[4e] [Encounter] Keep on the Shadowfell with Essentials



Features:


Illumination:  Bright light (20 square radius with sunrod), boulders and foliage block the light.
Road and Grass:  The road is made of dirt, curshed rock, and occasional loose bits of ancient cobblestone from the original roadbed.  Squares that contain road or grass do not hamper movement or affect visibility.
Boulders: Scattered boulders sit along the side of the road.  They provide concealment and possible cover.  The boulders are 5 feet high.  Climbing onto the boulders requires a DC 15 Athletics check and costs 4 squres of movement.  Once on top, a PC is on top of the boulders, moving from boulder to boulder is treated as difficult terrain.
Foliage: Thick foliage grows near the road in several places.  These areas are lightly obscuredand provide normal cover for those attacking from or into the area.  The foliage squares are also difficult terrain.
Rock Outcropping: The sheer rock outcroppings bordered by heavy black lines are 50 feet tall and require a DC 20 Athletics check and a total of 200 squres of movement to climb.
Gravestones: These stones provide cover to anyone standing in their spaces.

Starting squares:  Columns BB-DD on the road (except for the druid's bear which can be beside the road in the grass in those same columns).  Please use the IC thread to post your locations.

This thread is only used to keep track of initiative, statuses & battle locations.  The actual battle will be in the IC thread.

Tokens
CR=Cador
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
RO=Rolen
BC=Bear Companion
RH=Riding Horse (after Gyrdian dismounts)
S=Kobold Slinger
D1=Kobold Dragonshield 1
D2=Kobold Dragonshield 2
M1-M5=Kobold Minions 1-5


initiative
21 Dredge 22/30+4
15 Rolen 29/29
15 Bear Companion 14/14
14 Kobold Minion 1 Dead
14 Kobold Minion 2 Dead
14 Kobold Minion 3 Dead
14 Kobold Minion 4 Dead
14 Kobold Minion 5 Dead

13 Kobold Slinger -22  Bloodied
12 Kobold Dragonshield 1 Dead
12 Kobold Dragonshield 2 Dead

9 Gyrdian 12/28+5  Bloodied
9 Riding Horse 25/36
6 Immerul 24/24
7 Cabor 24/31


A redish tinge around the edge of the token indicates the bloodied condition.
The light blue shaded are indicates the bear's aura to give allies +2 defense.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


1:  Outer Gate & Walls
2:  Wrafton's Inn
3:  Market Square
4:  Stables
5:  Smithy
6:  Valthrun's Tower
7:  Bairwin's Grand Shoppe
8:  Warrior Guild
9:  Tenements
10:  Temple (several dieties, Avandra prominent)
11:  Inner Gate
12:  Winterhaven Siege Supplies
13:  Winterhaven Barracks
14:  Manor House

Personalities:
Salvana Wrafton:  Owner & proprietor of Wrafton's Inn
Valthrun the Sage
Lord Padraig
Bairwin Wildarson:  Owner of Bairwin's Grand Shoppe
Thair Coalstriker:  Dwarven owner of the smithy
Sister Linora:  (non-clerical) priestess of Avandra that runs the temple

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Please ignore all labels except for Winterhaven.  You do not know their locations yet.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features:


Illumination:  Bright light.
Road and Grass:  The road is made of dirt, curshed rock, and occasional loose bits of ancient cobblestone from the original roadbed.  Squares that contain road or grass do not hamper movement or affect visibility.
Boulders: Scattered boulders sit along the side of the road.  They provide concealment and possible cover.  The boulders are 5 feet high.  Climbing onto the boulders requires a DC 15 Athletics check and costs 4 squres of movement.  Once on top, a PC is on top of the boulders, moving from boulder to boulder is treated as difficult terrain.
Foliage: Thick foliage grows near the road in several places.  These areas are lightly obscuredand provide normal cover for those attacking from or into the area.  The foliage squares are also difficult terrain.
Rock Outcropping: The sheer rock outcroppings bordered by heavy black lines are 50 feet tall and require a DC 20 Athletics check and a total of 200 squres of movement to climb.
Gravestones: These stones provide cover to anyone standing in their spaces.

Starting squares:  C13, A14, B14, C14, A15, B15, C15, A16, B16.

