Upper Foyer (Encounter K7). This small area serves as the antechamber to the castle's master suite. See "The Keep at Full Strength," page 12. 28. Library. This room is the tower's library. Most of the volumes are atlases and histories-interesting, but not particularly valuable. 29. Chamberlain's Room. This comfortable bedroom is reserved for the castle's chamberlain. It currently serves as the quarters for the dark adept who attends Nazin. 30. Lord's Chambers (Encounter K7). Formerly the residence of Baron Stockmer, this spacious suite is now in the possession ofNazin Redthorn and his bodyguards. A secret staircase leads down to area 26. The small rooms include a treasury with a locked door (DC 20 Thievery check to unlock; Nazin has the key) and a bathroom with a fine bathtub. Tar devil ENcOUNTER Kl: INFILTRATING THE KEEP To rescue Baron Stockmer and defeat the Iron Circle in Harkenwold. the adventurers must find a way to get into Iron Keep-a heavily defended castle surrounded by daunting battlements and high walls. So how does the party get inside? The most perilous option is to storm the castle. The party might attempt to scale the walls (encounter K2). fight their way through the front gate (encounter K3). or slip in through the postern gate (area 21). Ifthe adventurers speak to Old Kellar in the village of Harken. the dwarf can direct them to the secret passage leading into the North Tower (area 11), but warns them that the door must be opened from within. A skill challenge can be used if the heroes attempt to bluff their way into the castle. The following suggestions cO\'er the characters posing as new recruits, pretending to be Iron Circle soldiers, or smuggling themselves inside. Another approach is surrender. Ifyour players surprise you by coming up with some thing completely off the wail-for example, pretending to be circus performers who want to put on a show for the evil overlord-use the strategy listed below that most closely matches their idea as a framework. In the case of the circus idea, the "New Recruits" skill challenge is the closest. It's about the heroes disguising themselves as something they're not and trying to win the villains' confidence. Skill Challenge: New Recruits The heroes approach Iron Keep as "mercenaries" looking for work. Sturmik, the tiefling who commands the gate house, isn't sure he believes that the heroes are who they say they are. Read: The captain ofthe 8atehouse steps out onto the parapet and leans down to look you over. He's a tieflin8 dad in a black sur plice embroidered with a 80ld-trimmed nray rin8. "So you think you're Iron Circle material?" he sneers. "I'm not so sure I like the looks ofyou. Tell me why I shouldn't drive you awayfrom the nate li ke be88ars." Level: 3 (XP 625). Complexity: 3 (requires 8 successes before 3 failures). Primary Skills: Bluff. History, InSight, Streetwise. Bluff(opposed by Sturmik's Insinht check, 1 minute); A char acter can use Bluff to create a plausible mercenary alter ego, make a claim ofgreat skill or ruthlessness. or tell tal es about past exploits. Sturmik has a +] 1 bonus to his InSight check. This skill call be used to achieve unlimited suc cesses in the challenge. However, each failed Bluff check imposes a cumulative -2 penalty on all future Bluff checks made as part of this challenge. History (DC 15, 1 minute); A character can use History to feign first-hand knowledge of other brigands and sell swords, convincing Sturmik that he's ridden with other well-known mercenaries. This skill can be used to achieve 3 successes in the challenge. Insinht (DC 13, 1 minute); A character can use InSight to observe which claims impress Sturmik and which ones raise his suspicions, and gUide the discussion in new directions as necessary. This skill can be used to achieve 3 successes in the challenge. Streetwise (DC 13, 1 minute); A character can usc Street wise to offer a modest bribe (not unusual for joining successful companies) or to suggest future cooperation in plundering Harkenwold. This skill can be used to gain 3 successes in the challenge. Success: Sturmik allows the party to enter. He assigns two of the human guards from the gatehouse to lead the heroes to the barracks room in area 6. Sturmik also sends word to Nazin Redthorn that new recruits are awaiting his inspection. The gatehouse guards remain to keep an eye on the party and see them settled. In an hour or two, Nazin and his retinue (the villains in encounter K7) come down to the banquet hall to look things over. If the par,ty met Nazin in the battle of Albridge, the fight is on! Failure: Sturmik sees through the heroes' ruse and orders the guards to open fire. Proceed with encounter K3 (page 20). The party receives no XP award for the skill challenge. Skill Challenge: Iron Circle Poseurs The heroes equip themselves with tunics and cloaks taken from Iron Circle soldiers they've defeated, and pose as a patrol returning to the castle. Sturmik, the tiefling who commands the gatehouse. is suspicious because he doesn't recognize any of the "soldiers." Read: Before the Bate opens, a harsh voice ri t1BSoutfro m the natehouse. "I don't remember any ofyou. Who is your seraean!? Where di d you say you were comit1nfrom?" Level: 3 (XP 625). Complexity: 3 (requires 8 successes before 3 failures). Primary Skills: Bluff, Intimidate, Stealth, Streetwise. Bluff(opposed by Sturmik's Insi8ht check, 1 minute): A char acter can use Bluff to persuade Sturmik that they're just soldiers he hasn't met yet, to natter Sturmik, or fast-talk around questions she doesn't know the answer to. Sturmik has a +11 bonus to his I nsight check. This skill can be used to achieve unlimited successes in the challenge. However, each failed Bluff check imposes a cumulative -2 penalty on all future Bluff checks made as part of this challenge. Intimidate (DC 16, 1 minute): A character can use Intimi date to threaten Sturmik with retaliation for wasting time, or to unleash a torrent of profanity to demonstrate impa tience. This skill can be used to achieve 3 successes in the challenge. Stealth (DC 21, standard action): Most Iron Circle soldiers are humans, with only a few tienings and other races. A nonhuman character can use Stealth to "blend in," avoid ing notice. This skill can be used to gain 1 skill challenge success per nonhuman in the party. Streetwise (DC 13, 1 minute): A character can use Street wise to engage in soldierly camaraderie, lighten the mood with a wisecrack, or suggest to Sturmik that good loot is ready for divvying up ifhe stops hassling "the patrol." This skill can be used to achieve 3 successes in the skill challenge. Success: Sturmik orders the gate opened and allows the party to enter. They can go where they like without being challenged, except the gaol (area 22) and Nazin's chambers (areas 27-30). Even so, suspicious actions are likely to provoke attack. Failure: Sturmik sees through the heroes' ruse and orders his soldiers to attack. Proceed with encounter K3 (page 20). The party receives no XP award for the skill challenge. Skill Challenge: Smuggled Inside The Iron Circle garrison imports wagonloads of stolen goods every day. The heroes can hide themsdves in the supply wagons and get "delivered" to the castle. It's impos sible to maneuver a large wagon through the castle gate, but a small one-horse wagon can negotiate the. tight turn. Such a wagon has enough room to conceal up to three Medium characters beneath a load of produce or other supplies. At least one adventurer must