H1 Orcus Conversion

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H1: ORCUS CONVERSION

INTRODUCTION
Looking at the 4th Edition adventure series H1 Keep on the Shadowfell, H2
Thunderspire Labyrinths, and H3 Pyramid of Shadows – there is very little in the
plotline that really ties these adventures together into a full story.
When I read the Keep on the Shadowfell I had hoped that Wizards of the
Coast would tie this story together around a growing threat from the Demon Lord
Orcus (appearing in H1) trying to spread undeath from the new cool Shadowfell
plane defined in 4th Edition. Lot of expectation had been built up around demons,
demon lords and the Shadowfell in the Worlds and Monsters publication
previously. Sadly my hopes were not fulfilled when I read Thunderspire Labyrinth
and then later the Pyramid of Shadow.
I therefore decided to try to bridge this gap myself. I created a conversion
guide, doing some changes in the story, background and some of the encounters
and images, all in order to create an atmosphere foreboding the return of the
undead legions of Orcus.

If you want to read about the player characters and the background of those, or
follow our Game Chronicles, you can find all the material on:
http://web.comhem.se/mwester/Shadowfell/index.htm
H1: ORCUS CONVERSION

CREDITS brought back memories of lost causes and unpaid depts. Orcus
focused his divine attention towards the source, spanning his
THE THREAT
godlike awareness cross planes and dimensions.
These are the contributors in the Wizards community “…Master of Undeath, Tear in the shroud of Death, The Pyramid of Shadows: Realms, both wondrous
who have helped with improvements, new ideas and listen to the words of your humble servant, a maggot in your and dire, border the world. One such realm is the
concepts to this H1 Conversion Guide. Shadowfell. Although not inherently evil, the Shadowfell is
godlike corpse. I have found out where the followers of Bahamut
Blastin fraught with dangers, and the barrier between worlds can
have hidden the Rod of Ruin! The paladin of Bahamut I be thin. Sometimes the darkness breaks into the light.
Helped with all spelling and grammer
defiled and brought back in your name knows of its hiding
GMforPowergamers Nearly five hundred years ago, a mighty tiefling wizard
place, great Master.” named Karavakos made a fatal bargain. The twin threats of
Ideas on adding blood scripts in Keep
Lineov The Rod of Ruin – Found! The Blood Lord clenched his minotaurs of the wild and rebellion from within threatened
Rod of Ruin concordance and connection to Karavakos. Update fist around the Wand of Orcus, blood dripping between his his iron grip over the lands of his petty kingdom. In
of Skill Challenges. fingers. This opened up new possibilities, the chessboard had desperation, Karavakos summoned a demon, a servant of
SgtPepper76 suddenly shifted, and things were tilting in his favor again. As the mighty demon prince Orcus and asked for aid. The
Modified Poem of Melgold the Mad Poet Lord of the Undead, Orcus had the everlasting patience of the demon whispered dark secrets to Karavakos, guiding him
dead, a trait seldom seen among his demonic cohorts and into building an unholy cult of the demon prince Orcus in
Zinovia his kingdom. In return the demon showed him a ritual and
Original Poem idea of Melgold the Mad Poet enemies. But Orcus knew that if he waited long enough in the an artifact that would create a gap between the worlds,
darkness, secrets held in life would resurface in the afterlife. It connecting one of Orcus’s unholy Shadowfell sites to the
was just a matter of time, and that time was now. With the world. Karavakos, already a skilled magician, created the
Rod of Ruin resurfacing he could send his pawns to collect it Rod of Ruin and the necessary ritual to bridge the gap to
PROLOGUE and complete the task once started but never finished – turning the Shadowfell. Skeletons, zombies, and demons flooded
the living world into a realm of undeath and eternal darkness. through the rift into the light of day. A legion of abyssal
His divine mind immediately identified the hundreds of actions warriors came to march under his command, and he
The Blood Lord sat on his throne of bones and blood- needed for setting the plan in motion, but first – he poured a stepped up his efforts to restore his tyranny over his
oozing skulls, engulfed in darkness and the putrid stench of fraction of his essence into the world of the living. His aspect domain and subjects.
death and misery. Cries of pain and anguish played in the materialized in the crypt of his maggot, pulling darkness and The hordes of demons came at what at the time
background of Orcus’ residence of Undeath. Nothing of this the chill of the grave with it. The priest screamed in terror as his seemed to be a very reasonable price. They would fight on
reached the dark lord. His blood-hazed eyes were lost into the eyes started to bleed at the sight of his true Lord. There were Karavakos behalf and obey his orders. If he ever led them
distance, his mind stretching out to listen to the calls and still questions that needed answers and a dept of a soul to be to defeat, however, they would abandon him and feed on
prayers of his dark clergy and followers. Like buzzing flies, his dark soul for all eternity. All the souls of his subjects
paid… would be damned to an eternity of pain in the depths of
their requests and calls for favors left no impression on the
Demon Price of Undeath – his schemes of power were on a level Abyss. Only an error made by the wizard could result in the
incomprehensible for his mortal followers. But suddenly his eye demons’ defeat—no army in the world could defeat them
on the field of battle.
twitched, a prayer – no not a prayer – a whispered word that

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H1: ORCUS CONVERSION

Karavakos led his hordes on one conquest after emperor ordered the Rod of Ruin to be hidden for all time, between worlds which Karavakos had used to open a gate
another. His first target was the neighboring minotaur as they lacked the power to destroy it. It disappeared and to Shadowfell was not the only place were the Shadowfell
tribes, which were almost driven to extinction by was soon forgotten in the mists of time. touched the natural world. In the endless darkness under
Karavakos undead and demon infested hordes. One tribe The Pyramid of Shadows is one of many magical Thunderspire Mountain the Sea of Shadows lay hidden and
took refuge in the depths below Thunderspire Mountain, prisons created to confine powerful beings. The fey created forgotten. Orcus plan started to take form.
where they founded the city of Saruun Khel and hid from it to exist both in the natural world and in the Shadowfell, At the pinnacle of Saruun Khel’s greatness the
Karavakos wrath. at the same time in neither of them, thereby preventing minotaurs exploration took them to the vast caverns below
What had been a small kingdom ruled by Karavakos Karavakos from ever returning. Just as a prism splits light Thunderspire Mountain. There they found crude, forsaken
grew into a mighty nation to rival the great human empire into its component colors, the pyramid split Karavakos’s altars. The minotaur priests’ divinations revealed that the
of Nerath that held sway over much of the land at this life force into free-willed splinters, each one containing a deep caverns of Thunderspire were sacred to Torog in his
time. With winter’s arrival, Karavakos called a halt to his fragment of his power. With his power spread among these manifestation as the Patient One, a horrible creature of
campaign of expansion. He returned to his palace with the various splinters, Karavakos couldn’t hope to break free eyes and mouths that waits in the darkness. The minotaurs
eladrin princess, Vyrellis, who was to be his bride. from the prison. Enraged, he lashed out at the only person agreed to honor him even though they were devoted to the
Together, he proclaimed, they would rule a new empire, he could blame for his failure—Vyrellis, who he claimed demon lord Baphomet, little did they expect to have their
and with spring’s dawning his armies would march into the tempted him into his ill-fated attack on the Feywild. He cut prayers answered, but not by Torog, even though the
Feywild, extending their rule across two worlds. Vyrellis’s head from her shoulders and threw it into the minotaurs thought it to be so. It was Orcus that answered
When spring came, the demon hordes marched charnel pit at the heart of the pyramid. them and bound the high priest to his will.
through the thin border between worlds. In the Feywild, But Vyrellis didn’t die. Her life energy, too, was Orcus convinced the high priest to start greater
though, the demons met their match. Invincible on the splintered upon her arrival in the pyramid. Her splinters are excavations even further down below the labyrinth, where
battlefields of the natural world, the demons had no such not animate, but have instead been imbued into gemstones the answers to his dreams of power lay. Deeper and deeper
protection once they stepped into the Feywild. Fey spears and an orb spread throughout the pyramid. Vyrellis is now the minotaurs dug, until they finally reached the large
and arrows felled the hordes, putting an end to Karavakos’s driven by a burning thirst for revenge against Karavakos, cavern holding the Sea of Shadows. Guided by Orcus, the
dreams of conquest—and severing his demonic bargain. matched only by her desire to reunite the fragments of her minotaur high priest learned the ritual to create the Bronze
At the same time, the empire of Nerath had dispatched life force and escape the Pyramid of Shadows. Warders. He formed them in his own likeness, never
legionnaires to eliminate the threat of the rift to the realizing that they were the foci for an even darker ritual
Shadowfell. The empire’s soldiers destroyed the remaining that would open the floodgates to Shadowfell, spreading
Thunderspire Labyrinth: After Karavakos was
undead, sealed the opening, and built a keep to watch over the Sea of Shadow as a tidal wave over the Nentir Vale,
imprisoned decades of peace followed, and the village of
the location and contain the threat. This is the site known with darkness, undeath and necrotic energies in its wake.
Winterhaven arose within sight of the keep guarding the
as the Keep on the Shadowfell. closed rift to the Shadowfell. Eventually, the great fort fell However, three centuries ago, when the ritual was
Karavakos nation died on that day, all his subjects into ruins and its grand purpose was forgotten. Today, it is almost completed, Baphomet learned of Orcus treachery. A
killed and their souls brought back to the Abyss with the seen as a harmless tumble of stone and wood. battle for the throne of Saruun Khel erupted into a vicious
returning demons. The Seelie Court feared what the civil war. The Baphomet loyal tribes faced the might of the
But when one power falls another rises in its wake.
demons would do with Karavakos soul and instead high priest of Orcus and his loyal subjects. The demon lord
Soon after the fall of Karavakos, Saruun Khel became the
imprisoned him in the Pyramid of Shadows, his eladrin Baphomet infused his followers with mindless fury,
center of an oppressive minotaur kingdom devoted to the
princess at his side. The fey gave the Rod of Ruin to the allowing them to defeat the faction devoted to ‘Torog’.
demon lord Baphomet that subjugated neighboring lands.
Nerath Empire as a reminder of mankind’s folly and their When Orcus subjects were defeated, the survivors took to
This angered the Demon Prince of Undeath, who started
responsibility to secure that it never happened again. The battling one another until only a few minotaurs remained in
to scheme in his kingdom of endless darkness. The border
the ruins of the once-great city. Some say that the madness