Tokens
CR=Cador
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
LO=Lorenz
BL=Blood (after Gyrdian dismounts)
K=Skirmisher
W=Wyrmpriest
D1, D2, D3=Dragonshields


Initiative & Status
22 Cabor 13/31  Bloodied, marked by D2 until end of D2's next turn, slowed by D3 until end of D3's next turn.
21 Dredge 24/30+5
20 Gyrdian 28/28+5
20 Blood 36/36
17 Kobold Skirmisher (K) 0/27
14 Kobold Dragonshield (D2) 12/36  Bloodied, Damage Penalty -4 until Dredge's next turn.
13 Kobold Dragonshield (D3) 26/36
12 Lorenz 25/25 Aspect of the Dancing Serpent active
11 Kobold Wyrmpriest (W) 0/36
9 Immerul 24/24
6 Kobold Dragonshield (D1) 0/36


Kobold Defenses
Dragonshields AC:18 Fort:14 Ref:13 Will:13
Skirmisher AC:15 Fort:11 Ref:14 Will:13
Wyrmpriest AC:?? Fort:?? Ref:?? Will:??


Transparent yellow area=Defender Aura (Enemies have a -2 to attack rolls vs targets that do not include the aura eminator among the targets of its attacks.)
 
Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area


     Illumination: Bright light.
     Trees: The trees do not hamper movement, but they do provide cover.
     Sacred Circle: Old magic runes still glow on the ground in this location.
     River: The river is shallow enough that it does not hamper movement, except in the squares that also contain rocks. Those areas are difficult terrain.
     Waterfall: Water cascades from a cliff high above. The water in the 5 squares between the two rock outcroppings is turbulent, meaning that those squares are difficult terrain.

Starting squares:  A1 to B4

Tokens
NA=Nadarr
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
LO=Lorenz
BL=Blood (after Gyrdian dismounts)
D=Kobold Dragonshield
K=Kobold Slink
M1-M0=Kobold Minions
S=Kobold Slinger

Initiative & Status
23 Gyrdian 28/28
23 Blood 36/36
21 M1 1/1  Attack Penalty -2 & Granting CA until Nadarr's next turn
21 M2 1/1 Dead
21 M3 1/1 Dead
21 Immerul 19/24+4
20 M6 1/1 Dead
20 M7 1/1 Dead
19 Dredge 30/30+5
17 Lorenz 25/25
17 S 24/24 Dead
13 D 10/36 Dead
13 M4 1/1 Dead
13 M5 1/1 Dead
10 K ??-16/?? Bloodied
6 M8 1/1 Dead
6 M9 1/1 Dead
6 M0 1/1 Dead
1 Nadarr 28/33

Monster Defenses
D  AC: 18 Fort: 14 Ref: 13 Will: 13
K  AC: ?? Fort: ?? Ref: ?? Will: ??
M#  AC: 15 Fort: 11 Ref: 13 Will: 11
S  AC: 13 Fort: 12 Ref: 14 Will: 12

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions.  Minions will be removed.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area


Illumination: Bright light from torches.

Starting Area 1:  A1-D3
Starting Area 2:  A9-B13
Starting Area 3:  A17-B19

Tokens
NA=Nadarr
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
LO=Lorenz
BL=Blood (after Gyrdian dismounts)
D#=Kobold Denwardens
I=Irontooth (goblin)
W=Kobold Wyrmpriest

Initiative & Status
22 Lorenz 17/25+4
17 D1 0/36  Dead
17 Dredge 21/30+2
13 D2 6/36 Dead
13 W 3/37 Dead
6 Gyrdian 12/28
3 I ???-84/??? Bloodied, Prone, Damage Penalty -4 until end of Dredge's next turn, Weakened (save ends)
3 Immerul 11/24 Bloodied
3 Nadarr 7/33 Bloodied

Monster Defenses
D# AC: 18 Fort: ?? Ref: ?? Will: 16
I AC: 18 Fort: 18 Ref: ?? Will: 17
W AC: 17 Fort: 13 Ref: 15 Will: 15

Monster Knowlege

D#:  Mob Attack, Spear, Javelin, some trigger effect
I:  Battleaxe, Dual Axe, Blood Crazed
W:  Spear, Energy Orb, Dragonbreath, Incite Faith, Shifty

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

Monster Knowledge Chart:


Level  Moderate  Hard
  1       12      19
  2       13      20
  3       13      21
  4       14      21
  5       15      22

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

Treasure List


A1:  Kobold Ambush
5 gp, 23 sp
obsidian black dragon figurine (80 gp)

A2:  Kobold Lair, Outside
4 gp, 17 sp
1 glue pot
2 fire pots

A3:  Kobold Lair, Inside
12 gp, 48 sp
Pouch with small silver key & message scroll
Chest
420 gp
+1 Dwarven Chainmail:  Dredge


A4:  Burial Site
65 gp
13 sp
An ornate, ancient mirror (550 gp)
+1 Amulet of Health

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area


     Illumination:  Bright light.
     Steep Slope:  A steep slope surrounds the site indicating a difference between the higher and lower ground. A character can climb the slope with a DC 15 Athletics check but moves at half speed.