pose as the wagon driver, and the guards won't be overly suspicious ifone or two more characters are accompanying the wagon on foot to "help out" or "guard against bandits." Read: The castle's 8ate is dosed. A bored-looking guard peeks out of one oftile arrow slits in the 8atehouse and calls, uHold onl What have you 80t there?" Level: 3 (XP 625). Complexity: 3 (requires 8 successes before 3 faihtres). Primary Skills: Bluff. Diplomacy. Endurance. Stealth. Bluff(DC 17, 1 minute): A nonhidden character can use .... ... Bluff to convince the gate guards that the delivery is not f worth a close look, or to pass off a disguised adventurer as U Z a common cart driver. This skill can be used to achieve 3 successes in the challenge. Diplomacy (DC 13, I minute): A nonhidden character can strike up a friendly banter with the guards or tell a good joke, allaying suspicions. This skill can be used to LI. Z gain 3 successes in the challenge. Endurance (DC 13, 1 minute): A hidden character can use Endurance to hold perfectly still and stine any outcry when his or her hiding place is poked at. This skill can be " used to achieve 1 skill challenge success per character. ~ Stealth (DC 21, 1 minute): A character can use Stealth to Z create the best hiding place pOSSible. This skill can be used :J to gain 1 skill challenge success per character. 8 Success: On the first Bluff or Diplomacy success, the Z guards open the gate and wave the wagon into the court- LIJ yard for inspection. They hold the wagon just inside the gate until they finish their inspection, after which they instruct the driver to take the wagon to the kitchen (the southern door of area 15). As long as the characters stay with the wagon, they can go anywhere in the lower or upper bailey (areas 4 and 10) without challenge. If the characters drive up to an encounter area-for example. the stairs leading to the Great Tower-and suddenly leap out to attack, they'll gain a surprise round. Failure: A hidden character is discovered. and the guards attack. Proceed with encounter K3 (page 20). The party receives no XP award for the skill challenge. Surrender The adventurers can deliberately allow themselves ,to be captured. The Iron Circle soldiers confiscate all their gear, rough them up, question them intently, and then lock them in the gaol (area 22). The hemes must then escape from the cells and defeat any guards respondlng to their breakout (see encounter K6) . Ifthey can manage that, they'll find their gear locked in a large chest in area 19. ENCOUNTER K2: WALL DEFENSE Encounter Level Varies This encounter addresses what happens if the heroes try to scale the walls between the occupied towers. It explains how a fight against one or two wall sentries might spread into a wider encounter. A bungled attack here could easily wind up involving large groups offoes, creating a situa tion in which the adventurers are dealing with multiple encounters at the same time. Setup Allow the players to choose which part of the walI their characters are attempting to cross. A DC 8 Perception check is enough to tell how many sentries patrol a given section of walI. Unless the adventurers take unusual steps to conceal their approach, the sentries spot them about 100 squares (500 feet) away in daylight , or about 20 squares (100 feet) away at night. In daylight, it's almost impossible to get close to the wall without being spotted. Little cover exists on the hillside outside the castle. Still, a stealthy party with a lot of patience might be able to manage it by using camouflage, low-crawling, or approaching with the sun at their backs. Have each hero make a DC 10 Stealth check to move within 50 squares without being seen, and a second DC 15 Stealth check to move within 20 squares. Ifat least half the characters succeed on both checks, the party arrives at the base of the wall without being noticed. The sentries on the wall tops begin to shout an alarm as soon as they spot the heroes approaching-any group with legitimate business in the castle would use the front gate, after all. The sentries also shout an alarm if they are attacked without being killed. A stealthy hero might be able to get close enough to silence a sentry with a Single projectile or spell , allOWing the party to scale a wall sec tion without being detected by any of the castle defenders. If the alarm is raised, the monsters or villains in nearby encounter areas defend their part of the wall-either moving to arrow slits in their tower that face outward, or exiting their towers to take up stations on the parapet facing the attack (disregard the normal starting locations shown in the encounter in that case). The defenders open fue on the approaching party with ranged attacks as soon as the heroes come within range, and cut ropes or dislodge grap pling hooks as needed to keep the adventurers off the walls When one wall is attacked, the defenders of nearby walls eventually join in the battle. Roll a Id6 at the end ofeach round of fighting. On a roll result of 5 or 6, the defenders of a neighboring wall notice the fighting and come to the assistance of the area under attack. When the adventurers approach the castle walls, place the "Iron Keep" battle map and use D&D Dungeon Tiles or a wet-erase battle mat to show the ground outside. Even if the adventurers are attacking a part of the castle not shown on the battle map, use the battle map as a conve nient way to represent the walls. Read: Little cover exists outside the walls. The bare hillside slopes steeply up to the battlements of the castle, whiclt are 25 feet hi8h. Between the crenellations, you catch 8lirnpses of 8uards walkin8 rounds on the wall tops. Wall Defenses For purposes of this encounter, the walls ofIron Keep are divided into six sections, as shown on the inset map. Dif ferent garrison groups are responsible for guarding each section. Southwest Wall 2 Iron Circle sentries (S) All of the creatures in encounter K3 West Wall 4 Iron Circle sentries (S) All of the creatures in encounters K3 Northwest Tower Wall 4 Iron Circle sentries (S) Northeast Wall 5 Iron Circle sentries (S) East Wall 3 Iron Circle sentries (S) All of the creatures in encounter K5 Southeast WalJ 5 Iron Circle sentries (S) AlI of the creatures in encounters K3 and K5 Iron Circle Sentry (S) Level 3 Minion Artillery Medium natur,,1 humanoid. human XP 38 HP 1; a missed attack never damages a minion. Initiative +1 AC 17, Fortitude 16, Reflex 14, Will 14 Perception +1 Speed 6 ,11" 1"" <D Mace (weapon) +At-WlII Attock: Melee 1 (one creature): +8 vs. AC Hit: 5 damage. ~ Crossbow (weapon) +At-Will Attack: Ranged 15/30 (one creature); +10 vs. AC Hit: 5 damage, and the target takes 2 extra damage if it leaves its space before the start of the sentry's next turn. Str 14 (+3) Dele 10 (+1) WIs 10 (+1) Con 12 (+2) Int 9 (+0) Cha 9 (+0) Alignment evil Languages Common Equipment leather armor, mace, crossbow, 20 bolts, black cloak embroidered with a gray circle Features of the Area Illumination: Bright light during the day, dim light at night. Arrow Slits: These narrow openings provide superior cover to creatures inside. The exterior slits are 10 feet above the ground, except the two slits covering the gate, which are 5 feet above the ground. Characters adjacent to a wall are out ofline of sight from arrow slits in that wall. Parapet: The crenellations provide cover against attacks that cross the outer side of the \ovall top. No parapet or cover guards against attacks from inside the wall. Walls: The