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H1: ORCUS CONVERSION

and violence that descended on Saruun Khel in its final Mountain is in jeopardy. Slavers now operate in the depths cult of Orcus has returned to the site with the Rod of Ruin,
days were Baphomet’s vengeance against his people for of the mountain, and an even bigger danger once again intent on finishing what its ancient brethren started.
daring to offer sacrifices to another power – very few know threatens the lands of the Nentir Vale – Paldemar had, The cult seeks to reopen the rift to the Shadowfell.
the real truth. through the whispering of the Blood Lord, learned about However, the magic seal has so far frustrated the cult’s
Over the following centuries, adventurers came to the Sea of Shadows, the Keep on the Shadowfell and the intentions. Time, however, is on the side of the cult.
explore the labyrinthine ruins of Saruun Khel, seeking Pyramid of Shadows. In addition to establishing a vibrant
Unless the cult is stopped, the seal will collapse and the
forgotten treasure. Few of them survived. About 25 years temple and cult of Orcus in Thunderspire, Paldemar has
passage into the Shadowfell will be opened anew. If that
ago, three wizards—Hasifir, Niame, and Samazar—came to been gathering arcane power to use against the Mages of
happens, Winterhaven will face the threat alone. Leagues of
the mountain. Accompanied by retainers, the wizards spent Saruun. At this point, he has a number of promising leads
dangerous roads separate the village from its closest
long months in the ruins. Among the magic items they to ultimate power. He has sent his loyal servant Kalarel, a
neighbors, and the place has always stood as a point of light
recovered were several command amulets, which allowed priest of Orcus, to try to open the rift to Shadowfell in
in the ever-growing darkness.
them to control the bronze warders, minotaur constructs Winterhaven, but he is also in the process of completing an
infernal machine that, when activated, will give him control Even so, Winterhaven won’t stand long against endless
built in the city’s heyday. The wizards used the bronze
of all of the bronze warders within the mountain. Without swarms of ravaging undead and demons. The cult of Orcus
warders to clear the upper level of the ruins, establishing a
their protectors, Paldemar believes he will be able to seeks to open the rift, establish a foothold, and launch
stronghold there—the Seven-Pillared Hall, but they never
dispose of the Mages of Saruun—his first step in taking further atrocities against the world at large.
learnt the real truth of their purpose, and they never went
as deep as to the Sea of Shadow. complete control of Thunderspire and then open the gates Paldermar has sent his loyal subject, a priest of Orcus
of the Sea of Shadow to flood the surrounding lands in named Kalarel that heads the death cult. Paldemar
In the last two decades, the original founders formed
darkness and undeath. uncovered the truth about Shadowfell Keep a several years
the Mages of Saruun, and established the Seven-Pillared
His future plans, as the adventurers can learn should ago, guided by Orcus, he found records dating back to the
Hall to provide them with safe access to the denizens of
they defeat him and search his personal chamber on the time of the original opening of the rift. Since then, he has
the Underdark. The mages cleared an ancient subterranean
third level of the tower, include an evil ritual that will been ceaselessly researching an evil ritual that he believes
highway carved by the minotaurs, allowing denizens of the
channel the arcane power of the captured mages into the will allow him to shatter the seal and once more open the
deep to trade with them and select other surface dwellers in
destruction of the Pyramid of Shadows and make him rift, but pressed by more urgent matters in Thunderspire
the black markets of the Hall.
immortal. This is, of course, a lie whispered to him by Labyrinth he has given the task of researching the vile rites
Today, dwarves, duergar, drow, and more creatures to Kalarel as well as the task of continuing to expand Orcus
Orcus, who only wants him to destroy the Pyramid of
come to the Seven-Pillared Hall to trade gems, gold, rare influence in Winterhaven. After gaining control of the
Shadows to release Karavakos soul – for which the Prince
ores, and other goods. Under the watchful eyes of the keep, Kalarel placed agents in the surrounding areas.
of Undeath has been waiting for a very long time. An oath
hooded mages and their bronze servitors, an uneasy peace
is an oath… Kalarel has established dominion over a tribe of
endures in the Hall while perils lurk in the shadows of the
goblins that had set up a lair within the subterranean
Labyrinth beyond.
chambers beneath the keep. These creatures, led by a
Orcus schemes had yet again been thwarted, but the Keep on the Shadowfell: Time passes and empires
goblin named Balgron the Fat, guard the place ferociously,
Blood Lord never sleeps, and his tendrils of undeath fall, and even Nerath wasn’t immune to the ravages of time.
not completely out of loyalty to Kalarel but due to their
touched the world, and so he came to learn what had The once-great human empire collapsed almost a century
own thirst for wealth and power.
happened to the Rod of Ruin. He soon found a way to ago, and only memories of its glory remains. Deep within
the ruins of the old keep, the magic seal crafted by the After his control of the keep was solidified, Kalarel
infiltrate the Mages of Saruun with one of his own loyal
Nerath wizards continues to protect the rift, but time has dispatched a hobgoblin named Irontooth to oversee a tribe
subjects – the wizard Paldemar. Due to the machinations of
begun to erode even this powerful magic. Moreover, the of kobolds operating out of a lair near Winterhaven.
a renegade mage, the fragile peace of Thunderspire
Through his hobgoblin agent, Kalarel has ordered the

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H1: ORCUS CONVERSION

kobolds to harass and, if possible, eliminate anyone in the not far from the village. He reasoned that if a dragon were dangerous and twisted high priest of the cult - Kalarel.
vicinity (such as adventurers) who might have the potential buried there, it would be rich with archeological relics and Marla suspects that this Kalarel has set up a secret cult in
to delay or thwart the priest’s plans. maybe even its hoard. the area and is conducting unholy ceremonies, and fears
Kalarel also installed an elf spy named Ninaran in The mentor should have returned some time ago, and what he might do with the Rod. She asks the PCs to travel
Winterhaven. Through the reports of this individual, his continuing absence bodes ill. The Academy’s Council to Winterhaven, determine if there is any death cult activity
Kalarel keeps an eye on the activities of Winterhaven’s fears the worst and decides to send out the player character in the area and, if so, to stamp it out and bring back the
residents and knows when newcomers arrive. with some loyal henchmen to find out what happened to Rod of Ruin.
Kalarel is confident he will achieve his goal and soon his or her mentor. Quest XP: 400 XP/Player for destroying the cult, as
reopen the rift to the Shadowfell. Quest XP: 250 XP/Player for discovering Douven’s well as 250 gp for destroying the cult, stop their plan and
fate. bring back the Rod of Ruin.
Will anyone dare to prove him wrong?

PREPARING FOR ADVENTURE HOOK: MISSING MENTOR 2 ADVENTURE SUMMARY


If the PCs manages to save Douven Stand in “A4:
Burial Site” he sends his pupils on a second quest to stop
Instead of all the players having the same hook and
knowing each other, I decided to split the party into two,
the cult and find out any detailed information about its THE CULT OF ORCUS
goals and the rift to the Shadowfell for the Academy of
bringing them together in the first encounter in Keep on Magic. I really liked the idea of Bairwin running the Cult of
the Shadowfell – “On the Road: Kobold Brigades”. Each Shar within Winterhaven, introduced in the H1: Realms
Quest XP: 150 XP/Player for stopping the cult, as Conversion. Get it at:
party has its own hooks and purpose for coming to
well as 250 gp if they can bring back any information about
Winterhaven. This allows not only for immediate action http://www.wizards.com/download.asp?filename=155_Sh
the cult’s goals and the rift to the Shadowfell.
but also role-playing as the players learn about each other adowfell_FR.pdf
and why they are seeking Winterhaven.
I wanted to use it but for Orcus instead, and it is a
I did some small adjustments to the Missing Mentor HOOK: OMINOUS SIGNS quite easy conversion. I decided to change the encounter
and Ominous Signs hooks. I took the party wizard as the with more undead, rather than shadows.
leader for the Missing Mentor hook, and the cleric or Marla of the Church of Bahamut contacts the PCs
(cleric or paladin) before the start of the adventure. She has I also wanted to have some ways for the characters to
paladin as leader for the Ominous Signs hook.
received dire news from the small shrine at the holy spring learn about Bairwins activities in the town, so I reworked
of Kalin. An evil artifact, only known as the Rod of Ruin, the “Tavern Thugs” into a Skill Challenge “The Mystery of
Old Sara”, as well as an encounter outside of Winterhaven
HOOK: MISSING MENTOR 1 that had been hidden for centuries by the Church of
Bahamut has been stolen and the shrine defiled. No one “Farm Attacks” where the characters find evidence of the
The player character (wizard or similar) seeks news of alive remembers the Rod’s purpose and if any records of abductions happening.
his or her mentor at the Academy of Magic, Douven Stand. this existed, they are now lost.
The man who trained him or her for a life of adventure
All of the monks guarding the Rod were killed and
bade his friends farewell three months ago and headed for
brought back as vile zombies, save one. He survived and
THE BLOODREAVERS
Winterhaven. Douven, an archeologist and explorer of old
witnessed a small group of death cultists steal the Rod and As I have tried to tie together Keep on the Shadowfell
ruins, always looking for forgotten lore, had found an
then leave for Winterhaven. He heard a name being more tightly with Thunderspire Labyrinth, it was natural
ancient map that revealed the location of a dragon’s tomb
mentioned, a name he thought was the name of the that Kalarel was accompanied with Hobgoblins of the

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H1: ORCUS CONVERSION

Bloodreavers tribe. They have been given the task not only guards, to the remote farms to kidnap suitable victims for
to protect Kalarel (Area 12 to 14), but also to secure a the rituals.
steady supply of slaves to their brethren in Thunderspire Recently the previous shop keeper Old Sara happened REVELATIONS
Mountain – thereby securing Paldemar’s position and to pass by the shop one morning and heard screams from
influence. Their Leader Tra’ak is in charge of their the cellar. She went in and discovered the basement and its
operation from the Keep. If the PCs discover that Bairwin is leading the cult in
vile purpose. Before she could get out and warn the city Winterhaven they are likely to confront him directly or turn
Another change I made was to turn Irontooth into a guards, Bairwin captured and killed her. He has tried to to Lord Padraig. If the PCs go to Bairwin’s shop, he greets
hobgoblin Bloodreaver, rather than a mere goblin, thereby cover his tracks, but some talented adventurers might find them pleasantly. When the PCs begin asking probing
making him more threatening, which helped prepare the the truth about old Sara’s disappearance. questions, demonstrating that they know of his
PCs for the tough A3 encounter (Kobold Lair). Irontooth involvement, he flees, darting into the backroom where a
has taken command of the kobolds, kidnapping slaves from secret door leads down to an underground chamber.
the old Kings Road and outskirt farms. He then routes ADAPTING WINTERHAVEN Characters following him trigger the encounter on the next
them to the hobgoblin Warchief that secures the page.
continuous transfer of them to Thunderspire Mountain and Q&A If characters turn to Padraig for action, he demands
the Bloodreavers there.
Q: What do you know about a cult of Orcus? evidence. If the characters bring Agrid from the A4: Burial
At this point, most people are dismissive of such an Site encounter, they have little evidence for Bairwin’s
RECENT DEVELOPMENTS idea, laughing it off. Characters can make a DC 15
Streetwise check to learn any or all of the following points
involvement in the capture of Douven Staul. In fact, Lord
Padraig instead listens to Bairwin’s claims and asks the
of information related to the cult: characters to find the real source of the evil in Winterhaven
A Skull of Orcus named Kalarel has infiltrated the and leave Bairwin alone.
♦ The town has no underground caverns or hidden
nearby town of Winterhaven. His cult operates out of the places of which its citizens are aware.
town, which helps supply Kalarel and his followers, who Bairwin’s Claim
are hard at work in Shadowfell Keep preparing to open the ♦ There aren’t any new or suspicious folks in town.
rift to Shadowfell. The newest person is Bairwin, and he arrived several years ♦ Douven showed the mirror to Bairwin, who sent
ago. word about the relic to a collector of fine arts in Fallcrest.
Bairwin is Kalarel’s underling and the leader of the
cultists located in Winterhaven. Bairwin operates the cult ♦ The gates are shut at night, and the only people who ♦ A month ago an old companion from Bairwin’s
out of a basement in his shop. Bairwin arrived several years leave through them are returning to their homes outside adventuring days, Agrid, showed up and said he had fallen
ago at the same time as Kalarel, and he has covertly town. Farmers, like Eilian the Old, and trappers, like on hard times and needed work.
supplied Kalarel with the tools and provisions necessary to Ninaran, leave shortly after dark.
♦ Bairwin had no work for Agrid but had just received
excavate Shadowfell Keep. He has also begun recruiting ♦ Most people are more concerned about the kobolds word from the collector in Fallcrest who was interested in
others to his cause. attacking travelers and townspeople than they are about a the mirror. He paid Agrid for delivering the message to
Bairwin, feeling safe in his cover as shopkeeper in subversive cult. Douven that he had an interested buyer for the mirror,
Winterhaven, has started to perform vile rituals in the name ♦ If there were a cult, most folks believe it would be prepared to pay more than 500 gp for it.
of Orcus in the basement of his shop. The ritual involves outside of town—off in the dragon burial site southwest of ♦ Bairwin says that Agrid must have fallen to the
human sacrifices to Orcus and the creation of self-loathing town or the old, ruined keep to the northeast. Even so, temptation to take the money himself. He must have
undead creatures from the remains. Bairwin has sent some people find that highly doubtful. wanted to find more relics from Douven, and probably kill
of his ruffians and thugs, disguised as merchants and