Starting area:  Black box in lower right corner.

Tokens
NA=Nadarr
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
LO=Lorenz
BL=Blood (after Gyrdian dismounts)
D#=Guard Drakes
K=Apparition
R#=Human Rabble
S=Gnome Skulk

Initiative & Status
23 S ??-30/?? Dead
20 R1 1/1 Dead
16 Dredge 15/30+5 Bloodied
15 K 7/40 Dead
13 Immerul 4/24 Bloodied
13 Z3 1/1 Dead
13 Nadarr 23/33
12 Gyrdian 21/28+6
12 Blood 31/36
10 Lorenz 25/25
10 D1 2/48 Dead
9 D2 10/48 Bloodied
6 R4 1/1 Dead
5 R2 1/1

Monster Defenses
D# AC: 15 Fort: 15 Ref: 13 Will: 12
K AC: 18 Fort: 14 Ref: 15 Will: 17
R# AC: 15 Fort: 13 Ref: 11 Will: 11
S AC: 16 Fort: ?? Ref: ?? Will: 12

Monster Knowlege
D#: Bite, does extra damage with ally within 2 squares
K: Phasing, Insubstantial, Shadow Touch (MBA), Shadow Claws, Animate Minion, Immune to unconsciousness, disease & poison
R#: Club, Mob Rule
S: War Pick, Hand Crossbow

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

 

Features of the Area



     Illumination:  Bright Light.
     Pillars:  The room has four pillars that provide cover.  They cannot be tipped over, broken, or otherwise manipulated.
     Curtain:  This thick tapestry blocks line of sight and line of effect and provides an obstacle between squares, requiring +1 square of movement for a Medium creature to move through it.  A PC can pull down the curtain with a DC 10 Strength check.  This is represented by the thick dashed line between the room and the corridor on the right.
     Doors:  Wood with banded bronze.
     Beds:  Can hold two goblins, difficult terrain.

Starting squares:  Stairway.

Tokens
NA=Nadarr
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
LO=Lorenz
BL=Blood (after Gyrdian dismounts)
R=Rat Swarm
S#=Goblin Sharpshooter
W#=Goblin Warrior

Initiative & Status
28 Lorenz 16/25
16 W2 ??-29/??  Dead
16 Immerul 12/24 Bloodied
14 R ??/?? Readied action
9 W1 ??-25/?? Dead
7 S2 ??-15/?? Dead
7 S1 ??-33/?? Dead
5 Gyrdian 28/28+6
4 Dredge 30/30+5
3 Nadarr 33/33

Monster Defenses
R:  AC: ??; Fort: ??; Ref: ??; Will: ??
S#:  AC: 16; Fort: 12; Ref: ??; Will: 11
W#:  AC: 17; Fort: ??; Ref: ??; Will: ??

Monster Knowlege
R: ???
S#:  Sniper (trait), Combat Advantage (trait), Short Sword, Hand Crossbow, Goblin Tactics (IR)
W#:  Great Position (trait), Spear, Javelin, Goblin Tactics (IR)

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

Keep Level 1 Treasure list

Area 1
43 gp, 51 sp
Various goblin supplies

Area 2
55 gp, 50 sp
+1 Bloodcut Hide Armor

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

 