walls are wellmade masonry (DC 20 Athletics check to climb). The battlements encircling the castle are 25 feet above the ground level outside, and 15 feet above the courtyards inside. If a rope is fixed ~ o the wall top, the Athletics check to climb the wall is DC 10. A creature can sever or dislodge a rope by lIsing a standard action while adjacent to it. Ifso, anyone currently climbing it falls. MULTI-STORY FIGHT You might have to create two battle maps for this and other encounters in Iron Keep-one for the ground level, and one for the wall tops or second stories. Use the poster map for the ground floor where possible; D&D DunBeon Tiles or a wet-erase battle mat can be used for the upper levels. Characters can move from one map to the other by ascending or descending stairs, climbing, teleporting, jumping, or any other means within their power. ENCOUNTER K3: THE OUTER BAILEY Encounter Level 6 (1,330 XP) Setup Sturmik, tiefling commander (T) 3 Iron Circle guards (G) 10 Iron Circle sentries (S) 2 iron defenders (I) This encounter uses the "Iron Keep" battle map. Place the heroes wherever they are likely to be at the start of the encounter, and place the monsters and villains as they appear. Iron Keep's main gate is protected by a number of guards under the command of a tiefling named Sturmik. They stand ready to repel any attempt to force the gates or scale the walls. Unless the heroes take unusual steps to conceal their approach, the villains spot them 100 squares (500 feet) away during the day, or 20 squares (100 feet) away at night. They hold their fire until the approaching party's intent becomes clear. If the adventurers just walk up to the castle, they won't be fired on before Sturmik and his guards hail them and question them about their intentions. Sturmik gives the order to open fire if t he heroes refuse to answer his challenge, answer his challenge with nonsense, or do something suspicious-for example, readying weapons, trying to climb the walls, or moving out of Sight. If the heroes try to bluff their way into the castie, see encounter K 1 (page 16). Read: The road winds around the hill, passin8 under the battlements ofthe keep before leadin8 up to a stron8 8atehouse and tower. You catch 81impses ofarmed 8uards alol18 the walls and watch in8 you throu8h arrow slits. When you reach a pOint about 30 feet or so from the 8ate, a harsh voice calls out from one ofthe arrow slits. "That's far enou8hl Who are you, and what's your busi ness?" Sturmik, Tiefling Commander (T) level S Artillery Mediulll natural humanoid XP 200 HP 48; Bloodied 24 Initiative +7 AC 19, Fortitude 15, Reflex 18, Will 17 Perception +11 Speed 6 Low-light vision Resist 7 fire ~ I . <D Dauer (weapon) +At-Will Attack: Melee 1 (one creature); +10 vs. AC, or +11 vs. AC against a bloodied target Hit: 1 d4 + 5 damage. Baleflre (fire) +At-Will Attack: Ranged 10 (one creature); +10 vs. RefleK, or +11 vs. RefleK against a bloodied target Hit: 2d6 + 6 fire damage. *' Illusory Serpents (illusion. psychic) +At-Will Attack: Area burst 1 within 10 (enemies in burst); +10 vs. Will, +11 vs. Will against a bloodied target Hit: 1 d6 + 4 psychic damage, and ongoing 5 psychic damage (save ends). "I~ Ooak of Escape (teleportatlon) + Encounter TriBBer: An enemy enters a square adjacent to Sturmik. Effect (Immediate Reaction): Sturmik teleports 5 squares. Infernal Wrath (fire) + Encounter TriBBer: Sturmik is hit by an enemy's attack_ Effect (Free Action): The triggering enemy takes 1 d6 + 3 fire damage. Skills Bluff +12. Insight +11. Stealth +14 Str 15 (+4) Dex 20 (+7) Wls 18(+6) Con 12 (+3) Int 13 (+3) Cha 17(+5) Alignment evil Languages Common, Giant Equipment leather armor, dagger, black surplice embroidered with a gold-trimmed gray circle 3 Iron (jrde Guards (G) level 3 Soldier Medium natural humanoid. human XP 150 each HP 47; Bloodied 23 Initiative +5 AC 19, Fortitude 16, Reflex 15, Will 14 Perception +6 Speed 5 STANDARD ACTIONS <D Halberd (weapon) +At-Will Attack: Melee 2 (one creature); +8 vs_ AC Hit: 1dl 0 + 5 damage. Effect: The target is marked until the end of the guard's next turn. oj. Powerful Strike (weapon) +Recharge ~ fii Attack: Melee 2 (one creature); +8 vs. AC Hit: 1dl 0 + 5 damage, and the target falls prone. ~ Crossbow (weapon) +At-Will Attack: Ranged 15/30 (one creature); +8 vs_ AC Hit: 1 d8 + 5 damage. oj. I'm Stili Here (weapon) +At-Will TriBBer: An enemy marked by the guard makes an attack that doesn't include the guard as a target. Effect (Immediate Interrupt): The guard makes a melee basic attack against the triggering enemy. Skills Streetwlse +7 Str 16 (+4) Do 14 (+3) Wls 11 (+1) Con 15 (+3) Int 10(+1) Cha 12 (+2) Alignment evil Languages Common Equipment chainmail, halberd, crossbow, 20 bolts, black cloak embroidered with a gray circle I 10 Iron Circle Sentries (S) Level 3 Minion Artillery Medium huma noid. human XP 38 "deh HP 1; a missed attack never damages a minion. Initiative +1 AC 17. Fortitude 16. Reflex 14. Will 14 Perception +1 Speed 6 t ...... <D Mace <weapon) + At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 5 damage. =t Crossbow (weapon) + At-Will Attack: Ranged 15/30 (one creature); +10 vs. AC Hit: 5 damage. and the target takes 2 extra damage if it leaves its space before the start of the sentry's next turn. Str 14 (+3) Dex 10 (+1) Wls 10 (+1) Con 12 (+2) Int 9 (+0) Ch.9 (+0) Alignment evil Languages Common Equipment leather armor. mace. crossbow. 20 bolts. black cloak embroidered with a gray circle 2 Iron Defenders (I) Level 3 Soldier M"diUlll 11 ,1l ur,,1 ,Hl ll lldl c (c o ns t ruct . homunculusJ xr 1 e ach HP 47; Bloodied 23 Initiative +5 AC 19. Fortitude 16. Reflex 15, Will 13 Perception +6 Speed 6 Darkvision Immune disease. poison Pursue and Attack When the iron defender makes an opportunity attack. it shifts 1 square before and after the attack. . .... ' <D Bite +At-Win Attack: Melee 1 (one creature); +8 vs. AC Hit: 1 d8 + 6 damage. . .' Cuard Creature + At-Will Trl88er: An adjacent enemy attacks a creature guarded by the iron defender. Attack (Immediate Reaction): The iron defender makes a melee basic attack against t he triggering enemy. Str 16 (+4) Dex lS (+3) Wis 11 (+1) Con lS (+3) Int S(-2) Cha 8 (+0) Alignment unaligned Languages Tactics The sentries hold position and defend the courtyard. while Stllrmik and the guards repel attackers using ranged fire through the arrow slits, murder holes, or from the parapet. Ifpossible, the guards drop the portcullis behind enemies at the main gate. then pick off the trapped foes from the arrow slits. Ifintruders enter the keep. one of the sentries releases the iron defenders into the courtyard. IfSturmik is alive, the iron defenders guard him. Features of the Area See "Iron Keep Characteristics" (page 12) for general keep features. Additional features are described below. Arrow Slits: These narrow openings provide superior cover to creatures inside. The exterior slits are 10 feet above the ground. except the two slits covering the gate, which are 5 feet above the ground. Characters adjacent to a wall are out ofline of Sight from arrow slits in that wall. Furnishings: These squares are difficult terrain. Gates: The large main gates are made ofiron plate riveted to an iron frame (DC 27 Strength check to force open; AC 4, Reflex 4, fortitude 12, 120 hp). Murder Holes: These small openings (not Visible on the battle map) allow creatures in the upper level of the gatehouse to fire down on enemies by the main gate. They're 15 feet above the floor in