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H1: ORCUS CONVERSION

him and escape with all the valuables to Fallcrest were he


would try to sell it.
HOOK: SLAVE RESCUE DC 25: Clerics of Orcus are in charge of promoting
necromancy, pain, torture, undeath, and the destruction of
The kobolds, lead by Irontooth, have captured twenty all that is good. They pray for spells at midnight. Their
♦ Bairwin asks Lord Padraig why he should believe
villagers from Winterhaven. Lord Padraig has come to colors are red and black, although bone white is often used
some claims from a stranger such as Agrid and a group
understand that these disappearances seem to have a as decoration.
adventurer instead of a loyal villager who have brought a
connection to the Cult of Orcus he has recently learned
lot of trade and taxes to Winterhaven over the last 10 years.
have been active in his village. He begs the adventurers to
get involved. “You have already done a great service for
If played right, lawful PCs will learn the hard way that Winterhaven and the people of Nentir Vale,” he says. “Can
they will need hard evidence before making accusations you be the force I need to put an end to this and bring my
against someone in a lawful society. Bairwin has no relics in subjects back if they are still alive?”
his shop; Lord Padraig and his Captain Rond Kelfem are
Searching the shop reveals nothing (the secret door to the convinced that the missing villagers have been taken to the
cellar is magically hidden; Douven did show the mirror keep to be used by the remaining cultists in vile rituals. He
when stocking up supplies in his store; Agrid has no actual beseeches them to follow the slavers and rescue the
proof to verify his claim that Bairwin sent him to do the captives. They must be saved before it is too late!
dirty work. Quest XP: 200 XP/Player (major quest), and Lord
Padraig provides a reward of 500 gp if the captives are
rescued and returned safely to Winterhaven.
If the characters manage to present evidence, such as a
successful skill challenge in “the Mystery of Old Sara”, or
providing the thugs from the “Farm Attacks” encounter, he
says he will not take action against a member of the town LORE OF THE CULT OF ORCUS
without just cause. In the event the PCs present proof, then A character that makes a Religion check can identify
Padraig asks the PCs to help apprehend Bairwin (see Cult certain features of this encounter’s creatures and is aware of
of Orcus encounter). the following information:
If the PCs successfully put an end to the cult activities DC 15: The cult of Orcus is widespread among
in Winterhaven Lord Padraig trusts them enough to ask corrupt and despicable humans, with more significant
them to help rescue the missing villagers he fears have been following among humanoids than most demon princes can
taken to the keep for some sinister and evil purpose. boast. His temples are usually hidden, and his worshipers
Present the PCs with the Slave Rescue hook. This is form secret societies living in otherwise normal
actually a hook into the next adventure Thunderspire communities.
Labyrinth, which the players cannot solve at the keep. They DC 20: Orcus demands living sacrifices as a part of his
can, however, find the clues at the keep as to what has rituals. It is common for followers of Orcus to carry black,
happened to the missing villagers. skull-topped scepters and often wear skull masks and black
robes with hoods or goat-horned headdresses and silver
robes.

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H1: ORCUS CONVERSION

fouler creatures once crawled through the opening


SHADOWFELL KEEP into the light of day. By destroying the undead and
For heroes to arrive and reverse his fate.

sealing the rift, the Nerath Empire thought that was But twisted whispers echo through the halls,
Once the characters have exhausted their options in the end of the story. Now, I’m not so sure.” And ghostly blood runs 'long the walls,
town and have figured out the danger that Kalarel and his “Take a look at this poem I found in the None can face those cursed remains,
cohorts represent, they will likely head toward the keep. ‘Collection of Lyrics from Melgold – The Mad Poet of Fear like water in their veins.
However, the characters might learn a little bit more of the Almhurst’
story through the efforts of Valthrun, an NPC. In shadowed keep of tumbled stone, A Blood Lord follower from a cursed line,
A peril lurks, for years unknown, Now threatens to awake the unholy shrine,
THE TRUTH OF THE KEEP The Kinslayer's spirit guards it yet,
'Gainst a newfound vile threat.
Dark power craves as men do thirst,
Confining spells to be reversed.
When Valthrun learns of the suspicious activities in
Shadowfell Keep and around Winterhaven, he grows
alarmed and tells the characters that he must consult the
historical texts locked away on the second and third story
of his tower. If the PCs allow him a few hours to search the
The forces of good will never survive,
tomes, he can reveal to them the secret of Shadowfell
Keep—a secret that has remained guarded for centuries. for the Prince of the Undeath will soon arrive
The following text, which Valthrun communicates to the
PCs, replaces Valthrun’s information from the Questions
Answered section in the original adventure: The Kinslayer once was proud and strong, Storm clouds gather with the demon's approach,
“My books and scrolls tell me that the ruined keep Until the Blood Lord came along. And the living dead will soon encroach,
was built by the old empire, Nerath, as I suspected. The forces of good will never survive,
The Nerath Empire was attacked by hordes of undead The thing of evil sent dark dreams, For the Prince of the Undeath will soon arrive.
and demons at the time, over three hundred years ago, Nightmares wrought of tortured screams,
released onto the earth by the mighty wizard The vowed defender's mind did bend, This poem sent me digging deeper into the fall of
Karavakos from a rift to the Shadowfell. Finally, in a And with his blade he did rend. this Kinslayer and this is what I found: Within two
great battle, the empire of Nerath’s legionnaires short decades after the collapse of the Nareth Empire,
managed to eliminate the threat of the rift to the Shadowfell Keep was abandoned and left to fall apart
Shadowfell. The empire’s soldiers destroyed the Awakened to the awful truth,
Shattered bones of men and youth, and decay. It was on a grisly night about eighty years
remaining undead, sealed the opening, and built a ago that the lord and commander of the keep garrison,
keep to watch over the location and contain the threat. His wife and children, pride and joy,
Sir Jerold Keegan, put into motion the events that led
This is the site known as the Keep on the Shadowfell.” Mistaken for demons he was forced to destroy.
to the keep’s downfall.”
“The Shadowfell is a place of darkness and “Perhaps the Shadow Rift’s malign influence is
shadows, but not all of it is evil, but this rift apparently The Kinslayer fled to meet death alone,
too strong to resist. Maybe Sir Keegan was a crazed
connects to an unholy sanctuary of Orcus, the demon For wicked deeds he must now atone, lunatic driven by demons we may never understand.
lord of the undead. Skeletons, ghouls, and stranger, And so the fallen paladin must wait, Whatever the case, at the stroke of midnight on that

8
H1: ORCUS CONVERSION

fateful day, Sir Keegan began to systematically


slaughter every resident of the keep, forever cursing
the place. The author of the historical treatises
speculates that he suffered paranoid delusions, for
Keegan went on a rampage through the keep. His own
wife and children were first to fall to his blade, then his
trusted advisors, and finally many of the soldiers under
his command. Sir Keegan was too skilled for any one
soldier to defeat, yet eventually the garrison managed
to respond with an organized defense. Although many
brave soldiers died, they managed to inflict him a
grievous wound that drove the mad knight to flee into
the keep’s crypts were they finally managed to
dispatch him.”
“The keep became notorious for a time, as one of
the last bastions of the fallen empire. There was no
one to order it back into service. So it was abandoned,
feared for a time, and eventually, more or less
forgotten. An earthquake a few years later collapsed
the upper towers and walls, and turned the place into a
ruin of tumbled stone.”
“Rumors persist of great treasures buried beneath
the keep, yet few have dared explore the passages over
the year. Sir Keegan’s ghost is said to roam the
corridors beneath the ruins, wailing in grief over the
tragedy of his life. The people of Winterhaven avoid
the place, and the mere mention of Shadowfell Keep is
considered bad luck by many of the farmers and
villagers.”
“Whatever activity is occurring at the keep, it can
only mean ill for Winterhaven and those of nearby
lands. Please, will you do what you can to help?”

(The poem can be found in the Player’s Handout’s


Section)

9
H1: ORCUS CONVERSION

Sometimes we have some fun with them. He he … Intimidate Check


THE MISSING VILLAGERS Please don’t hurt me – that is all I know!” Success “We are the Bloodreavers! The mightiest
Success +3 or more The Bloodreavers is a tribe of tribe in the Thunderspire Labyrinth. We have become
There are 21 villagers missing in Winterhaven. Two of Hobgoblins up in Thunderspire Mountains – fierce very rich by selling this human rabble into slavery in
them, Old Sara and a vagabond named Evrion (who none warriors – hurt goblins if we do not do as told. I do not the Underdark. Weaklings they are, but they fetch a
has realized is missing) was captured by Bairwins thugs and know what they want the human slaves for. good price in the Seven-Pillared Hall!”
has been sacrificed to Orcus on his bloody altar and turned
to animated skeletons (see “Cult of Orcus” encounter).
If the PCs questions Balgron the Fat or the Hobgoblin A successful interrogation of the hobgoblin Warchief
A family of four living in one of the outskirt farms was Torturer (Area 2) they might learn more with a successful Tra’ak provides the last piece of clues.
recently captured by the kobolds and sold to the Inimidate check. Intimidate Check
Bloodreavers. They were held hostage for a short while at
Intimidate Check Success: The Bloodreavers have an agreement
the keep (in Area 2), but have recently been shipped to the
Bloodreaver slaver camp close to the keep, together with 2 Success 0 to +2 ”We just delivered four new slaves with the great Master – No I do not know his name. I
merchants that were captured as well. (see the “Slaver to the Bloodreavers. They came and picked them up only know that our skilled Warlord Krand struck a
Encounter”). only yesterday, but it serves you no good, they are bargain with him. We were sent to accompany and
already on the way to Thunderspire Mountains to protect his disciple Kalarel. In return he provides us
Three have been sacrificed on the altar in Area 18.
meet the same fate as the other twelve. You came too with fresh slaves.
The remaining twelve have all been shipped off by the late, ha, ha!”
Bloodreavers to be sold in the Thunderspire Labyrinth.
Success +3 to +4 The Bloodreavers
have a camp not far from here. The
human rabble might still be there. They
LEARNING THE VILLAGERS FATE talked about staying longer to get some
The goblins in the first level of the keep have been fat merchants as well. Yes I can tell you
acting as the middle men between the kobolds and the how to get to the camp.
Bloodreaver hobgoblins. They have held the slaves captive Success +5 or more: The
in their dungeon (Area 2) until the Bloodreavers have Bloodreavers are a gang of thieves and
arrived to convey the shipment to the Thunderspire slavers, not necessarily in that order, that
Labyrinth. includes goblinoids and some humans.
By interrogating the goblins the PCs’ can learn the Most of them are fierce warriors and they
following with a successful Intimidate check (Will Defense have their base in the Thunderspire
+10 for hostile, unless the PCs’ promise not to kill the Mountains.
goblin in question which gives a +5 modifier for
unfriendly).
If the PCs’ question the Bloodreaver
Intimidate Check hobgoblins on the second level of the keep
Success 0 to +2 ”The kobolds deliver them to the they gain even more information about the
keep and we pay them. We keep the humans in the Bloodreaver tribe.
cells until the Bloodreavers comes and collects them.