Features of the Area



     Illumination:  Bright light.
     Torture Chamber:  The torture chamger consists of two parts, the work room and the cell block.
     The cell block to the west features three large cells, all kept locked (Thievery DC 15 to open).
     The work room holds an iron maiden, two tables covered with implements of torture, a fire pit with several iron rods, a rack, and a cage.
     Iron Maiden:  Anyone in the iron maiden when the device is closed takes 10 damage.  Located on southern wall and is open.  The hinges to the door is on the right.
     Tables:  Small creatures can crawl underneath them and gain total concealment (allows a Stealth check to hide).  The implements on the tables include a total of four blades usable as daggers.
     Fire Pit:  The pokers deal 1d8 fire damage if used as weapons.  In addition, a target hit with a hot poker takes ongoing 2 fire damage (save ends).  If a PC takes a poker, it remains hot enough to deal fire damage for the remainder of the encounter.  Anyone who eneters the fire pit takes 10 fire damage.
     Rack:  This torture device can serve as a hiding place for small creatures (see tables).
     Cage:  The cage is open when the encounter begins.  The door locks when shut (Thievery DC 15 to open).
Tokens
NA=Nadarr
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
LO=Lorenz
BL=Blood (after Gyrdian dismounts)
S#=Goblin Sharpshooters
T=Hobgoblin Torturer
W=Goblin Warrior

Initiative & Status
25 S1 3/31 Dead
25 S3 12/31 Bloodied
22 T ??-47/?? Dead
21 W 6/29 Dead
21 Gyrdian 18/28
17 S2 1/31 Dead
14 Lorenz 24/25
8 Dredge 23/30+3 Ongoing 2 fire damage (save ends)
5 Immerul 24/24 Delay
2 Nadarr 33/33

Monster Defenses
S#:  AC/FT/RF/WL: 16/12/14/11
T:  AC/FT/RF/WL: 16/??/??/14
W:  AC/FT/RF/WL: 17/13/15/12

Monster Knowlege
S#:  Sniper (trait), Combat Advantage (trait), Short Sword, Hand Crossbow, Goblin Tactics (IR)
T:  Hot Poker
W:  Great Position (trait), Spear, Javelin, Mobile Ranged Attack, Goblin Tactics (IR)

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Features of the Area

     Illumination:
  Bright light
     Excavated Area:   The excavated area is 10 feet below the level of the original floor. Anyone who falls off a plank or off the edge of a raised area into the excavation takes 1d10 damage and becomes prone.
     The walls are bare earth, and scaling them in either direction requires a DC 15 Athletics check. However, on any such attempt to ascend or descend a wall, there is a 50% chance (a roll of 1–10 on 1d20) that the earth crumbles and sends the character sliding down to the floor. A character who falls in this fashion becomes prone in the square where he began his movement but takes no damage.
     Impassable Terrain:  The area in the northwest corner of this area is where the goblins have piled the dirt they dug out of the room. No character or creature can move into these squares.
     Planks: Any Medium creature attempting to move along a plank must make a successful DC 15 Acrobatics check or fall into the pit. If a character wearing heavy armor moves onto a plank, it snaps in half, sending the broken pieces and the character into the excavated area.
     The planks are not secured to the raised areas that they connect. As a minor action, a character or goblin adjacent to the end of an unoccupied plank can push it down into the excavation. If someone is standing on a plank, pushing it requires a DC 14 Strength check if the creature is Small or a DC 17 Strength check if the creature is Medium.
     Ladders:   Anyone climbing up or down a ladder moves at half speed, using 4 squares of movement to travel 10 feet. As a standard action, a character or a goblin can topple a ladder so that it falls into the excavation. A fallen ladder can be picked up and repositioned by a PC or a goblin that takes a standard action and succeeds on a DC 10 Strength check.
     Ramp:  The square along the south wall of this chamber that is adjacent to the raised area has been only partially dug up, so that it serves as a ramp between the original floor and the excavation. The goblins and guard drakes use the ramp to get into and out of the excavation.

Starting Squares:  Western Stairway

Tokens
NA=Nadarr
DR=Dredge
GC=Gyrdian (and horse before Gyrdian dismounts)
IR=Immerul
LO=Lorenz
BL=Blood (after Gyrdian dismounts)
G#=Goblin Bombardiers
D#=Guard Drakes

Initiative & Status
29 Lorenz 24/25
23 G2 ??-18/??  Dead
19 G1 ??-15/??  Dead
16 D1 7/48 Dead
16 D2 16/48 Bloodied
11 Gyrdian 19/28+9 Regen 4 while bloodied
9 Dredge 24/30
8 G3 ??-44/?? Unconscious
4 Immerul 24/24+4
4 Nadarr 20/33

Monster Defenses
G#: AC/FT/RF/WL: 16/??/14/11
D#: AC/FT/RF/WL: 15/15/13/12

Monster Knowlege
G#: War Pick, Javelin, Goblin Tactics
D#: Bite

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.
White halo with black center shows unconscious monsters.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Features of the Area

     Illumination: 
  Bright light.
     Tapestries:   These thick tapestries block line of sight and line of effect and provide an obstacle between squares, requiring +1 square of movement for a Medium creature to move through them. A PC can pull down a tapestry with a DC 12 Strength check.