front of the gate and grant superior cover against attacks from below. Portcullis: A lever beside the arrow slits covering the gate drops an iron portcullis (DC 28 Streng,th check to wrench open; AC 5, Reflex 5, Fortitude 10,80 hp) at the top of the first set of stairs. The portcullis offers cover, unless the attacker is adjacent to the portcullis and uses a missile weapon to fire through it. Stairs: Stairs are treated as difficult terrain while ascending them and normal terrain otherwise. Trees: Squares occupied by tree trunks are impassable but provide cover. Climbing a tree requires a DC 10 Ath letics check. and a creature up a tree gains concealment. Treasure: Sturmik carries a level 4 magic item as well as a pouch containing 25 gp and two opals worth 100 gp each. Encounter Level 4 (900 XP) Setup Kaltls, dark adept (K) 1 spined devil (S) 2 tar devil guards (T) This encounter has no accompanying battle map. You will need to draw the map on a weterase battle mat or build the map using D&D Dunoeon Tiles. Formerly dedicated to gods of valor and protection, the chapel of Harken Keep is now a makeshift shrine to Asmodeus, the favored patron for Iron Circle's leaders. An Iron Circle adept named Kaltis is the leader of Asmo deus's adherents under Nazin Redthorn's command. She has access to dark rituals that allow her to summon minor devils. She and her infernal allies have made the des ecrated shrine their lair. Kaltis lives in the priest's quarters above the shrine; the devils guard this place against any intrusion. If the adventurers enter through the main door, they see only the tar devils when they first enter the room. Do not place Kaltis or the spined devil on the battle map until the adventurers can see them. When the adventurers enter this area, read: This buildin8 is dearly a chapel-an altar stands at the far end of the room under a hiOIt. vaulted ceilinn decorated with paint inns ofvarious divine myths. Many ofthe paintinns have been defaced , a scarlet cloth lies over the altar stone, and a lar8e brazen shield IltScribed with a triple-triannle symbolhanOs in the place ofhonor. Black drapes affixed to the windows 8ive the room a 8loomy. stuffy atmosphere. and the air is thick witlt tlte stench ofl101pi tch and sulfur. Two irifernal creatures stand 8uard in tltis chamber. Their eyes Olow with an evillinllt. and a reekino a.ura ofdarkfumes dinos to their bodies. Tactics The tar devils try to draw the fight into the open half of the room using tarry net. That allows the spined devil on the balcony (and Kaltis, when she emerges) to attack the party from above. The spined devil remains on the balcony and attacks withfiery spines. While waiting for its fiery spines to recharge, it flies into position to flank an enemy and attacks with its claws. Kaltis prefers to stay up on the balcony and attack from overhead uSingfiery tendrils. She uses dark imperative the first time one of her devil allies is wounded, moving the creature into a position from which it can flank with Kaltis, Dark Adept (K) level 3 Elite Controller (leader) M"aiuln natural hUlllanoid. hUlllan XP 300 HP 96; Bloodied 48 Initiative +2 AC 17, Fortitude 15, Reflex 14, Will 16 Perception +5 Speed 6 Saving Throws +2; Action Points 1 ,,11.'.1'''' <D Forceful Mace (force. weapon) + WIII Attock: Melee 1 (one creature); +6 vs. Reflex Hit: 1d8 + 1 damage plus 5 force damage, and the dark adept slides the target 3 squares. '*fiery TendrIb(Are) +WlH Attock: Area burst 1 within 10 (creatures in burst); +6 vs. Reflex Hit: 1d6 + 6 fire damage. and the target Is slowed and grants combat advantage until the end of Kaltis's next turn. t ~ ~ Dark Im......dve (heaI1..necrotfc:) +.....when bloodied Effect: Close burst 5 (one ally in burst)_Kaltis slides the target 3 squares, and the target gains 10 temporary hit points. While the target has these temporary hit points, Its melee attacks deal 3 extra necrotic damage. .-', (0 Diabolical Curse (fire) +At-WID Tri88er: An enemy within 5 squares of Kaltis makes an attack that includes Kaltis as a target. Attack (Immediate Interrupt): Close burst 5 (triggering enemy); +6 vs.WiII Hit: 2d6 + 4 fire damage, Kaltls pushes the target 1 square, and the target takes a -2 penalty to attack rolls until the end of its current turn. Skills Arcana +8, Religion +8 Sb'13 (+2) Dex 12 (+2) WIs 18 (+5) Con 16 (+4) Int 15 (+3) Cha 13(+2) Alignment evil Languages Common Equipment chainmail, mace, red surcoat with gold-trimmed black circle Spined Devil (S) level 6 Skirmisher Mediul1l immortal hUI1lJllOid (devil) XP 250 HP 70; Bloodied 35 Initiative +7 AC 20, Fortitude 19, Reflex 17, Will 17 Perception +10 Speed 5, fly 7 (hover) Darkvision Resist 10 fire '1I.,...:w <D CJaws +At-Will Attock: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage (or 3d6 + 7 if the devil has combat advan tage against the target). ~ fiery Spines (fire, polson) +Rech.,. ~ [!j] Attack: Close blast 5 (enemies in blast); +9 vs. Reflex Hit: 2d6 + 4 fire damage, and ongoing 5 poison damage (save ends). :"I"'Z'jW' Elusive prey +At-WIll Tri88er: The devil Is marked by an enemy. Effect (Immediate Reaction): The devil is no longer marked by the triggering enemy and shifts 3 squares. Str 18 (+7) Dex 15 (+5) WIs 14(+5) Con 14(+5) Int 10(+3) Cha 11 (+3) Alignment evil Languages Supernal the Area vice versa. 2 Tar Devil Guards (T) Level 4 Soldier Medlulll immortal humanoid (devil) XP 175 each HP 53; Bloodied 26 Initiative +5 AC 20, Fortitude 17, Renex 15, Will 16 Perception +7 Speed 6 Darkvision Resist 10 fire; Vulnerable 5 acid oHot Reek (flre) + Aura 1 An enemy that starts its turn within the aura takes 2 fire damage and cannot shift on its current turn. .. . <D Khopesh (weapon) +At-Will Attack: Melee 1 (one creature); +9 vS. AC Hit: 1dS + 7 damage. =t Tarry Net (flre) + Recharp If no creature Is restrained by the net at the start of the devll's tum Attack: Ranged 5 (one creature); +7 vS. Reflex Hit: 1d6 + 4 fire damage, the target is restrained (save ends), and the devil pulls the target 5 squares to the nearest adjacent square. Str 12 (+3) Dele 17 (+5) Wis 11 (+2) Con 13 (+3) Int 10 (+2) Cha 12 (+3) Alignment evil Languages Supernal Equipment khopesh, net one of its ilk. Ifshe's cornered, she retreats into her pri vate quarters and tries to hold out until the devils can reach her. Features of Illumination: Bright light. Altar: Formerly dedicated to w benevolent deities, this altar now I.;J r- honors Asmodeus. It is covered with a red cloth and two large 0:: U black candles. The altar and its w Vl steps are difficult terrain. W Balcony: The balcony is 10 o feet above the floor below. The rail provides cover for creatures on the balcony against attacks 0:: w from below. Creatures on the r- balcony can't trace line of sight to Z :::l creatures standing between the 0 door and the pillars below, and U Z w Bunk: This bed creates diffi cult terrain. Ceiling: The ceiling in the chapel is 20 feet high. The ceiling is 10 feet high above the balcony, in the priest's quarters, and directly below the balcony and priest's quarters. Doors: The chapel doors are normal wood doors (DC 16 Strength check to force open; AC 5, Reflex 5, Fortitude 10,20 hp). Embrasures: The area's "windows" are arrow slits, only about 6 inches wide. Creatures adjacent to an embra sure have superior cover against attacks through the embrasure. A Small character can squeeze through an embrasure with a DC 21 Acrobatics check. Furniture: These furnishings are lightly built and offer no impediment to