10
H1: ORCUS CONVERSION

It is common for followers of Orcus to carry black, Dungeoneering (DC 10): A PC notices the Bairwin’s
THE MYSTERY OF OLD SARA skull-topped scepters and they often wear skull masks and shop seems to have undergone some recent changes. The
Encounter Level 1 (200 XP) black robes with hoods, or goat-horned headdresses and house foundation has been strengthened with supporting
silver robes.” pillars, suggesting that the foundation needed reinforced. It
1st Diplomacy (DC 10): Talking to some villagers, could be an indication of a cellar being added to the
When the PCs arrive in Winterhaven they might start structure.
looking for clues as to whether or not there is a death cult PCs learn that Old Sara and her husband used to own the
in the city. In this skill challenge one or more adventurers store were Bairwin now resides. It used to be an old pottery
attempt to find out the truth of the situation. but Sara sold the store to Bairwin when her husband died Success: If the adventurers gain 6 successes before
several years ago. Old Sara always passed by the store on attaining 3 failures, they find proof that Bairwin is most
This challenge can stretch out over time in between the her morning and evening walks to the market. Otherwise
PCs exploration of the kobold lair (A3), burial site (A4), or likely to be blamed for the disappearance of Old Sara. They
she never left her home, which makes her disappearance can either go to Lord Padraig or Captain Kelfem with the
even the keep itself. even stranger. information, and have them arrest Bairwin, or they can
Setup: To find clues about the secret Orcus cult in the 2nd Diplomacy (DC 10): When speaking to Thair confront Bairwin themselves. If they choose the latter then
basement of Bairwins store, the PCs must unravel some of Coalstriker PCs learn that this gruff dwarf is in poor humor they proceed to the Cult of Orcus encounter.
the clues in Winterhaven. over the success of Bairwin’s shop. He openly complains Successfully completing this skill challenge earns the
Level: This is a 1st-level challenge. about the Grand Shoppe’s overnight success. adventurers a major quest reward (200 XP).
Complexity: 2 (requires 6 successes before 3 failures). He explains that Bairwin arrived in town with a wagon Failure: If the adventurers attain 3 failures before
Primary Skills: Diplomacy, Insight, Dungeoneering, full of junk a few years ago and has since managed to build gaining 8 successes, further skill checks will give them no
Religion, Streetwise. a shop that seems constantly to acquire more merchandise more information about the mystery. Bairwin also learns
1st Streetwise (DC 20): PCs learn that an old woman and expensive items despite having few customers. about them asking questions about the disappearance of
called Old Sara has disappeared from her small home in 3rd Diplomacy (DC 10): Characters who question old Sara. He sees the risk and reports it to Kalarel, who
Winterhaven. No one seems to know what has happened Thair further learn that Bairwin was at first a frequent then orders Bairwin to dispose of any evidence that might
to her. customer of Thair’s. Bairwin often purchased metal goods lead back to the Keep and Kalarel’s plans.
Religion (DC 20): A PC remembers some facts about like shovels, spades, and wheelbarrows. Thair assumes that When the characters search the cellars of Bairwin’s
the cults of Orcus. “The cult of Orcus is widespread he managed to somehow sell these items at a great profit to shop they find no proof of his involvement in the Cult of
among corrupt and despicable humans, with more others in the area—perhaps dwarves in the nearby hills. Orcus or the disappearance of old Sara.
significant following among humanoids than most demon Whatever the case, the dwarf smith is bitter over Bairwin’s
If this happens you as a DM should consider running
prices can boast. His temples are usually hidden, and his shop’s growth.
the Farm Attack encounter to give the PCs a chance to
worshipers form secret societies living in otherwise normal 2nd Streetwise (DC 10): PCs learn from Delphina learn about the cult of Orcus.
communities. A few of his temples are terrible strongholds Moongem at the market that she saw old Sara entering
full of undead, where wicked lords commit atrocities and Bairwins shop that fatal day she disappeared, as she usually
wage wars in the demon price’s name. did on her morning walk. “Like to see that Bairwin took
Orcus demands living sacrifices as a part of his rituals. care of her old store”, as she used to say, but then she
Blood and skulls are an important part of the imagery used never came over to the market.
in his worship. Idols and altars are often surrounded by or Insight (DC 10): PC remembers that Bairwing said
built upon tall piles of skulls. that he had not seen old Sara on the day of her
disappearance.

11
H1: ORCUS CONVERSION

character information in exchange for his life. If the PCs


A3: KOBOLD LAIR, INSIDE You might as a DM consider not changing the goblin accept, the gnome says:
words in the message making it a little more cryptic and the “Bairwin the shopkeeper is my employer! He
I changed Irontooth to a hobgoblin instead of a goblin comprehend language ritual not a 100% translation. You wanted to ensure that none of these relics found at the
and made him one of the Bloodreavers. I portrayed him as can find the letter in the Player’s Handouts in the end. site leaked out of here. He especially asked for that
a dangerous killer, to help the players understand that this mirror over there in that crate. I don’t know why. It
was going to be a tough fight. was Bairwin who told me where to find that fool,
My additions to this encounter are the Player’s Douven.”
Handouts I have created. You will find them in the end of A4: BURIAL SITE Once the gnome has offered his information, he tries
this Conversion Guide. to cajole the PCs into letting him go, pointing out that he
I have also added one small note from Ninaran, which didn’t kill Douven, and the PCs would be cruel to kill him.
In the original adventure, the dragon burial site was Once Douven is freed, he also offers an important bit
the characters can find in one of Irontooth’s pockets with a
indirectly related to Kalarel’s machinations. However, in of information to the PCs:
successful DC 15 Perception check. The note has been
this adaptation, the dragon burial site supplies evidence of
written with coal on a piece of clothing, not larger than 4 “When I set out to dig, I had thought this was the
Shadowfell Keep’s background (see Background).
inches. The note reads: burial site of some old dragon. However, the skeleton
An adult dragon is buried at the site, which a character of the dragon is intermingled with other remains and
They are coming! Prepare!
can identify with a DC 15 Nature check. A PC succeeding skeletons from many lesser creatures, many of them
Ninaran who has been following the player’s action in at the check also determines that the bones are those of a
Winterhaven, followed the PCs out of Winterhaven and looks to be demonic in origin. It seems as if this is the
shadow dragon, and that the site is more than 200 years site of some old battle, rather than a burial site. I can
alerted the kobolds of the immediate threat by shooting an old. They also discover numerous other bones, human and
arrow to a kobold lookout, with the warning tied to the only wonder were these demons came from and what
others that are strange, twisted and demonically warped. could have been worth fighting over in this remote
arrow. A character that later meets Ninaran and succeeds The dragon burial site is the spot where a large battle
on a DC 18 Perception and a DC 18 Insight check notices place.”
between Karavakos’ hordes and the Nerath Empire, trying
the missing fabric in Ninaran’s clothing and draws the right to close the rift to Shadowfell, occurred.
conclusion that it matches the size and color of the note.
There is also a note from the Hobgoblin Warchief of
The gnome Agrid is one of Bairwin’s hirelings, but he THE MIRROR OF SHADOWS
knows nothing of the cult activities or what goes on in the
the Bloodreavers Tribe at the Keep. However this note is The mirror that was found at the burial site is a relic
keep. Unlike many of Kalarel’s other servants, Agrid is not
written in goblinoid, which the PCs probably do not used by Karavakos during the Ritual of Opening. It is an
devoted to Orcus or Kalarel’s cause. Bairwin hired him to
understand. However, in the “Cult of Orcus” encounter ancient mirror of tarnished silver. It is magical and worth
capture Douven and take over the excavation when
there is a ritual book with the Comprehend Languages 550 gp on the open market, but much more for someone
Douven returned to Winterhaven with relics from the old
ritual that might help the players decipher it. The letter who wants to use it to open a rift to Shadowfell.
war. Bairwin did not want to have undue attention brought
reads: to Winterhaven, as would have been the result if Douven
Saa (Greetings) Ghaal (Mighty) Irontooth, were allowed to communicate his findings to the world.
We have received your chaat’oor (human) When faced with the prospect of death, Agrid offers
tuuvotos (slaves). Good work brother. Lhevk-ruh what information he knows. When bloodied or when only
(Skilled Warlord) Krand is proud of your work. one ally remains, the gnome surrenders and offers the
– Shava (Sword Brother) Tra’ak

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H1: ORCUS CONVERSION

When a PC looks at his reflection in the mirror, This encounter includes the following creatures:
read:
TACTICS
5 lesser shadow hounds (H)
The silver mirror is tarnished and when you look When the characters attack Ninaran let every one roll
Ninaran, elf archer (N) initiative. On the shadow hounds initiative they teleport
into it you find your reflection grayish and misty.
Suddenly you see your face but it is like a dark into the room from the Shadowfell and attack the PCs,
corrupted version, glaring out at you with white skin When the PCs attacks Ninaran, read: trying to position themselves at the characters flanks. The
and eyes shining with malice. hounds keep moving—out of melee range when possible.
Ninaran leaps to her feet and in a single motion
has her longbow in her hand. “Lord Orcus, Dark Ninaran tries to back away to be able to shoot at the
Master – protect me”, she shouts while putting an PCs.
Mirror of Shadows Level 1 arrow to the string. Suddenly the room grows darker
The perverted shadow form of yourself breaks down your will and wisps of shadow dance around Ninaran. From
Cursed Item 550 gp nowhere five shadowy black dogs appear, growling
Attack: +5 vs. Will; Loose one healing surge, range 5 squares menacingly at you.
Ongoing Effect: Carrying the cursed item gives a -2 penalty to Will Place the characters where they want to be in the
defense if the person has looked into the mirror and seen his or her
reflection. room, but at least 2 squares between them and Ninaran.

However, there are not only drawbacks with the


Mirror of Shadows. A character in possession of the Mirror
gets +2 on their Arcana checks to reverse the ritual in
“Area 19: The Shadow Rift”. Some players might even start
using it as a “gaze attack” versus their opponents 5 Shadow Hounds, Lesser
Medium shadow magical beast
Level 3 Skirmisher
XP 150 each
successfully.
Initiative +5 Senses Perception +6; darkvision
HP 44; Bloodied 22
AC 16; Fortitude 17, Reflex 15, Will 14
Vulnerable 5 radiant

ATTACK ON NINARAN
Speed 7, teleport 7
Bite (standard; at-will)

Encounter Level 4 (925 XP) +8 vs. AC; 1d8+3 damage, see also shadow ambush

Baying (minor; recharge ) ♦ Fear


Close burst 3; deafened creatures are immune; +5 vs. Will; the target
SET UP takes a -2 penalty to all defenses until the end of the shadow hound’s next
turn.
This encounter is triggered if the PCs realize Ninaran is Shadow Ambush
the traitor that warned Irontooth of their approach (see A3 If the shadow hound has combat advantage against its target, it deals an
Kobold Lair) and choose to confront her at Wrafton’s Inn. extra 1d6 damage on a successful melee attack.
As soon as Ninaran senses that the characters are after Alignment Unaligned Languages -
Skills Endurance +7, Stealth +7
her she summons her shadow wolves. They appear in the Str 17 (+4) Dex 13 (+2) Wis 11 (+1)
squares next to her. Con 12 (+2) Int 6 (-1) Cha 14 (+3)

13
H1: ORCUS CONVERSION

Those who fail by 5 or more fall prone and take 1d6 points
of damage at the end of that movement. The DC of other
Acrobatics checks increases by 5. Creatures gain a +1
bonus on melee attack rolls against foes lower than them.
Rug: A character adjacent to the carpet can use a
standard action to make a DC 10 Strength check to pull the
carpet up. Any creatures in squares occupied by the carpet
must succeed at a DC 15 Acrobatics check or be knocked
prone.
Bar: This countertop has a solid front and can provide
cover to a standing character or superior cover to a prone
character. The bar is difficult terrain.
Treasure: If the characters capture or kill Ninaran, the
PCs also discover the treasure described in The Dead Walk
encounter. If the characters confront Ninaran before the
graveyard encounter occurs, then they discover Kalarel’s
letter (described in The Dead Walk encounter) on her
bookshelf. A copy of the letter is in the Player’s Handouts
FEATURES OF THE AREA section. In this case, the graveyard encounter does not
Illumination: Bright light. occur, and the characters inadvertently save the lives of ten
Chairs: Chairs do not limit or restrict movement of Winterhaven’s citizens.
through a square.
Tables: A table is tall enough that a Small creature can
move under it and gain cover from doing so. It costs 2
squares of movement to hop up on a table. A character can
use a standard action to tip over a table, which can then
grant cover for a standing creature or superior cover for a
prone creature.
Hearth: A low-burning fire provides warmth to the
room. The fireplace is built into the wall and does not
affect movement.
Stairs: The steep staircase leading from the dining
room to the rooms upstairs descends 10 feet, but the
ceiling remains level. Going up or down the stairs is
considered difficult terrain. Creatures running or charging
down steep stairs must succeed on a DC 10 Acrobatics
check, ending their movement 1d2x5 feet later if they fail.