     Starting Squares:  Columns A, B, C.


















































































































































Initiative & Status
XInitCombatanthpStatus Conditions
17Gyrdian18/28+6 
13Lorenz24/25 
13Dredge19/30+4Attack Bonus +1 until EoE
12W55/29Bloodied, Damage Penalty -4 until end of Dredge's next turn
9Immerul24/24 
X4Nadarr25/33 
Cemetary
21W4-8/29Dead
17C5-3/1Dead
15W1-2/29Dead
13C1-19/1Dead
13C2-19/1Dead
13C3-4/1Dead
13C4-4/1Dead
12W2-3/29Dead
9C6-3/1Dead
9C7-3/1Dead
9C8-3/1Dead
9W3-3/29Dead
25B-1/46Dead




































Creature Defenses
TokenCreatureACFortitudeReflexWill
BBalgron17??????
C#Goblin Cutter16????11
W#Goblin Warrior17131512






















Creature Knowledge
TokenKnowledge
BClub, Crossbow, Goblin Tactics
C#Short Sword, Goblin Tactics
W#Great Position (trait), Spear, Javelin, Mobile Ranged Attack, Goblin Tactics


Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.
White halo with black center shows unconscious monsters.
Blue halo with black center shows unconscious heroes.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.


Effect: Dredge gains 10 temporary hit points. Until the end of the encounter, Dredge gains a +1 power bonus to attack rolls, and any enemy that ends its turn adjacent to Dredge takes radiant damage equal to your Constitution modifier (+4).

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area
     Illumination:  Darkness.
     Difficult Terrain:  This chamber is cluttered with stalagmites, stalactites, and loose rocks. Several squares, indicated on the map, are difficult terrain for the PCs. Characters can press and squeeze through the jumble of stones, but the rocks do not allow an unobstructed line of sight.
     Stalactite Ceiling:  The ceiling in this area is peppered with stalactites.
     Special Note: The stalagmites & stalactites provide superior cover to any creature of Small size or smaller in those squares and provides superior cover to any creature beyond those squares. Also, any creature of Medium size or larger must use the squeezing move action to move through those squares. Last thing, assume a ceiling height of 10' (2 squares).

     Starting Area:  Rows 2, 3, & 4 on the stairway.





















































































































































Initiative & Status
XInitCombatanthpStatus Conditions
28Immerul28/28 
28Dredge35/35+4 
28Lorenz30/30 
22Gyrdian33/33+6 
12Nadarr29/39 
Cemetary
10R2-12/1Dead
10R1-8/1Dead
23R4-3/1Dead
23R7-3/1Dead
4R9-3/1Dead
23R5-?/1Dead
23R6-?/1Dead
4R8-?/1Dead
4R10-?/1Dead
21R13-2/1Dead
10R3-2/1Dead
21R11-2/1Dead
21R12-2/1Dead
12J2-3/102Dead
12J/102Dead

*=Creature is in stalgamite/stalactite square for superior cover
























Creature Defenses
TokenCreatureACFortitudeReflexWill
JOchre Jelly18161414
R#Giant Rat15??1512

















Creature Knowledge
DCTokenKnowledge
N 13/21JOoze traits, Slam (+ongoing 5 acid), Flowing Form (shift 4 squares), Split (no action trigger when bloodied), Resist 5 acid, Immune (gaze), Blindsight 5
N 12/19R#Bite

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.
White halo with black center shows unconscious monsters.
Blue halo with black center shows unconscious heroes.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Dark black outline:  Edge of light source.

Translucent black area:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
Move Action: You move the zone up to 5 squares.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Note:  New tunnel in E13.

Features of the Area
     Illumination:   Darkness.
     Open Pit (P):  This 10-foot-deep pit contains a dead kruthik young.
     Tunnels: The kruthiks have burrowed several tunnels through this area. The tunnels are 2 feet wide; Medium and larger creatures cannot crawl through them, but a Small creature can squeeze, moving at half speed, granting combat advantage, and taking a –5 penalty on attack rolls until it returns to open space. Each time a creature squeezes, it provokes opportunity attacks from adjacent foes.
     Kruthiks are specially jointed to crawl through tunnels of their own devising, so Small kruthiks (such as the hatchlings and young) can move through the tunnels with no reduction of speed, and Medium kruthiks (such as the adult) can move through at half speed.