movement-a moving character simply kicks them aside. A bed or table flipped on its side (a stan dard action) becomes a low wall, providing cover against attacks crOSSing it. Trees: Squares occupied by tree trunks are impassable but provide cover. Climbing a tree requires a DC 10 Ath letics check, and a creature up a tree gains concealment. Treasure: Kaltis keeps a wooden case under the bed in her room. The case holds a level 5 magiC item and 110 gpo ENCOUNTER K5: THE GREAT TOWER Encounter Level 3 (780 XP) Setup 2 dragonborn soldiers (D) 10 Iron Circle sentries (S) This encounter has no accompanying battle map. You will need to draw the map on a wet-erase battle mat or build the map using D&D DunBeon Tiles. The import ant features are the second floor of the Great Tower, the adjoining wall parapets, and the courtyard out front with the stairs lead ing up to the drawbridge. The Great Tower is a fortress within a fortress. Char acters can enter thi s level via the wall top doors (usually locked) or the courtyard staircase that leads up to the drawbridge (area 18). The drawbridge is normally down (open) but can be rai sed at the first sign of trouble. Eight of the sentries in thi s encounter are stationed atop the adjoining east and southeast wall s (see encounter K2 , page 18). The other two sentries are inside the keep, guarding the drawbridge. Pl ace only the sentries that the heroes can see on the map. Do not place the dragonborn soldiers until they are encountered. When the adventurers approach the tower, read: The castle's Breat tower stands near!r 60feet tall. No doors open to the wound ofthe upper bailey; instead, an exposed stairway leads up to a second-story drawbridBe. Several arrow slits look out over the courtyard. When the adventurers enter area 23, read: This Brand hall way is 20feet hi8h, with old coats ofarms and banners displayed proudly. A larBe double door stands across the drawbrid8e, and several smaller doors appear in other walls. A windlass mechanism controls the drawbridBe. A pair ofIT on Ci rcle soldiers and a draBonborn soldier wearinB a black sllrcoat embroidered with a red-trimmed Bray circle Buard this hall way. 2 Dragonborn Soldiers (D) Level S Soldier Mediulll natural hUlllanoid XP 200 eMh HP 63; Bloodied 31 Initiative +6 AC 21 , Fortitude lB, Reflex 16, Will 15 Percept ion +3 Speed 5 D............. ,.,
While bloodied, t he dra20nborn gains a +1 bonus to attack rolls. Lonpwonl(weapon) Attack: Melee 1 (one creature); +10 vs. AC Hit: ldB + 9 damage. +D .............. (coId) + ......... Attack: Close blast 3 (creatures in blast); +B vs. Reflex HIt: ld6 + 4 cold damage. Impetuous SpIrit (_pon) TriBBer: An enemy leaves a square adjacent to the dragonborn. Effect (Immediate Reaction): The dragonborn makes a melee basic attack against the triggering enemy. MartIal ReaMry(weapon) + ........ uses ImpetUOus spirit TriBBer: The dragonborn misses with a melee attack. Effect (free Action): The dragonborn makes a melee basic attack against t he same target. Skills Endurance +9, History +4,1ntImIdate +8 SIr 16 (+5) Du15 (+4) \VIs 12 (+3) Con 15 (+4) Int 11 (+2) a. 9 (+1) Alignment unaligned Languages Common, Draconic Equipment scale armor, light shield, longsword 10 Iron Circle Sentries (S) Level 3 Minion Artillery Mediulll n.ltur,d hUlllanuid. human XP .lH each HP 1; a missed attack never damages a minion. Initiative +1 AC 17, Fortitude 16, Reflex 14, Will 14 Perception +1 Speed 6
" (weapon) Attack: Melee 1 (one creature); +B vs. AC Hit: 5 damage. C........(weapon) +At-WII Attack: Ranged 15/30 (one creature); +1 0 vs. AC Hit: 5 damage, and the target takes 2 extra damage If it leaves Its space before the start of t he sentry's next turn. Str14(+3) 0.10(+1) . ' 0 (+1) Con 12 (+2) ..9(+0) CIa 9 Alignment evil Languages Common Equipment leather armor, mace, crossbow, 20 bolts, black cloak embroidered with a gray circle Tactics If the adventurers act quickJy or successfully employ Bluff or Stealth, they might be able to rush the tower's front hall before the drawbridge can be closed. If the heroes are stuck outside the tower, the Iron Circle sentries attack from whichever arrow slit or parapet is convenient. The sentries on the southeast wall have a good shot at charac ters on the top landing of the exterior staircase. The sentries on the adjOining wall tops hold their posi tions and fire at characters outside the tower until all adventurers are inside the tower. Then the sentries move into the tower to join the fighting inside. The dragonborn prefer not to hit their Iron Circle allies with dra80l1 breath but might choose to do so if they can strike at multiple heroes with such a maneuver. The first time a dragonborn misses with a melee attack, it llses mar tia/ recovery to reroll the attack. Features of the Area Illumination: Bright light during the day. By night, the courtyard is dimJy lit and the interior of the Great Tower is brightly lit. Bunks: These beds create difficult terrain. Ceilings: The Ceiling throughout the second level of the Great Tower is 20 feet high. Desks and Tables: These sturdy old furnishings create difficult terrain in their spaces. If a desk or table is flipped on its side (a standard action), it becomes a low wall, pro viding cover against attacks crossing it. Doors: The doors from the tower to the wall tops are sturdy, reinforced wood (DC 20 Strength check to force open; AC 5, Reflex 5, Fortitude 10, 30 hp). If locked, a DC 22 Thievery check opens them. Drawbridge: WhiJe open, the drawbridge (AC 4, Reflex 4, Fortitude 12,60 hp) serves as a short bridge from the exterior stairs to area 23. Loopholes have been placed so defenders inside can fire at attackers through the closed drawbridge, gaining superior cover against responding attacks. If the drawbridge is destroyed, creatures can jump from the stair landing to the tower doorway (and vice versa) with a DC 10 Athletics check. Characters can't get a run ning start from outside because the stair landing isn't big enough. On a failure, the jumper falls 15 feet to the ground, taking Id 10 damage. A character can jump to the narrow ledge of the bridge opening while it's closed (DC 10 Athletics check), balance there (DC 20 Acrobatics check), and try to pull the door open (DC 20 Strength check). If a character gets inside to the windlass, the draw bridge can be released with a move action. It immediately falls open. Four move actions are needed to draw the bridge closed with the windlass. Embrasures: The area's "windows" are arrow slits, only about 6 inches wide. Creatures adjacent to an embra sure have superior cover against attacks through the embrasure. A Small character can squeeze through an embrasure with a DC 21 Acrobatics check. Exterior Stairs: These steps have a low wall which pro vides cover from upper bailey attacks. No such cover exists facing the tower. The stairs are treated as difficult terrain while ascending them or normal terrain otherwise. Parapet: The crenellations provide cover against attacks that cross the outer side of the wall top. No parapet or cover guards against attacks from the inner side of the wall Development Ifcombat erupts on this level of the keep, the villains on the levels above and below are alerted. They remain in their deSignated areas and cannot be surprised. -- 'ENCOUNTER K6: THE GAOL Encounter Level 3 (825 XP) Setup 2 Iron Circle enforcers (E) 1 Iron Circle mage (M) 1 tar devil harrier (T) Baron Stockmer (8) 3 servants (S) This encounter takes place on the first floor of the