14
H1: ORCUS CONVERSION

At this point, everyone rolls initiative and gets the Shadowfell. Two days later they try to return in disguises to
FARM ATTACKS opportunity to act. Place miniatures of the human gang Winterhaven with the girl tied and gagged in a merchant
Encounter Level 1 (500 XP) according to the positions on the tactical map. If the PCs wagon, delivering her for sacrifice at the altar of Orcus in
address any members of the group, the human mercenary the cellar of Bairwin’s shop.
grunts and tells them to mind their own business.
SET UP
The player characters are returning to Winterhaven Unless the PCs attack the men, read:
from either the A3 Kobold Lair or the A4 Burial Site, or The leader of the group, a scarred man in
they have gone to investigate the disappearing people in the chainmail, standing at the back challenges you.
remote farmsteads, maybe failing in the skill challenge
around the “The Mystery of Old Sara”. “You’re the right doers, ain’t you?” he asks. “Well
it ain’t going to help you. If you try anything I will cut
When they are passing by some of the farmsteads this little girl to pieces, won’t I sweety?”
allow the party a DC 12 Perception check to notice that
something is wrong. If they succeed they hear a muffled The girl recoils and tries to wriggle free, but the
scream from inside the house and that the front door ruffian is too strong. You hear her manage a stutter,
seems to be broken in. The intruders inside have had “Please save me, they have mom and dad in the
scouts that noticed the party and now try to prevent the bedroom.”
farmers from attracting help. When the party approaches At this point, give the PCs another opportunity to act
they try to bar the doors from entry, and do not answer any or ask questions.
questions, hoping the party will tire and move on. A DC 15
Strength check is needed to break open any of the doors.
Allow the players to place their miniatures outside of PERCEPTION CHECK
the farmhouse.
DC 12 The leader of the group has a small necklace
with a small silver symbol of a skull with ram’s horns.
This encounter includes the following creatures:
4 human thugs (T) When the PCs rise to the defense of the farm girl (D)
2 human ruffians (R) —either physically or verbally—the human mercenary TACTICS
1 human mercenary (H) keeps his sword to the girls throat and threatens to kill her The human thugs stand guard at the door. However, at
(with a coup the grace), while, urging his allies, “Take care the signal from their leader, they attack the characters.
Once the players break into the house, read: of them.” The father (F) and mother (M) are locked in a
The human mercenary focuses on the farm girl and
bedroom. The key to the door is in the mercenary’s pocket
A low fire still burns in the hearth of the small trys to use her life for negotiations, but he turns his
or it can be opened with a DC 10 Thievery check or DC 13
farmstead. A group of tough-looking humans is attention on the PCs if he is attacked. Although the
Strength check to break open. If the PCs do not come to
barricaded inside the house holding a young beautiful mercenaries are working in the service of Bairwin and the
the farm girl’s aid and instead leaves, then the human
farm girl hostage. Four men are in the main room and cult of Orcus, they are practical opponents and flee if a
mercenary makes sure he sees them leaving before they
two are visible in the back room. fight appears lost.
take the family on a wagon towards the Keep on the

15
H1: ORCUS CONVERSION

FEATURES OF THE AREA


Illumination: Dim light.
Beds: These are fastened to the ground and flush with
the wall. They are difficult terrain.
Chairs: Chairs do not limit or restrict movement
through a square.
Tables: A table is tall enough that a Small creature can
move under it and gain cover from doing so. It costs 2
squares of movement to hop up on a table. A character can
use a standard action to tip over a table, which can then
grant cover for a standing creature or superior cover for a
prone creature.
Hearth: A low-burning fire provides warmth to the
room. The fireplace is built into the wall and does not
affect movement.
Wardrobes: These provide cover for someone
adjacent to it. These also count as difficult terrain.
Wolverine Rug: A character adjacent to the carpet can
use a standard action to make a DC 10 Strength check to
pull the carpet up. Any creatures in squares occupied by the
carpet must succeed at a DC 15 Acrobatics check or be
knocked prone.
Treasure: The human gang has 5 gp and 83 sp among but first they wanted to have some fun. I am lucky to be
them regardless of how many the PCs defeat. alive. If you hadn’t passed by and heard my screams, we
would have been lost.”
WHAT’S NEXT? The family thanks them for what they have done, but
they are poor and can not give them any money in return.
When the fight concludes, the player characters have If the players take some of the thugs alive for
the opportunity to talk to the terrorized farm girl, Ilina, and questioning and succeed on an opposed Intimidate versus
let her parents out of the locked bedroom. Will check they surrender and offer the characters
Ilina tells the characters what the ruffian told her information in exchange for their life. If the PCs accept,
before they came and rescued her and her family. “They they say:
said my parents were going to be sold as slaves, but for me “Kalarel is the mastermind! We supply him with
they had other plans. I was going to be sacrificed they said, goods and food up in the old keep in the mountains.
My contact in the town is Bairwin the shopkeeper; he

16
H1: ORCUS CONVERSION

is secretly running a cult of Orcus in the basement of


his shop. He sent us out to gather virgin girls or boys
for his ritual to the Blood Lord.”
Once the thugs have offered their information, they try
to cajole the PCs into letting them go, and the PCs would
be cruel to kill them. If the PCs insist on bringing them
back to town as evidence of the cult activity, they look for
every opportunity to escape.

CULT OF ORCUS
Encounter Level 3 (700 XP)

SET UP
Whether the characters confront Bairwin directly or
attempt to apprehend him on behalf of Lord Padraig, the
shopkeeper flees into the backroom at the first sign of
danger. Characters following him find a secret door ajar in
the shop’s backroom. The door opens into a narrow
stairway that spirals downward into darkness.
Bairwin purposefully leaves the door ajar, hoping to
lure the characters after him so he can confront them with decay meets you. Three rows of pews lead up to an
his allies. Two skeleton warriors stand vigilantly near the altar. A long, black carpet with silver embroideries of
entrance to the underground shrine. Two cultists stand skulls, bones and vile pictures of the demon prince of
near the altar with Bairwin behind them, ready for the undeath, leads up to the front. Several dark-clad
attack. figures stand around the room, poised for action.
This encounter includes the following creatures: You see Bairwin in front of the altar calling out to
2 orcus cultists (C) his Master, “We promise our souls to you Lord Orcus,
2 skeleton warriors (W) we eat of your flesh and drink of your blood, and
Bairwin, cult leader (B) through You we will gain life everlasting. We will
overwhelm the world in a tide of undeath, and even
the gods will perish at your feet O Lord of Blood. We
When the characters enter the area, read: will show no mercy; as suffering and torment are the
Shadows dance in the room, the only light comes fuel that will empower your ascent, O Great Master”
from a few candles lining the walls, burning with
flickering, orange flames. The smell of death and

17
H1: ORCUS CONVERSION

Secret Door: The southeastern corner of the room


FEATURES OF THE AREA consists of brick and mortar, like the rest of the shrine.
Illumination: Dim light; candles burn with orange However, a PC making a DC 15 Perception check might
flames throughout the room. Although Bairwin and the notice a seam along the wall.
servants are human, the blessing of Orcus has granted Secret Room: This room contains a set of shelves
them low-light vision. Unless the PCs provide light, the along the west wall and a small chest that sits along the
enemies in this room have concealment against characters south side of the room (see Treasure below).
without low-light vision.
The shelves contain a dozen identical volumes of
Carpet: This carpet is patterned devotions to Orcus. Many of the books are
with the grotesque display of Orcus, more mundane, including treatises on
and it is a sacred object of the shrine. history that detail the Blood Lord’s exploits.
The carpet grants followers of Orcus Several of the tomes, although not actual
(Bairwin and his cohorts) a +1 bonus ritual books, describe rituals of unbinding.
to all defenses. A character can make A few books describe the history of the
a DC 15 Arcana check to notice that Thunder Peaks, and PCs who take the time
enemies on the carpet are benefiting to peruse the books might (with a DC 15
from this object. If the object is Perception check) notice a book that speaks
removed from the shrine, it loses its about the Keep on the Shadowfell and the
magical properties. ancient rift it was created to guard (See
TACTICS Pews: These pews are “The Rise and Fall of the Nareth Empire”
The creatures occupying this room attempt to engage constructed of a dark wood. They are in the Player Handouts section).
the PCs near the entrance where the carpet begins. The difficult terrain. Also, a character These books are part of Kalarel’s
skeleton warriors, clad in dark robes, attempt to block the might note with a DC 15 Intelligence library, which he has already studied
main corridor, forcing any PCs to move through the pews check that the pews occupying the thoroughly. He has left them in Bairwin’s
if they want to reach Bairwin. room appear capable of keeping now that his ritual is on the verge
The orcus cultists move through the pews when accommodating a much larger group of completion.
necessary, striking at the PCs’ flanks and then using shadow than the creatures currently
occupying the room. A PC who notes The shelf does contain one ritual book,
shift and a move action to retreat out of reach. which a character making the Perception
this might realize that the cult has
Bairwin remains in the back, blinding the PCs with other followers within the town’s check noted above can identify. The ritual
night’s veil so the skeleton warriors can gain combat environs. Although this adventure book contains comprehend languages.
advantage and attempt to keep them in place with their does not call out any other cult Also, on the top of the shelves is a
long swords. Bairwin and his followers are utterly devoted members, you should feel free to correspondence between Kalarel and
to Orcus and to Kalarel’s plan, and they gladly fight to the include more—perhaps members of Bairwin. See the Player’s Handouts for a
death. the cult seek revenge on the PCs for player copy. It reads as follows:
their actions by attacking them while Your latest shipment of supplies
they sleep in Wrafton’s. should meet the keep’s needs until the
ritual is finished, which should be any

18
H1: ORCUS CONVERSION

day now. I will send word if we require anything else. As the PCs enter the area, read: 18 check, the slavers attack with surprise only after the PCs
Rest assured that you will be rewarded for your actions The overgrown path meanders through the forest, get a chance to arrange their formation or when one
on behalf of Orcus once the rift to Shadowfell and his revealing a stone promontory abutting the road. character steps into the woods. With a Perception check of
dark kingdom is opened. 18 or greater, the PCs detect the hobgoblin soldiers (S) and
—Kalarel there is no surprise round. Roll initiative when the
Perception Check hobgoblins attack or when the PCs detect the slavers. The
Treasure: The chest contains 200 sp and 100 gp.
DC 15: You hear what sounds like soft weeping woods provide cover but do not hinder movement.
through the forest on your right and notice bent When combat begins, read:
branches indicating someone has recently passed that
SLAVER ENCOUNTER way from here.
Low grunts in a growling tongue escalate to
shouts when your attackers — big, brutish goblins —
Encounter Level 3 (750 XP) DC 18: At the same time, you think you’re being are sure they’ve been seen.
watched.
SETUP
If the PCs do not succeed on the DC 15 Perception
A group of hobgoblins belonging to the Bloodreavers check, the hobgoblins attack with surprise when the softest
in Thunderspire Mountains are camped a short distance target (generally a wizard or warlock) looks most
from Shadowfell Keep. They use this outcropping as a vulnerable. With success on the DC 15 check but not the
place to stay and keep slaves they buy until they are ready
to return to the Bloodreavers. This trip, the pickings have
been slim, and the slavers have stayed longer than they
prefer. They were pleased to buy some captives from
kobolds near Winterhaven (which explains the kobolds’
riches) but are still not satisfied with their take. They are
about to break camp to take the few remaining slaves back
to the Thunderspire Labyrinth.
Allow the players to place their miniatures on the
southeast end of the road on the tactical map.
Run this encounter after the PCs’ have picked up clues
in the Keep that the captured farmers from Winterhaven
are not kept at the Keep, but are to be shipped to the
Tunderspire Mountains.
This encounter includes the following creatures.
1 hobgoblin subcommander (C)
4 hobgoblin grunts (M)
2 hobgoblin soldiers (S)
1 hobgoblin archer (A)

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H1: ORCUS CONVERSION

Treasure: If the PCs defeat the hobgoblin slavers,


TACTICS they find the weapons noted in each hobgoblin stat block,
Each hobgoblin stays beside at least one other during as well as a potion of healing, 33 gp, and 20 sp.
this fight, especially the two soldiers. The soldiers and the Clues: Examination of the hideout reveals two
subcommander trigger opportunity attacks if able to benefit merchants and their two surviving guards and a family of
from phalanx soldier against the attack. Once combat four, chained. There is no indication that any other slavers
begins, the soldiers move into battle with the were stationed here. They are relieved to have an escort
subcommander while the grunts move to provide flanks. back to Winterhaven; otherwise, they are able to return to
The archer appears atop the great rock, firing down into the town on their own.
the fracas. When the subcommander hits a PC, all the other
hobgoblins attack that target. Once two or fewer
hobgoblins remain standing, they retreat, calling out insults
and swearing revenge from the Bloodreavers. If the PCs are
defeated, they awake in chains.