     Starting squares:  E1-E6, F1-F6


















































































































Initiative & Status
XInitCombatanthpStatus Conditions
21Lorenz30/30 
19Dredge19/35+3Does not grant CA until SoNT
X15Immerul28/28 
10Gyrdian14/33Bloodied, Ongoing 5 poison, Slowed (save ends both)
6Y19/43Bloodied
4Nadarr28/39 
Cemetary
16H3-6/1Dead
13H5-7/1Dead
20Y2-1/43Dead
10H6-3/1Dead
9H1-3/1Dead
8H4-3/1Dead
12H2-11/1Dead
20Y3-8/43Dead
21A-7/67Dead

































Creature Defenses
TokenCreatureACFortitudeReflexWill
AKruthik Adult17????13
Y#Kruthik Young15131411
H#Kruthik Hatchling16????12






















Creature Knowledge
DCTokenKnowledge
N 14/21AGnashing Horde (aura 1), Claw, Toxic Spikes (recharge 5)
N 13/20Y#Gnashing Horde (aura 1), Claw
N 13/20H#Gnashing Horde (aura 1), Claw

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.
White halo with black center shows unconscious monsters.
Blue halo with black center shows unconscious heroes.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent orange area around kruthik is its Gnashing Horde aura:
Effect:  Any enemy that ends its turn within the aura takes 2 damage.

Dark black outline:  Edge of light source.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Features of the Area
     Illumination: Darkness. Sunrod: Burst 20 (illuminates whole map).
     Water:
The pool has sheer sides and is 20 feet deep. The water is calm. A DC 10 Athletics check is required to swim across to the small island. PCs who want to avoid the water can jump across by making an Athletics check (DC 20 without a running start, DC 10 with a running start).

     Starting squares: H1 to J2



















































Initiative & Status
XInitCombatanthpStatus Conditions
23Lorenz24/30Readied Action
23Gyrdian17/33+5 
15Immerul15/28 
X14Dredge34/35 
12Nadarr22/39 
3S???-186/???Bloodied, Damage Penalty -4 until end of Dredge's next turn, Total Cover
Cemetary

















Creature Defenses
TokenCreatureACFortitudeReflexWill
SBlue Slime18??1714












Creature Knowledge
DCTokenKnowledge
N 13/21SSlam

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo with blue center shows bloodied condition for heroes
Red halo with white center shows bloodied condition for monsters
Black halo with white center shows dead monsters except minions. Minions will be removed.
White halo with black center shows unconscious monsters.
Blue halo with black center shows unconscious heroes.

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent black area centered on F2:
Effect: The burst creates a zone that lasts until the end of Immerul's next turn. When any enemy in the zone attacks a creature, the creature has partial concealment against that enemy.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Features of the Area

     Illumination:  Darkness
     Starting Area:  W1 to X4





























































































Initiative & Status
XInitCombatanthpStatus Conditions
X21Lorenz30/30 
12Gyrdian33/33+6 
9Dredge34/35 
5Nadarr39/39 
3Immerul26/28 
Cemetary
9R3-5/1Dead
9R1-11/1Dead
9R4-9/1Dead
9R2-9/1Dead
9R5-3/1Dead
7Z1-19/40Dead
3Z2-4/40Dead

























Creature Defenses
TokenCreatureACFortitudeReflexWill
R#Zombie Rotter13????10
Z#Zombie13????10

















Creature Knowledge
DCTokenKnowledge
R 13/21R#Slam
R 13/20Z#Slam

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Features of the Area
     Illumination:  Dim light.  At the start of the encounter, silvery-white light dimly illuminates the eastern section of this area, while the western section remains dark.
     Sarcophagi:  10 sarcophagi line the walls, 5 to the north and 5 to the south.
     Altars:  The script on the altars is Draconic, and both inscriptions read the same.