Great Tower (areas 19 and 22 ill particular). There is no battle map to accompany the encounter; you' ll need to draw the map on a weterase battle mat or build the map using D&D DUll8eoll Tiles. Nazin Redthorn has assigned two enforcers to make sure that Haron Stockmer stays put in the dungeons of his own castle. A mage and a tar devil round out the guard detail. They also keep an eye on the nearby postern gate (area 21) and supervise the few remaining castle servants working in the kitchen. When the adventurers enter area 19, read: This area is the tower's kitcl1en . Several pots hana over a lar8e hearth, and countersfull ofsupplies and utensils line the wall s. A stairway climbs up to thefoyer, and a postern aate leads outside the castle. A heavy, reinforced door beyond the hearth opens to a smallauardroom where all Iron Circle soldier sits playill8 Tltree Draaol1 Ante with a bearded human maae. Servants work ill the kitchen, cowerina before a brawny Iron Circlesoldier who's keep in8 an eye on them. 2 Iron Circle Enforcers (E) level 2 Elite Brute Medium llatur,Ji humanoid. human XP 2SO pach HP 88; Bloodied 44 Initiative +2 AC 14, Fortitude 15, Reflex 14, Will 13 Perception +1 Speed 5 Saving Throws +2; Action Points 1 STANDARD ACTIONS <D Heavy flail (weapon) +At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit; 2d6 + 6 damage. ~ flail Sweep (weapon) +Rechar. when flrst bloodied Attack: Close burst 1 (creatures in burst); +5 vs. Fortitude Hit: 3d6 + 6 damal!e. and the target falls prone. ~ Smash aack (weapon) +At-Will Tri88er: An enemy hits the enforcer with a melee attack. Attack (Immediate Reaction): Melee 1 (triggering creature); +7 vs. AC Hit: 2d6 + 6 damage, and the enforcer gains a +2 bonus to attack rolls against the target until the end of its next turn. Skills Athletics +10. Intimidate +7 Str 18 (+5) Dex 12 (+2) WIs 10(+1) Con 14 (+3) Int 11 (+1) Cha 13 (+2) Alignment evil Languages Common Equipment chainmail, heavy flail, black surcoat embroidered with a redtrimmed gray circle Iron Circle Mage (M) level 4 Artillery Medium natural humanoid. hUllldll XP 175 HP 42; Bloodied 21 Initiative +2 AC 18. Fortitude 15, Reflex 18, Will 16 Perception +4 Speed 6 r !IiJr.' <D Quarterstaff(weapon) +AtWIII Attack: Melee 1 (one creature); +9 vs. AC Hit; 1d8 + 4 damage. ~ Unerring Acid Bolt (acid) +AtWIII Attack: Ranged 10 (one creature). Effect; 6 acid damage. ::,- Ughtnlng Daggers (lightning) +Recharp I&J II] Attack: Ranged 10 (three creatures); +7 vs. Reflex Hit; ld6 + 4 lightning damage. nThunder Burst (thunder) +Encounter Attack: Area burst 1 within 10 (creatures in burst); +7 vs. Fortitude Hit: 1 d8 + 7 damage, and the target is dazed and deafened (save ends both). Skills Arcana +11 Str 10 (+2) Do 11 (+2) WIs 15(+4) Con 12 (+3) Int 18 (+6) Cha 12(+3) Alignment evil Languages Common, Dwarven, Elven Equipment quarterstaff, black cloak embroidered with a sliver trimmed gray circle LI.I Tar Devil Harrier (T) Level 3 Artillery Medium lI11rnort al hurnanOl d Idl'vd) XP 150 HP 36; Bloodied 18 Initiative +5 AC 17, Fortitude 15, Reflex 15, Will 14 Perception +8 Speed 6 Darkvision Resist 10 fire; Vulnerable 5 acid
<D Kukrl (weapon) +At-WIH
Attack: Melee 1 (one creature); +8 vs. AC Hit: 1 d6 + 5 damage. Tar Ball (fire) +At-Will Attack: Ranged 10 (one creature); +8 vs. Reflex Hit: 2d6 + 4 fire damage, and the target is slowed and takes ongo ing 2 fire damage (save ends). .. (+ Fumln, Cloud (fire. zone) + Encounter Attack: Close burst 1 (creatures in burst); +6 vs. Fortitude Hit: 1d6 + 4 fire damage. Effect: The burst becomes a zone that lasts until the end of the encounter. Creatures in the zone gain concealment, and any creature ending its turn in the zone takes 2 fire damage. Squares within the zone are difficult terrain. Str 15 (+3) Dex 18 (+5) Wls 14(+3) Con 12 (+2) Int 11 (+1) Cha 11 (+1) Alignment evil Languages Supernal Equipment kukri 3 Servants (S) Levell Minion Skirmisher Medium Il d t Ufdl hUlllalloid XP [) ed<. h HP 1; a missed attack never damages a minion. Initiative +0 AC 15, Fortitude 12, Reflex 12, Will 12 Perception +0 Speed 6 TIlAIT S Keep Yow Head Dowa The servant gains a +2 bonus to defenses against opportunity attacks. Str 10(+0) 0..10(+0) Wls 10(+0) Con 10(+0) Int 10 (+0) Cha 8 (-1) Alignment unaligned Languages Common Tactics Whel1 enemies appear on the stairs or at the postern gate, the enforcer in the kitchen (area 19) moves to guard the doorway leading to the gaol (area 22) and calls for help. The second enforcer comes out to defend the doorway. The mage and tar devil hang back and lise ranged or area attacks against enemies fighting the enforcers. If the fight goes badly, the mage seals himselfin area 22, possibly locking the enforcers outside. The mage threatens to kill Baron Stock mer unless the adventurers agree to let him flee. This is an empty threat, since the mage would never slay the baron without Nazin's approval: the characters realize the mage is bluffing with a success ful Insjght check (opposed by the mage's Bluff check). The castle servants are loyal Harkenwolders forced into drudgery by the [ron Circle. They do their best to stay out of the way and shout encouragement at the heroes. They tell the heroes that Baron Stockmer is being held in a cell off the guardroom. Features of the Area Illumination: Bright light. Arrow Slits: These narrow openings proVide superior cover to creatures inside. The exterior slits are 10 feet above the ground. Characters adjacent to a wall are out of line ofsight from arrow slits in that wall. Bunks: These beds create difficult terrain. Chairs and Stools: These furnishings are lightly built ~ and offer no impediment to movement-a moving charac- f ter simply kicks them aside. ~ Desks and Tables: These sturdy old furnishings create difficult terrain in their spaces.lfa desk or table is flipped Z on its side (a standard action), it becomes a low wall. pro Viding cover against attacks crossing it. Doors: The door from the kitchen to the gaol and the cell doors are sturdy, reinforced wood (DC 20 Strength check to force open, DC 20 Thievery check to unlock: AC 5, Reflex 5, Fortitude 10,30 hp). The other interior doors are not as sturdy (DC 16 Strength check to break down; AC 5, Reflex 5, Fortitude 10,20 hp) and aren't locked. Hearth: A creature entering a hearth square or start ing its turn in one takes Id6 fire damage. Postern Gate (Area 21): The door leading outside from the kitchen is made of iron plate riveted to an iron frame (DC 25 Strength check to force open; AC 5, Reflex 5, Fortitude 10, 60 hp). It is locked both inside and out (DC 25 Thievery check to unlock), and Nazin Redthorn carries the key. RESCUING BARON STOCKMER Baron Stockmer is a brave old fellow of 6S years, weak and sick after his imprisonment. He's pugnacious and optimistic, but clearly in no shape to take up arms despite his brave words. He thanks the heroes for their help and promises to reward them richly. Stockmer urges the heroes to finish off Nazin Redthorn rather than worry about his safety. If asked about the castle, he tells the adventurers about the secret passage from the dining room (area 26) to the lord's quarters (area 30). ENCOUNTER K7: LORD'S CHAMBERS Encounter LevelS (1,075 XP) Setup Nazin Redthorn (N) Iron Circle dark adept (A) 3 hobgoblin sellswords (H) This encounter takes place on the third floor of the Great Tower, specifically areas 27 and 30. There is no accompa nying battle map for this encounter; you'll need to draw the map on a wet-erase