FEATURES OF THE AREA


Illumination: Bright light, or if the PCs are traveling
by night, dim light. PCs approaching the area with light
sources cannot use Stealth.
Trees: The trees in this area are difficult terrain and
provide normal cover.
Cliffs: The cliffs in this area are difficult terrain and
can provide cover when target is behind the cliffs.

20
H1: ORCUS CONVERSION

Read the following text when the PCs wake up. Start
SHADOWFELL KEEP • O Master, I hear the steps of your cloven hooves
echoing through the shadows. I will do as you with one paragraph and then add a new paragraph every
have told me. time they take an extended rest at the keep (even if they go
back to Winterhaven in between, as this adds a sense of
THE TOMBS • Who are all these faces that try to stop me. Are
urgency to the players):
they shadowy memories from another life? Master,
The PCs will find old writings in blood on the walls enlighten me.
when they enter Area 1. The writings then continue into (1) You wake up with a scream of terror, drenched
the Tomb areas (5 and 7). These are the remains of Sir • Blood and shadows. Blood for shadows.
in sweat. You have had dreams, bad dreams,
Keegan’s rampage through the Keep. Sir Keegan wrote on Area 8: nightmares of shadows and blood. You were walking
the walls with his fingers and hands, drenched in blood • The door. I must find the door. So much blood. in endless dark corridors, surrounded by whispering
from the soldiers he had killed. Can’t see. Shadows everywhere voices from the shadows, beckoning you onwards.
The PCs can find the following dark red scripts on the (2) Lost in the darkness you finally came to an end
• No they have tricked me Master. They have
walls of the different areas: of the labyrinth, a large empty room with a huge door
locked me in. Release thy servant
Area 1: at the other end. You could hear voices from the other
• No master. Please no. I do not want to see. Do not side of the door. Some sounded familiar, beckoning
• The Whispering in my head – will it ever end? show me. Don’t abandon me Master. I want to be you to open the door.
• Traitors! They are all traitors to the Blood Lord!! in your shadow
(3) You walked into the room. It was raining,
• Blood. All the Blood. It is all for thee my Lord! • What have I done? NO droplets falling from the shadows above, tears
• The little girl, who was she? Her blood tasted like • Bahamut forgive me. This is the end. gathering on the dusty floor, forming pools of water
copper, but O so sweet. Master, who was she? pouring towards the door, feeding it.
Area 5: (4) You looked at your hands and saw that they
THE SHADOW DREAMS were covered in blood. It was dripping blood from the
• The Shadows are whispering to me. They tell me shadows. Blood soaking the slippery floor beneath
secrets. They tell me to do things – horrible The weakening of the Seal binding the rift to the
Shadowfell has started to affect the villagers in your shoes, trailing towards the door – and the door
things. answered.
Winterhaven. The PCs will experience its effect first hand
• There are shadows in my head and blood on my when they approach the keep. When the PCs take an (5) The door opened in silence. It opened into
hands. Who am I? When will it end? extended rest close to the keep or inside the keep, they will shadows, like a pool of darkness staring at you. The
• Get away from me. I do not want to see! NOO! have very bad dreams. This results in them reducing their voices grew louder in your head. “Feed us, feed us.
daily amount of healing surges by one (to a minimum of 2 Only your blood will quench our thirst”, they said, and
• Sweet blood – thou are my river and master healing surges), for every extended rest they take, as a result you screamed in terror.
• The horned one is calling in my dreams, showing of them being exhausted when they wake up. (6) Shadowy arms were reaching out for you from
me things. Things that I have to do. He is my If the PCs leave the keep and return to Winterhaven the portal. You saw faces in the rift, faces of dead
Master, he is my Lord. and take an extended rest there, their maximum daily friends begging you to release them. Begging you to
Area 7: amount of healing surges are restored to normal. Returning make the final sacrifice.
• The door. I must open the door. He will be to the keep starts the process again, counting down from (7) You took your knife and exposed your wrists to
waiting for me on the other side the maximum again. the door of shadows. “I do this for you”, you cried, but

21
H1: ORCUS CONVERSION

no tears came. The knife opened your wrist, blood hobgoblin went against Kalarel’s strict orders and
trailing a river over the floor and into the shadows. AREA 11: WATER CAVE entered the Cathedral of Shadow to try to learn what
(8) “Thank you. Come be with us. Join with us the priest was up to. When they understood that
and the Blood Lord”, they whispered and you followed Some changes are needed for this encounter to fit into Kalarel was trying to open a rift to the Shadowfell to
them into the Shadows. the overall story. The background story as well as the unleash undeath and darkness over the living world,
treasures in the cave need slight modification. There is a they realized the full magnitude of what the dark
(9) The horned one welcomed you as you
twist to the story that may be used to the PCs advantage priest was undertaking. There would be no place for
screamed in terror…
when facing the hobgoblins on the second level of the the living in the land of Orcus, human or hobgoblin
keep. I have also placed the treasures at the bottom of the alike. But before the two hobgoblins could bring back
pool. the truth to Ta’ak and the Bloodreavers, they were
caught by Kalarel’s dark servants. Kalarel ordered his
AREA 8: SIR KEEGAN’S TOMB undead servants to drown them in the cistern, fill their
Once my players found the Shadowfell Keep I realized WATER CAVE HISTORY pockets with stone and let them sink to the bottom.
it was going to be hard to get them to go back to The dead bodies in the water beckoned to
When Shadowfell Keep was first built, the pool
Winterhaven for Interlude Three: The Dead Walk. something in the Underdark – something vile crawled
inside this small cave served as the castle cistern. On a
Therefore I used Sir Keegan to warn them about the forth from the depths. A morass of hunger without
normal day several keep residents, mostly cooks and
undead attack shape or mind, the form had only an insatiable
servants, visited the cave regularly.
appetite and quietly waited for more creatures to feed
The passage leading to the pool was open until upon.
KEEGAN’S DUTY the fateful day when two children wandered into the
area and drowned when they stepped off the edge into
When other goblins and hobgoblins came to fetch
Q: What can we do to help you? water they were quickly overcome by the amorphous
water that was too deep for them to wade in. After
creature. After several more goblins and hobgoblins
“I am past redemption. But perhaps I can grant you aid. I their bodies were discovered and removed from the
died trying to remove this pestilence from the water,
cannot leave this crypt, but Aecris can. Perhaps this elegant weapon, pool, the area was sealed off to prevent further
Kalarel prohibited any of his followers from entering
unlike me, can be redeemed. I give it to you that you might purge accidents.
the area. Not because he cared about their lives, but
Shadowfell Keep of those who work to open the rift. Seek Bahamut’s Subsequently, after Sir Keegan went mad and what he feared they might discover. Kalarel now made
boon at the altars outside and perhaps he too will grant you aid. engaged in his killing spree, the keep was abandoned it clear that any one entering the Cathedral of Shadows
But I will also have to warn you. You are facing a terrible foe and the cistern stagnated. Over the decades since that would face death, as any intrusion would risk his
that is turning the dead against the living. As we speak actions have time, creatures have used the cave as a source of delicate work. What that delicate work was, no one
been taken that will plague the streets of Winterhaven with undead. water. dared to ask …
Children will have to face their dead loved ones in battle unless you A few months ago, the Warlord Krand of the
rush to their aid. You will find no love or mercy from the Prince of Bloodreavers started to realize that something was not
Undeath.” right in the Thunderspire Labyrinth. In order to TACTICS
understand what was ongoing he sent a letter to his As in the Keep on the Shadowfell, except there is no
Warchief Ta’ak to find out what Kalarel really was up island. Most of the pool is only knee deep water, but in the
to. Warchief Ta’ak was foraging and did not receive center is an underwater chute, roughly 15 ft. wide and
the letter. Instead his loyal bodyguard Garek read it going down 50 ft. to the bottom of the “well”.
and decided to find out himself. He and another

22
H1: ORCUS CONVERSION

The Blue Slime lays hidden in the chute completely Potion of Healing: As a standard action, drink this
submerged. The treasures are all residing on the bottom of potion and spend a healing surge. Instead of the hit points AREA 14: WARCHIEF’S ROOM
the well. you would normally regain, you regain 10 hit points. Encounter Level 5 (1,002 XP)
If an opponent is dazed and weakened by the stench Shield of Protection: As a standard action, once per
pulse the Blue Slime tries to grab it and pull it underwater, encounter, this large shield (value 680 gp) provides you and As I have changed Irontooth’s background into
down the chute. an adjacent ally with resist 5 to all damage until the end of belonging to the hobgoblin Bloodreavers Tribe, the
your next turn. hobgoblin Warchief, which I named Ta’ak, is an easier
Message Cylinder: Within this wooden tube are two challenge than Irontooth, 200 XP versus 300 XP. I decided
sheets of vellum. to increase the challenge of the Warchief’s Council Room
One sheet contains a map (see Player’s Handouts) that to encounter level 5. I changed Ta’ak the Warchief to an
shows the map from the entrance of Thunderspire elite opponent worth 400 XP using the Battle Champion
Mountains and the Labyrinth inside, in relation to the template from the DMG.
location of Shadowfell Keep.
The second vellum sheet holds a letter written in
goblinoid, which reads as follows if translated (see Player’s
NEGOTIATIONS
Handouts): If the player’s found the remains of Ta’ak’s bodyguard
“Saa (Greetings), Shava (Sword Brother) Tra’ak. Garek at the bottom of the water cave (Area 11) they have
Strange things are happening in the Labyrinth and the proof that Kalarel had the guards killed.
Seven-Pillared Hall. I am starting to question what our In this skill challenge, one or more adventurers attempt
oath-brothers are doing. Find out the real purpose of to convince Ta’ak that Kalarel has betrayed them and that
what this high priest Kalarel is doing in the Keep. they should let them through or even help them against the
Lhevk-ruh (Skilled Warlord) Krand priest.
of the Bloodreavers” Setup: The lead negotiator (the PC with the highest
Diplomacy) initiates the negotiations with Ta’ak, but other
players may be needed to convince him that there is a real
If this letter, along with bodyguard Garek’s shield is threat from Kalarel and his machinations.
brought to Warchief Ta’ak (which is the only hobgoblin
who can read) the PCs have a chance to negotiate peace Level: This is a 10th-level challenge.
THE TREASURE with the hobgoblins and learn more secrets about the keep Complexity: 2 (requires 6 successes before 3 failures).
Treasure: A pile of leavings from the slime’s past and Kalarel (see Area 14). Primary Skills: Diplomacy, Arcana, Religion.
victims, plus the skeleton and remnant of the possessions 1st Diplomacy (DC 16): Convince Ta’ak that he should be
of Warchief Ta’ak’s bodyguard, is gathered on the bottom listening to what they are saying.
of the pool. The pool is 50 ft deep. See the “House Rules”
for underwater swimming in the Appendix. This loot 2nd Diplomacy (DC 16): Convince Ta’ak that Kalarel was
includes 157 sp, 33 gp, a potion of healing, a shield of behind the death of his bodyguard Garek. If they show the
protection, and a waterproof wooden message cylinder. letter from the Water Cave, they get a +2 bonus on the
check. If they also show Garek’s shield they get another +2
bonus on the check.