     Start Area:  E1 to F4





























































































































































































































































Initiative & Status
XInitCombatanthpStatus Conditions
21Lorenz30/30 
20S141/1 
15W220/45Bloodied
14S271/1 
14S281/1 
X12Gyrdian33/33+6Invisible until EoNT
11S171/1 
11S231/1 
9S191/1 
9S201/1 
9Dredge26/35+1 
7S91/1 
7S101/1 
7S211/1 
7S221/1 
3Immerul15/28 
3Nadarr39/39 
Cemetary
21S3-7/1Dead
21S4-12/1Dead
11S1-11/1Dead
11S2-10/1Dead
8S7-3/1Dead
8S8-3/1Dead
7S5-3/1Dead
7S6-3/1Dead
22S11-12/1Dead
22S12-7/1Dead
11S18-23/1Dead
20S13-6/1Dead
20W1-8/45Dead
14S15-?/1Dead
14S16-?/1Dead
12S25-?/1Dead
12S26-?/1Dead
11S24-?/1Dead

























Creature Defenses
TokenCreatureACFortitudeReflexWill
S#Decrepit Skeleton16131413
W#Skeleton Warrior1915????

















Creature Knowledge
DCTokenKnowledge
R 12/19S#Longsword, Shortbow
R 13/21W#Longsword

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Starting Area:  A3-B6



















































Initiative & Status
XInitCombatanthpStatus Conditions
24K???/??? 
21Immerul26/28 
19Nadarr39/39 
19Lorenz30/30 
18Gyrdian33/33 
X11Dredge34/35 
Cemetary

















Creature Defenses
TokenCreatureACFortitudeReflexWill
K???????????












Creature Knowledge
DCTokenKnowledge
H or R 14/21K 

A=Arcana
D=Dungeoneering
H=History
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



     Illumination:  Darkness
     Starting Area:  W1 to X4














































































































































Initiative & Status
XInitCombatanthpStatus Conditions
17Nadarr33/39 
X13Lorenz30/30 
12Gyrdian33/33+4Attack Bonus +2 until EoNT
12Dredge34/35 
11Z319/40Bloodied
10R71/1 
5Immerul26/28 
Cemetary
10R10-6/1Dead
10Z4-2/40Dead
10R8-?/1Dead
10R9-?/1Dead
10R6-6/1Dead
#R3-5/1Dead
#R1-11/1Dead
#R4-9/1Dead
#R2-9/1Dead
#R5-3/1Dead
#Z1-19/40Dead
#Z2-4/40Dead

























Creature Defenses
TokenCreatureACFortitudeReflexWill
R#Zombie Rotter1313910
Z#Zombie1313910

















Creature Knowledge
DCTokenKnowledge
R 13/21R#Slam
R 13/20Z#Zombie Weakness (trait), Slam, Zombie Grab, Immune (disease, poison), Resist 10 (necrotic), Vulnerable 5 (radiant)

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

XP:  176 Each

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Features of the Area

     Illumination:  Darkness

     Starting Area:  Whole Room








































































Initiative & Status
XInitCombatanthpStatus Conditions
X23Dredge34/35 
19Eliza39/39+4Defense Bonus +2 all until EoNT
19Nadarr39/39 
16Z412/40Bloodied
14Lorenz30/30 
9Z210/40Bloodied, Slowed until end of Eliza's next turn, Attack Penalty -2 & Granting Combat Advantage until end of Nadarr's next turn
6Gyrdian33/33+6 
Cemetary
11Z1-2/40Dead
12Z3-2/40Dead

















Creature Defenses
TokenCreatureACFortitudeReflexWill
Z#Zombie1313910












Creature Knowledge
DCTokenKnowledge
R 13/20Z#Zombie Weakness (trait), Slam, Zombie Grab, Immune (disease, poison), Resist 10 (necrotic), Vulnerable 5 (radiant)

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

XP:  100 each

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP: 155 each

Features of the Area

     Illumination:  Bright Light
     Fence:  The 10-foot high fence requires two move actions and two DC 10 Athletics checks to climb over.
     Gravestones and Trees:  The gravestones provide cover to anyone standing in their space, while the trees provide cover to anyone standing adjacent to the trunks.
     Magic Circle:  ???