battle mat or build it using D&D DUll8eon Tiles. Nazin Redthorn, the would-be Lord of Harkenwold, makes his lair in the rooms formerly belonging to Baron Stockmer. Attending him are three loyal hobgoblin mer cenaries from the distant goblin stronghold of Dagger burg and an Iron Circle dark adept. IfNazin Redthorn did not survive encounter B4 (page 10), replace him with a femal e Iron Circle commander named Tyranda Falkon (same statistics). If the adventurers come up the secret stairs from area 26, they might surprise Nazin and his guards. Have each hero climbing the stairs make a DC 13 Stealth check; if at least half the characters succeed, the party surprises the villains. Remember, the first character on the steps has to spend an action to open the secret door. 3rd Floor When the adventurers enter area 27, read: A sittin8 room opens at the top ofthe stairs. At thefar end stands a lar8e door emblazoned with the Stockmer coat ofarms. Two fi erce hob80blin warriors in scale armor 8lare at you and raise their mornin8stars. The following read-aloud text applies to area 30 and will need to be adjusted ifNazin Redthorn is not present: This spacious suite dearly belon8s to the master of the keep. Comfortable carpets cover the woodenjloor, and various tapes tries and paintin8s han8 on the walls. Across the room stands a lar8e canopy bed. A 111a8nificent hearth lies hi a corner. A hobaoblin with a mornirlflstar stands 8uard by the door, and standin8 over a table is a priest in Iroll Circle scarlet. Sittin8 near him is a tall, maSSively muscled man with short red hair and a areat three-headedjlail at hi sside-Nazin Redthornl The warlord ofthe Iron Circle looks at you with contempt. "You think you've defeated us?" he snarls. "You are rabbits in the wolf's den. '''' e'll hana your corpsesfrom the battlements!" Nazin Redthorn (N) LevelS Elite Soldier (Leader) Medium natural humanoid. hUllla" xr 400 HP 126; Bloodied 63 Initiative +4 AC 21, Fortitude 19, ReAex 16, Will 17 Perception +3 Speed 5 Saving Throws +2: Action Points 1 <D Triple-Headed Rail (weapon) +AtWIII Attack: Melee 1 (one creature); +10 vs. AC Hit: 1dlO + 5 damage. +Wolf Pack Tactics (weapon) +AtWIII Effect: Before the attack, one ally adjacent to Nazin or the target shifts 1 square as a free action. Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d10 + 5 damage. +Warlord's Strike (weapon) + Recharge [8J !D.l Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d1 0 + 5 damage, and an ally within 5 squares of Nazin gains a +4 bonus to damage rolls against the target until the end of Nazin's next turn. ~ Infem.1 Rames (fire, healing) +Recharge when first bloodied Attack: Close burst 5 (enemies in burst); +8 vs. Reflex Hit: 2d6 + 5 fire damage, and the target is dazed (save ends). Effect: Each ally in the burst regains 10 hit points. nr.' +Tripping flail (weapon) +At-Will TriBBer: An enemy misses Nazin with an attack. Attack (Immediate Reaction): Melee 1 (triggering enemy); +8 vs. Fortitude Hit: ld1 0 + 6 damage, and the target falls prone. Skills Athletics +12,lntlmldate +9 Str 20 (+7) Dex 10 (+2) WIs 13 (+3) Con 15 (+4) Int 15 (+4) Cha 16 (+5) Alignment evil Languages Common, Giant, Supernal Equipment scale armor, heavy shield, triple headed flail, black sur coat embroidered with a red- and gold trimmed gray circle Iron Circle Dark Adept (A) Level 3 Controller (Leader) Mediulll n.ltur.1i hum.moid. hUlllan XP 1~ O HP 46; Bloodied 23 Initiative +2 AC 17, Fortitude 14, Reflex 14, Will 16 Perception +5 Speed 6 .. <D Dark Dauer (ftre. weapon) + At-WIll Attaclc: Melee 1 (one creature); +6 vs. Reflex Hit: 2d4 + 4 fire damage, and the dark adept slides the target 3 squares. *fiery Tendrils (fire) +At-Will Attaclc: Area burst 1 within 10 (creatures in burst); +6 vs. Reflex Hit: 1d6 + 6 fire damage, and the target is slowed and grants combat advantage until the end of the dark adept's next turn. ~ Dark Imperative (healing. necrotk) +Recha..when bloodied Effect: Close burst 5 (one ally in burst). The dark adept slides the target 3 squares. and the target gains 10 temporary hit points. While the target has these temporary hit points, Its melee attacks deal 3 extra necrotic damage. Skills Areanl +8. Religion +8 Str 13 (+2) Dex 12 (+2) WIs 18(+5) Con 14(+3) Int15 (+3) Cha 13 (+2) Alignment evil Languages Common Equipment chainmail, dagger, red surcoat with goldtrimmed black circle 3 Hobgoblin Sellswords (H) Medl ulll Il.Hurdl hunldnIJld HP 66; Bloodied 33 AC 16, Fortitude 17, Reflex 15, Will 15 Speed 5 ... G> Mornfnptar (weapon) +At-WlI Level 4 Brute XP 17') edc.h Initiative +4 Perception +7 Attaclc: Melee 1 (one creature); +9 vs. AC Hit: 2d10 + 4 damage. +Savage Strib(weapon) + At-Will Attaclc: Melee 1 (one creature); +9 vs. AC Hit: 2d10 + 4 damage, and the hobgoblin pushes the target 1 square. Miss: Half damage. , . Hobgoblin ResIlience +At-Will Tri88er: The hobgoblin is subjected to an effect that a save can end. Effect (Immediate Reaction): The hobgoblin makes a saving throw against the triggering effect. Str18(+6) Dex14(+4) Wlsl0(+2) Con 16 (+5) Int 11 (+2) Chi 15 (+4) Alignment evil Languages Common, Goblin Equipment chain mail, morningstar, helm Tactics The hobgoblins in area 27 roar as they rush boldly ini o melee. Nazin and the others in area 30 hear the fighting outside and get ready to join the battle. Nazin is at his best leading from the front, so he's likely to come out from his room to take the fight to the heroes. V1 Nazin begins with warlord's strike and uses infernal o flames one or two rounds into the fight, preferably when a: o the hobgoblins have taken a hit or two and can use the ..J healing. Nazin doesn't hoard his action point-he uses it when he can cause the most damage to the heroes. The dark adept stays out of melee reach and attacks a: with fiery tendrils. He reserves his dark imperative power for ~ Nazin, using it to aid the warlord when he's injured. Z If the battle turns against Nazin, he orders his remain :::::J ing followers to hold off the heroes as long as possible and 8 attempts to flee down the secret staircase to area 26. He Z first tries to gather reinforcements, but if there are none, U.J he heads down to the gaol (area 22) to murder Baron Stockmer out ofsheer anger and spite. Features of the Area Illumination: Bright light. Bed: These squares are difficult terrain. Chairs and Stools: These furnishings are lightly built and ofTer no impediment to movement-a moving charac ter simply kicks them aside. Desks and Tables: These sturdy old furnishings create difficult terrain in their spaces. If a desk or table is flipped on its side (a standard action), it becomes a low wall , pro viding cover against attacks crossing it. Doors: The doors on this level are normally unlocked, except for the one leading to the treasury (the small interior room ofTarea 30). The treasury door is sturdy, reinforced wood (DC 20 Strength check to force open. DC 20 Thievery check to unlock; AC 5, Reflex 5, Fortitude 10, 30 hp). Nazin carries the key. Embrasures: The area's "windows" are arrow slits, only about 6 inches wide. Creatures adjacent to an embra sure have superior cover against attacks through the embrasure. A Small character can squeeze through an embrasure (DC 21 Acrobatics check). Hearth: A creature entering or starting its turn in a hearth square takes Id6 fire damage. Treasure: Each hobgoblin carries a pouch of 50 gpo The chests in the treasury are unlocked and hold 300 gp, 1,200 sp, a level 6 magic item, and a level 7 magic item. ENDING