23
H1: ORCUS CONVERSION

Intimidate (DC 16): Ta’ak does not listen to weaklings,


so the PCs have to show him that they are fierce enough to
Ta’ak, Hobgoblin Warchief
Medium natural humanoid (goblin)
Level 5 Elite Soldier (Leader)
XP 400 AREA 18: CATHEDRAL
be worthy of his time. Initiative +8 Senses Perception +5; low-light vision
HP 120; Bloodied 60
Religion (DC 16): Convince Ta’ak that the evil plans of AC 24 (26 with phalanx soldier); Fortitude 23, Reflex 18, Will 19 I have made some changes to the description of the
Saving Throw +2
Kalarel, a high priest of Orcus will harm the hobgoblins as room to make the experience more dark and evil. I mean –
Speed 5
well as anything not undead. Showing Ta’ak evidence of Action Points 1 this is Orcus we are talking about, right?
Kalarel’s intentions by showing him the book about “The Spear (standard; at-will) ♦ Weapon
Rise and Fall of the Nareth Empire” gives the PCs a +4
bonus on the check.
+12 vs. AC; 1d8+5 damage, see also lead from the front When the adventurers enter the cathedral from the
Tactical Deployment (minor; recharge ) western edge of the map, read:
Arcana (DC 16): Convince Ta’ak that there is a real
threat of a rift forming into the Shadowfell, pouring Close burst 5; allies in the burst can shift up to 3 squares. The room is shrouded in shadows. The only light
darkness and undeath over into the world. Players showing Lead from the Front emanates from four blue-green crystal columns,
the Mirror of Shadow can use it to give proof that Kalarel Whenever the hobgoblin commander’s melee attack hits an enemy, allies sculpted into screaming skulls and bones piled into
is initiating a ritual to open a rift to the Shadowfell, gaining
gain a +2 bonus to attack rolls and damage against that enemy until end of pillars. A dais along the eastern wall holds a large altar
the hobgoblin commander’s next turn.
a +4 bonus on the check. bin filled with blood. Three naked human bodies hang
Hobgoblin Resilience (immediate reaction, when the commander suffers
an effect that allows a save; encounter)
upside-down from the roof, their wrists and throats
Insight (DC 16): Grant insights to Ta’ak showing him slit. You can still hear their moaning, even though
how Kalarel has been using the hobgoblins for his own The hobgoblin commander can make an immediate saving throw against
the triggering effect. they ought to be dead. Some unholy power seems to
means, while the whole time planning for their deaths in keep them alive, allowing their blood to continue to
Phalanx Soldier
the end. drip into the altar bin below. A leering statue of a ram
A hobgoblin commander gains a +2 bonus to AC while at least one
Success: If the adventurers gain 6 successes before hobgoblin ally is adjacent to it. faced demon stands behind the altar holding a skull
attaining 3 failures, they convince Ta’ak about Kalarel’s Battle Lord Tactics capped wand.
betrayal. Ta’ak takes his Bloodreavers and leaves the keep, The battle champion and its allies deal an extra 1d6 damage against Crimson streams of dark coagulated blood trail
heading back to Tunderspire Mountains. Successfully enemies that the battle champion flanks.
across the floor from the altar bin and terminate at a
completing this skill challenge earns the adventurers the full Battle Talent
grate covering a hole in the middle of the floor of this
encounter reward (1002 XP). The battle champion can score critical hits on attack rolls of natural 19 and shadowy cathedral. A mosaic of a grotesque demon
20.
Failure: If the adventurers attain 3 failures before head surrounds the grate. A human in dark robes
Inspiring Assault
gaining 4 successes, Ta’ak is not convinced and remains stands in front of the altar, knife raised high, slicing at
Whenever it scores a critical hit, the battle champion and all allies within 5
faithful to Kalarel. He attacks the party and tries to kill squares of it regain hit points equal to one-half the battle champion’s level. the bodies, singing the praises of the demon lord
them. Alignment Evil Languages Common, Goblin
Orcus! A tattoo of a ram’s skull covers the man’s face.
Skills Athletics +14, Intimidate +7, Stealth +11 “O Great Master, Lord of Blood, we promise our souls
Str 20 (+7) Dex 14 (+4) Wis 16 (+5) to You Lord Orcus, we eat of your flesh and drink of
Con 16 (+5) Int 12 (+3) Cha 10 (+2)
your blood, and through You we will gain life
Equipment scale armor, heavy shield, spear
everlasting. Receive this offering of blood and shadow,
and bless us with your darkness!”

The 3 bodies are beyond salvation and die as soon as


they are taken away from the altar that is sustaining them.

24
H1: ORCUS CONVERSION

book rests open before him. He chants a low, droning skeletal warriors, and the deathlock wight that occupy this
AREA 19: THE SHADOW RIFT prayer. “O Prince of the Undead, Master of Decay, vast chamber.
Bane of Life, we thrive in your shadow. Deliver unto Setup: To close the Shadow Rift, the PCs must
us eternal unlife and fill the world with blood and unravel the ceremony and perform specific procedures to
SETUP shadows, O thou Lord of Misery!” reverse the effects of the uncompleted ritual.
I have made some small changes to the description in Level: This is a 6th-level challenge.
this room as well.
As the adventurers arrive in this chamber, read:
REVERSING THE RITUAL Complexity: 3 (requires 8 successes before 3 failures).
The final encounter in H1 Keep on the Shadowfell Primary Skills: Arcana, Religion.
Darkness and dripping blood surround you as you
climb down the slippery chains of the demon pit. You provides a straight-up battle to defeat the villainous Kalarel Arcana (DC 12): On your turn as a free action (limit 1
descend into a twisted nightmare. Crimson streams of and close the rift to the Shadowfell. That approach works attempt/round), you call upon your knowledge of magical
blood spill from above and form a pool in the center of fine, but we know that some characters might want to use effects and rituals to study the rite and determine the next
the chamber. You land in its middle, ankle deep in other methods for saving the world. The following skill step in reversing its effects. A failed check indicates that the
coagulated blood, with the smell of copper and decay challenge is designed for just such characters. I have energy of the ritual attacks the character: +10 vs. Will; 1d6
in your nostrils. updated it to reflect the Errata in DMG for skill challenges. + 4 necrotic damage.
I decided the Endurance and Heal check are secondary and Religion (DC 12): On your turn as a free action (limit 1
A yawning, black portal of shadows dominates the increased their DC with +2.
northern wall of the chamber. Something strains attempt/round), you utilize the religious lore at your
against the darkness within, wisps of shadow forming The adventurers burst into the chamber where Kalarel disposal to weaken the power of Orcus within the magic
hands and faces, reaching out, straining against it as if works to complete the ritual that will open the rift to already in place to hold open the Shadow Rift. A failed
it were a thin film keeping back vicious clawed beasts Orcus’s temple within the Shadowfell. As the battle plays check indicates that the energy of the ritual attacks the
within. A set of blazing runes has been inscribed on out, Kalarel abandons his ritual book on the altar and character: +10 vs. Fortitude; 1d10 + 4 necrotic damage.
the floor before the portal. Echoing whispers from a teleports into the evil magic circle that stands before the Endurance (DC 14): As an opportunity action, triggered
hundred dim voices can be heard from the portal, partially opened Shadow Rift. While defeating Kalarel will when an adjacent ally has just failed an Arcana or Religion
chanting for you, beckoning you to open the rift. disrupt the ritual and allow the rift to close, an enterprising check to reverse the ritual, you can allow the necrotic
adventurer or two with skill and daring might decide to energy flowing through the ritual to damage you instead of
Opposite the portal, a massive statue of Orcus reverse the process by using the ritual itself. If this happens,
stands. It points toward the shadow portal with a that ally. Success at this skill use aids the party, but does not
use the following skill challenge as part of the overall count as a success toward completion of the challenge.
skull-capped wand, as if ordering it to rupture. combat encounter taking place in Area 19.
To the east, a series of steps lead to a platform Heal (DC 14): As a minor action, you make a successful
where a small pit is flanked by two smaller statues of Heal check and spend a healing surge to send positive life
Orcus. A shadowy form with two piercing eyes of fire When the player tries to reverse the ritual, read: energy into the necrotic ritual in order to help disrupt it.
and undeath stares at you and fills your hearts with You study the rite for a few moments, and then Only 2 successes can be applied from this approach to the
fear. you begin to unravel its magic. skill challenge.
To the west another set of steps ascends to an
altar of bone flanked by wide pillars. A human clad in In this skill challenge, one or more adventurers attempt Success: If the adventurers gain 8 successes before
heavy armor and carrying a skull-capped rod stands to reverse the partially completed ritual in order to close attaining 4 failures, they reverse the progress of the ritual
behind an altar filled with books and scrolls, two the Shadow Rift. This challenge takes place while the and close the Shadow Rift. The ritual book is consumed in
skeletons guarding him. His eyes are closed, and a remainder of the adventuring party battles Kalarel, the two a burst of black fire.

25
H1: ORCUS CONVERSION

Successfully completing this skill challenge earns the You can find the details of the Rod of Ruin in the
adventurers a major quest reward (750 XP). Magic Items Appendix.
Among the notes and books Kalarel has gathered that
Failure: If the adventurers attain 4 failures before details the rituals for unbinding the Nareth seal and
opening the rift to the Shadowfell, the PCs can find a letter
gaining 8 successes, the magical energy of the Shadow Rift
stabilizes. Necrotic energy surges through the ritual book to Kalarel from Paldemar in the Thunderspire Labyrinth THE ROD OF RUIN
and the altar to strike all of the characters attempting this (see Players Handouts section). As you reach out and grasp the Rod of Ruin a
skill challenge. Each of these characters loses one healing The letter reads as follows: flash appears before your eyes and you feel as
surge. though you are pulled away through time and space
Greetings Kalarel, to an age long forgotten.
The ritual isn’t complete, but the partially opened rift I am happy to hear that our plan is progressing so The brightness clears and you find yourself
remains as such until either the adventurers defeat Kalarel, well in Winterhaven. I approve of your suggested standing atop a precipice of a mountain, in full
or Kalarel defeats the adventurers and completes the ritual changes of the ritual of Unbinding I gave you. I think battle gear, the rod in your hand. You are
as he originally planned. you are on the right track. The Nareth wizards’ seal commanding legions of demons and the undead as
will soon be broken and our Dark Lord’s hordes will they march upon your enemies. Into the feywild
yet again walk the lands of the living. Keep an eye on they go, and you suddenly feel a slip of your power
TACTICS the Bloodreavers, they have started to ask questions. If as one by one the army falls to the arrows of the fey.
If and when the Thing in the Portal pulls Kalarel into you need anything further just ask. You feel each successful hit as suddenly you begin
the Shadowfell rift, the Rod of Ruin is dropped on the – Your Master to bleed from the mouth, choking on your own
ground by Kalarel’s outstretched hand, as if he had been fluids and finally fall, the rod slipping from your
burnt by it. The evil artifact (see Treasure) has left its grasp and tumbling into the chasm.
wielder and now rolls up in front of the nearest PC ready to You awake lying in a pool of sweat back on the
be picked up by another unknowing host, which can be floor of shadowfell keep, the rod in your hand. You
turned into a convenient tool to achieve the Rods goals. hear a whisper of a promise of power if only you will
keep it safe. The final words you hear before being
able to get up is “…seek Karavakos”.
TREASURE
In the original adventure, Kalarel’s rod of ruin is
simply an object that channels his evil power, not an item
of treasure. It functions as an ordinary staff in the hands of
any other creature.
I wanted to change this and make it into an evil artifact
that the players might feel tempted to use, but at a price
they might find too steep. At the same time I wanted it to
be reflecting Orcus and maybe trick the PCs into keeping it
instead of handing it over to the Church of Bahamut for
safe keeping.

26
H1: ORCUS CONVERSION

heart of the owner. Sometimes Karavakos can transfer


MAGIC ITEMS APPENDIX properties and powers
Enhancement: Attack rolls and damage rolls visions of places in a dream-like state to the user, replaying
Critical: +1d6 necrotic damage events from the past. All are in an effort to guide the owner
Property: Any power that uses necrotic energy does +2 on any into achieving the goals of the Rod. Karavakos never
THE ROD OF RUIN damage rolls. reveals his true identity, instead pretending to be the Rod
Nearly two hundred years ago, a mighty tiefling wizard Property: When using a healing surge on yourself, you gain -2 of Ruin speaking to the PCs.
hit points on the healing surge.
named Karavakos made a fatal bargain. The twin threats of Property: You can speak and understand the Abyssal language
minotaurs of the wild and rebellion from within threatened
his iron grip over the lands of his petty kingdom. In
and read the Barazhad script. CONCORDANCE
Power (Encounter ♦ Necrotic): Standard Action. Make a
desperation, Karavakos summoned a demon, a servant of ranged basic attack versus Fortitude with the weapon against a Starting Score 5
the mighty demon prince Orcus and asked for aid. The target within 5 squares of you. All damage dealt by this attack is
demon whispered dark secrets to Karavakos, guiding him necrotic damage and the target is weakened (save ends). Owner gains a level +1d10
into building an unholy cult of the demon prince Orcus in Power (Daily ♦ Necrotic): Free Action. Use this power when Owner can cast at least one arcane spell +2
his kingdom. In return the demon showed him a ritual and you hit with the weapon. Deal ongoing 5 necrotic damage (save
ends). Owner creates undead creatures +1
an artifact that would create a gap between the worlds, (per occasion)
connecting one of Orcus’s unholy Shadowfell sites to the
Owner spends 8 hours in the presence of a +2
world. Karavakos, already a skilled magician, created the The Rod of Ruin is appropriate for characters in the demon (maximum 1/day)
Rod of Ruin and the necessary ritual to bridge the gap to heroic tier and upward to the middle paragon tier.
Owner visits the Shadowfell +1
the Shadowfell. Skeletons, zombies, and demons flooded
through the rift into the light of day. A legion of abyssal Spending one day or more in the presence of a -2
warriors came to march under his command, and he GOALS OF THE ROD OF RUIN good aligned paladin/cleric (takes 1 week for
penalty to disappear)
stepped up his efforts to restore his tyranny over his ♦ Open a rift to the Shadowfell were Orcus’ undead
domain and subjects. hordes can enter the world of the living.
Owner or ally kills an undead creature -2
(maximum 1/encounter)
♦ Spread worship of Orcus across the world.
The Rod of Ruin Heroic Level ♦ Release Karavakos from the Pyramid of Shadow. Pleased (16–20)
This evil artifact was created by the wizard Karavakos under ♦ Be wielded by a powerful living vessel, preferably a “In shadow and undeath we shall thrive.”
influence of the Demon Lord Orcus – Prince of the Undead. The powerful wielder of arcane magic who can perform the The Rod of Ruin (Karavakos) is pleased with its
dark rod bears a resemblance to the much-feared Wand of ritual to open a rift to the Shadowfell. host—for now. It concentrates on advancing Orcus’
Orcus. A black skull crowns the rod and black tendrils of necrotic
energy and shadows play across the weapon like a dark promise
designs on the world, confident that it has found an
effective vehicle for its ultimate goal of being released from
of decay and death. Old sages whispers in fear that the purpose
of the rod was not as a weapon, but as a tool to open a rift to the
ROLEPLAYING THE ROD OF RUIN the Pyramid of Shadows.
Shadowfell, to bring darkness and undeath to the world of the The Rod of Ruin serves as a channel for the Property: The Rod of Ruin acts as a +2 Quarterstaff
living. imprisoned Karakvakos in the Pyramid of Shadow to reach on attack and damage rolls. It provides +2d6 necrotic
Omen: The skull on the Rod of Ruin leaks black tendrils of out to the living world. He can communicate with its owner damage on critical hits.
shadow and is icy cold to the touch. Faint whispers and moaning through telepathic whispers and suggestions that only the
can be heard from the skull. wielder can hear. It is accompanied by an uneasy feeling of
Weapon: The Rod of Ruin is a +1 Quarterstaff with the following ice pouring from the wielders hands and into the body and

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H1: ORCUS CONVERSION

Property: The Rod’s item bonus to Arcana, Religion squares of you. A hit deals 2d6 + 5 necrotic damage and
or History checks related to Orcus and the Shadowfell ongoing 5 necrotic damage (save ends). BREAK SHADOWFELL SEAL
increases to +4. You break the seal of a closed portal to the Shadowfell, allowing
Property: You take a -4 penalty to Heal and passage through the portal once again.
Normal (5–11)
Endurance checks.
“I can feel the power of the Abyss.”
Power (Daily ♦ Divine, Fear, Implement): Level: 6 Component Cost: 1000 gp
When the wielder first picks up the Rod of Ruin, the
Standard Action. The rod of ruin causes uncontrollable Rod (Karavakos) is communicative, trying to set the terms Category: Binding Market Price: 360 gp
terror to grip one enemy, causing him to instantly recoil. of the relationship and explain what activities the Rod Time: 10 Days Key Skill: Arcana
(Ranged 10). The attack is made with Wisdom vs. Will. A favors or abhors. It also tries to trick the user into keeping
hit causes the target to move its speed + your Charisma Duration: Permanent
the rod, in order to turn the wielder into a tool of
modifier away from you. The fleeing target avoids unsafe Karavakos.
squares and difficult terrain if it can. This movement You break the seal that has severed the magical
provokes opportunity attacks. connections that bind one place to the Shadowfell by way
Ritual: The rod of ruin shares the knowledge of the Unsatisfied (1–4) of a portal. The completion of this ritual successfully opens
break shadowfell seal ritual with the wielder. A modified “Orcus is whispering things to me. Horrible things.” and activates a portal that has been sealed by magic.
version of the break portal seal ritual that only works on The Rod of Ruin (Karavakos) believes that the wilder Creatures, objects, or energy can freely pass through the
sealed portals to the Shadowfell. It has much longer casting is unlikely to satisfy its ambitions, so it’s actively seeks a portal again. The portal becomes visible and tangible again.
time and component cost, but is not as complex as the better wielder. But it’s evil enough to toy with the current At the completion of this ritual, make an Arcana check.
level 8 ritual break portal seal. host first, even in dangerous situations. A sealed portal to the Shadowfell can be sealed again with a
Property: You take a -2 penalty to Heal and seal portal ritual (Dungeon Magazine #160), but the
Satisfied (12–15) Endurance checks. creature performing the ritual to seal the portal must make
an Arcana check that equals or exceeds the results of the
“The Blood Lord will reward the faithful with undeath.” Property: The healing surge penalty is increased to a -4
Arcana check you made when performing this ritual. You
The Rod of Ruin (Karavakos) is satisfied enough with penalty.
can seal a portal you have opened by performing this ritual
its wielder, but it’s still looking for a better one. It’s content Special: You take a -2 penalty to attack rolls and on it again.
to serve its wielder, but it occasionally sends a vision to damage rolls. This applies whether you are using or even
trick the possessor into a course of action that might holding the Rod.
release him from the Pyramid of Shadow.
Property: The Rod’s item bonus to Arcana, Religion Angered (0 or lower) Property: The healing surge penalty is increased to a -6
or History checks related to Orcus and the Shadowfell penalty (with a minimum of 1 hit point).
“Release me! You are not worthy of the Dark Lords blessing!”
increases to +2. Special: Once per day at any time, the Rod of Ruin
At this point, the Rod of Ruin (Karavakos) is at war can induce a horrifying vision in your mind. The Rod
Property: You take a -2 penalty to Heal and
with its possessor, and it wants to punish its host before makes a special attack against your Will defense, rolling
Endurance checks.
moving on to a more acceptable wielder. 1d20 + your level. If this attack hits, you are blinded and
Power (Encounter ♦ Arcane, Implement, Property: You take a -4 penalty to Heal and stunned (save ends).
Necrotic): Standard Action. You can fire a beam of Endurance checks.
necrotic energy from the Rod. Make a ranged basic attack
versus Fortitude with the weapon against a target within 5

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H1: ORCUS CONVERSION

Moving On
“Orcus punishes the living.”
The Rod of Ruin (Karavakos) tries to kill the wielder
by calling on the power of undeath from its Lord. The
character is infested with Mummy Rot.
Disease: The Rod makes a special attack against your
Fortitude defense, rolling 1d20 + your level. If this attack
hits, you contracts mummy rot (Improve DC 15+2/3 of
PC Level; Maintain DC 10 + 2/3 of PC level, Worsen DC
9 + 2/3 of PC level).
For more information on Mummy Rot, see DMG p.49

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H1: ORCUS CONVERSION

reduced to 15 rounds, any more rounds of standard or


HOUSE RULES APPENDIX ♦ When holding your breath underwater and only taking
minor actions, you can do it for 30 rounds before move actions reduces it to 10 rounds.
checking for drowning (DMG p.159). If you take less ♦ At the end of the time period, the character must
than 5 standard or move action – this time is reduced
UNDERWATER SWIMMING to 15 rounds, any more standard or move actions
succeed on a DC 20 Endurance check. Success buys
the character another round. Then the check is
When I wanted to add the treasures at the bottom of reduces it to 10 rounds. repeated at DC 25, then at DC 30, and so on.
the pool instead of on an island in the pool (why should the ♦ Heavy armor increases the downward speed by 2.
blue slime take all the victims to the island rather than pull ♦ When a character fails the check, he loses one healing
them down underwater to consume them undisturbed?), I surge and must continue to make checks. A character
realized that 4th Edition was very vague with rules related to Example: With these changes the above example turns into without healing surges who fails a check takes damage
diving. Not only that, they were also quite unrealistic. the following distance for diving underwater: equal to his healing surge value.
Example: If you take a double move action to swim at ½ of 6 (speed) / 3 (dive speed) x 10 (holding breath and ♦ In strenuous situations, such as combat, going without
your normal Speed 6, you can swim for 30 rounds (which is no taking move action) x 5 ft x (75% + 25% x 0,5) = 87 ft air is much harder. A character holding his breath
problem in calm waters and with athletics as a class skill) underwater, This means swimming to a depth of 43 ft and then back to the during underwater combat, for example, must make a
before having to roll for drowning. What does that mean in reality? surface, or through an 87 ft submerged tunnel with no major problem. DC 20 Endurance check at the end of his turn in a
Well a character with Athletic +5 at first level, could swim a distance A more realistic scenario, that fits better into my Area 11: Water round where he takes damage.
under water in calm waters (DC 10) of: Cave scenario. ♦ You regain all healing surges lost to suffocation when
2 (double move) x 6 (speed) x 0.5 (swim speed) x 30 you gain access to air again and can take a short rest.
(holding breath) x 5 ft x (75% + 25% [likelihood of failing However, lost hit points are not recovered.
swim check] x 0,5 [swim speed for failed swim check]) = DROWNING ♦ A character with 0 or fewer hit points goes
788 ft How dangerous is it to start drowning in 4th Edition? unconscious and keeps taking damage as described
This means almost to a depth of 400 ft and then back without Not very dangerous at all. above until he dies or is rescued.
any major problem!!!! You dive at a speed of 3 mph or 4.7km/h. Example: Even if you miss all your Endurance checks the
Something is wrong here. Most people would be uncomfortable with pre-generated Dwarf Fighter in the Keep on the Shadowfell would last Example: With this small change the pre-generated Dwarf
swimming down 20 or 30 ft under water. through Fighter in the Keep on the Shadowfell would last through
12 + 31/1 or 37/2 = 43 or 30 12 + 31/7 or 37/9 = 16
House Rule: Underwater Swimming extra rounds (depending on if he is 1st or 2nd level) before going extra rounds regardless if he is 1st or 2nd level before going
A creature that does not have a natural Swim speed has unconscious. Actually quite a strange rule as it is way to high as well unconscious. This is still quite a long time, but better than the official
several restrictions when being fully submerged under as the fact that the number of rounds will decrease as you increase rules. His diving distance, using the above example would extend to
water: levels. 170 ft before falling unconscious (please note I am not recalculating
♦ The creature can only take one standard or move using the dwarf’s lower speed). A distance that would even make a
action plus a minor action. House Rule: Drowning or Suffocating pearl diver envious!
♦ You can swim underwater at 1/3 of your normal speed ♦ When holding your breath and only taking minor
(minimum of speed 1). Fail by 4 or less your actions, you can do it for 30 rounds before checking
underwater swim speed is 1/6 of your normal speed for suffocation (DMG p.159). If you take less than 5
(minimum of speed 1). rounds of standard or move actions – this time is

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H1: ORCUS CONVERSION

PLAYER’S HANDOUTS

Irontooth’s Letter in the kobold lair Bairwin’s Letter in the basement of his shop Ninaran’s warning to Irontooth

31
H1: ORCUS CONVERSION

(Translated) Letter from Tra’ak to Irontooth (Translated) Letter from Krand to Tra’ak in the Water Cave

32
H1: ORCUS CONVERSION

33
H1: ORCUS CONVERSION

Map of the
Nentir Vale

34
H1: ORCUS CONVERSION

Letter from Kalarel to Ninaran


Letter from Paldemar to Kalarel

35
H1: ORCUS CONVERSION

Valthrun’s
Poem of Melgold
The Mad Poet of
Almhurst

36
H1: ORCUS CONVERSION

BATTLE MAPS

37
H1: ORCUS CONVERSION

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H1: ORCUS CONVERSION

39
H1: ORCUS CONVERSION

40

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