THE ADVENTURE After the adventurers defeat Nazin Redthorn, free Baron Stockmer, and rid Castle Harken of villains and monsters, the Iron Circle is decisively defeated. Any surviving mer cenaries abroad in Harkenwold soon realize that the tide has turned against them and beat a hasty retreat down the road to the southeast. They won't be back anytirne soon. The Heroes' Reward The adventurers are hailed throughout Harkenwold as great heroes. They're treated as honored guests in Harken Keep and the villages. Baron Stockmer (ifhe lives) confers an honorary title on each character: Defender of Harken wold. Any treasure the heroes have found through the course of the adventure is theirs to keep, even though much ofit once belonged to Harkenwolders-Baron Stock mer insists! If the heroes expect or demand more of a reward, the baron gives them the magic items in his trea sury (see encounter K7). If they've already claimed these items, the baron regrets that he has nothing more to offer them. The Next Adventure? Although the heroes have beaten Redthorn and his band of reavers thoroughly, the Iron Circle is still active in the Nentir Vale. More agents and soldiers are at work in the lands nearby, causing trouble. If you choose to continue the campaign storyline that begins in this adventure, you can devise your own encounters or find new adventures at DungeonsandDragons.com. To get the heroes hooked into the next adventure, feel free to provide the players with one of the following clues as they tidy up after the Iron Circle's defeat and retreat: A Superior: The heroes discover correspondence between Nazin Redthorn and a mysterious superior he addresses as "Lord Vhennyk." It's clear that Lord Vhen nyk ordered the attack on Harkenwold, but Lord Vhennyk is not specific about his own activities. In several places he tells Redthorn that he can be reached by sending dis patches to an inn in the town of\Vinterhaven, at the far end of the Nentir Vale. A Quisling: Rennis, proprietor of the Harkenwold Trading Station in Harken, is unmasked as a spy for Nazin Redthorn (see Real'ers C!f Harkenwold Part 1: The Iron Circle, page 9). When questioned, he tells the rebel leaders that - Redthorn had him send dispatches to vVinterhaven, but Rennis escapes from custody before he reveals any more. Baron Stockmer believes that Rennis might have fled to Winterhaven. ENCOUNTER E5: EPILOGUE Encounter Level 4 (875 XP) This encounter can occur days or weeks after the Iibera tion of Harkenwold. It assumes that the heroes are either killing time in Harkenwold or taking a break on the road to their next destination. The purpose of this encounter is to present Lord Vhen nyk and the Iron Circle as an ongoing threat in your campaign. Ifyou're planning to lake your campaign in other directions, feel free not to use this final encounter. Setup Lividius, tiefling murderer (L) 5 Harkenwold bystanders (B) 1 horse (H) This encounter uses the "Tavern" battle map. Have the players place their characters in the tavern, and then place the bystanders, one of whom is lhe proprietor. If needed, horse statistics can be found on page 11. Read: You are drawn to the quiet corrifort ofa roadside tal'ern, where tlte propri etor offers you free drinks. "Least I can do f or the Defenders of Harkenll'old," she says witlt a smile. The locals are ea8er to hear more about your exploits, but the sudden thump ina of hooves interrupts your reveri e. Throu8h a window you see a black horse, its rider a scarred tiejlin8 warrior wearin8 chainmail and Bauntlets. He dismounts and enters the tavern, aareatslI'ord over his back and a drippina sack in one hand. He reco8nize5 you immediately andfrowl1s. "I carry a lIIessaaefrom Lord Vh ennyk." When he appears, place Livid'ills inside the taveru near the entrance. His horse remains outside. Ifa character asks about Vhennyk's message, read: "Lord Vhennyk wants you to know that the Iron Circle is not fin ished with Harkemvold or the Nentir Vale." With that, the ti eflina dumps the contents ofthe bloody sack. Asevered head tumbles across thefloor. and you reco811ize the dead-eyed fa ce staril18 up at you. The severed head belongs to Dar Gremath, Reithann, or some other noteworthy Harkenwold rebel whom ,the heroes know. At this point, the conversation ends as Livid ius draws his sword. Roll initiative. Tactics Lividius intends to show the heroes that Lord Vhennyk means business. The tiefling fights to the death and kills any bystanders who get in the way. Lividius stays close to as many enemies as possible. hoping to catch them in his aura and burn them uSingfire step. He uses blade of Avernus as often as he can, and heart ofNessus whenever he is dazed or stunned. Lividius stole the horse from a stable in Harkenwold (possibly Dar Gremath's stable in Albridge). The horse does not participate in the battle and flees ifattacked. Most of the Harkenwold bystanders clear the tavern as qUickly as possible while the tavern keeper takes cover behind the bar. Lividius, Tiefling Murderer (L) Level 4 Solo Brute Medlulll Ildtural hUlll anoid XP 875 HP 240; Bloodied 120 Initiative +5 AC 18, Fortitude 17, Reflex 15, Will 15 Perception +3 Speed 5 Lowlight vision Resist 7 fire Saving Throws +5; Action Points 2 TRAITS oHell's Embrace (cold) + Aura 1 Any creature that exits the aura on its turn takes 5 cold damage. ' . . <D Greatsword (weapon) +At-Will Attack: Melee 1 (one creature); +9 vs. AC, or +10 vs. AC if the target is bloodied Hit: 2d1 0 + 4 damage. ~ Blade of Avernus (fire. weapon) +At-Will Attack: Close burst 1 (creatures in burst); +9 vs. AC. or +10 vs. AC ifthe target is bloodied Hit: 2d10 + 4 fire damage. Miss: Half damage. MOVE A CT IONS ~ Rre Step (fire. teleportatlon) +At-Will Effect: Lividlus teleports 5 squares. Each creature adjacent to the square he teleports from or appears in takes 5 fire damage, or 10 fire damage if Lividius is bloodied. . .. Heart of Nessus (fire. polymorph) +At-Will Tri88er: Lividius is dazed or stunned by an attack. Effect (No Action): Lividius and all of his gear transform Into living flame and remain in this form until he is no longer dazed or stunned. While in this form. he takes half damage from all attacks, his aura deals fire damage instead of cold damage. and any enemy that hits him with an attack takes fire damage equal to half the damage dealt. Infernal Wrath (fire) +Encounter Trl88er: Lividlus is hit by an enemy's attack. Effect (Free Action): The triggering enemy takes 1 d6 + 7 fire damage. Sldlls Athletics +11. Bluff +12. Intimidate +10, Stealth +11 Str 18(+6) Dex 17 (+5) WIs 13 (+3) Con 20 (+7) Int 12 (+3) Cha 16 (+5) Alignment evil Languages Common. Elven. Supernal Equipment chainmail. greatsword 5 Harkenwold Bystanders (B) Levell Minion Brute Medi ul11 Ilatura l hUlllanoid. humall XP 0 earh HP 1; a missed attack never damages a minion. Initiative +0 AC 15, Fortitude 13. Reflex 13, Will 13 Perception +0 Speed 6 Str 10 (+0) Do 10(+0) Wls 10(+0) Con 10(+0) Int 11 (+0) Cha 8 (-1) Alignment unaligned Languages Common Features of the Area Illumination: Bright light. Bar: The bar provides cover to anyone hiding behind it. Behind the bar are several bottles that can be used as improvised weapons. Chairs and Stools: These furnishings are lightly built, and offer no impediment to movement-a moving charac ter simply kicks them aside. Tables: A table creates difficult terrain ill its space. If flipped on its side (a standard action), a table becomes a low wall, providing cover against attacks crossing it.