     Starting Squares:  Y4 to CC5



























































































































































Initiative & Status
XInitCombatanthpStatus Conditions
25Lorenz32/35Defense Bonus +2 (Full Defense until SoNT)
25Gyrdian27/38Mounted on Blood
25Blood36/36Mounted by Gyrdian
20Dredge34/40 
18N-5/44Unconscious
18S61/1Partial cover, Grabbed by Nadarr
15Eliza39/39 
X10Nadarr34/45 
Cemetary
18S4-?/1Dead
9S1-?/1Dead
9S2-?/1Dead
18S5-10/1Dead
9S3-10/1Dead
10S8-?/1Dead
10S9-?/1Dead
10S7-18/1Dead
17S10-18/1Dead
17S12-18/1Dead
10G1-21/54Dead
14G2-8/54Dead
17S11-6/1Dead

































Creature Defenses
TokenCreatureACFortitudeReflexWill
G#Gravehound14??1211
NNinaran17141815
S#Decrepit Skeleton16131413






















Creature Knowledge
DCTokenKnowledge
R 13/21G#Bite
S 13/21NArcher's Mobility (trait), Longsword, Longbow
R 12/19S#Res 10 Nec, Vuln 5 Rad, Longsword, Shortbow

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP: 193 each

Features of the Area

     Illumination:  Bright Light.
     Wells:  These open-sided pits descend 30 feet to cold water, which is 5 feet deep.  A bucket on a twine cord hangs just under the lip.  A fall deals 3d10 damage.  Climbing the walls requires a DC 20 Athletics check.  Climbing the rope requires a DC 10 Athletics check.  A creature climbing up the walls moves at half speed and needs a successful climb check for each move it makes.  (DM modificaction:  a double move will be treated as one move.)

     Start Area:  Anywhere on the stairway (K19-L22).


















































































































Initiative & Status
XInitCombatanthpStatus Conditions
21G11/1 
X21Gyrdian23/38 
17Lorenz32/35+5 
17Dredge34/40+5 
17Nadarr16/45+5Bloodied
8S44/47Bloodied
6Eliza34/39+5 
Cemetary
15G5-4/1Dead
12S1-8/47Dead
8G3-15/1Dead
8G4-10/1Dead
25S3-??/47Dead
25D-6/52Dead
25S2-5/47Dead
7G2-?/1Dead

































Creature Defenses
TokenCreatureACFortitudeReflexWill
DDeathjump Spider18171615
G#Grunt1715??12
S#Soldier20181616






















Creature Knowledge
DCTokenKnowledge
N 14/21DBite, Death from Above (recharge 4), Prodigious Leap
N 13/21G#Phalanx Soilder (trait), Longsword
N 13/21S#Phalanx Soilder (trait), Flail, Formation Strike

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP: 158 each

Features of the Area

     Illumination: Bright light.
     Crates and Boxes: This trove of supplies can feed a warren of goblins and hobgoblins for several months. The food is barely edible and the water has a strong aftertaste.
     Beds: These have simple wooden frames with flea-ridden straw mattresses.
     Tables: Stained, scored, and laden with the remains of past meals, the tables primarily serve as surfaces on which to throw bone dice.

Starting squares: E12-F14











































































































Initiative & Status
XInitCombatanthpStatus Conditions
19Gyrdian23/38+1 
13Lorenz32/35 
11Eliza33/39Slowed, Resist 4 all (stance)
X8Dredge20/40+5Bloodied, Enemies cannot gain CA with exception
6S29/47Bloodied
3Nadarr35/45 
Cemetary
10S1-10/47Dead
6G1-?/1Dead
6G2-?/1Dead
3G5-?/1Dead
6G3-?/1Dead
8A-6/39Dead
7W-3/46Dead
3G4-?/1Dead









































Creature Defenses
TokenCreatureACFortitudeReflexWill
AArcher17131513
G#Grunt17151312
S#Soldier20181616
WWarcaster??1315??



























Creature Knowledge
DCTokenKnowledge
N 13/21ALongsword, Longbow, Hobgoblin Resilience 
N 13/21G#Phalanx Soldier (trait), Longsword, Hobgoblin Resilience 
N 13/21S#Phalanx Soldier (trait), Flail, Formation Strike, Hobgoblin Resilience
N 13/21WQuarterstaff, Shock Staff (recharge 4), Force Lure (recharge 5), Force Pulse (recharge 6), Hobgoblin Resilience

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.


Flame Zephyr

Small elemental magical beast (air, fire)
Summoned Creature

HP your bloodied value; Healing Surges none, but you can spend a healing surge for the zephyr if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 6


Dust and Smoke Aura 1


Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.


Standard Action (fire) At-Will


Attack: Close burst 1 (creatures in the burst); your level + 5 vs. Reflex


Hit: 1d6 + your highest ability modifier fire damage, and you can slide the target 1 square. Level 21: 2d6 + your highest ability modifier fire damage.


Minor Action At-Will (1/round)


Effect: The zephyr crawls, runs, stands up, shifts, squeezes, or walks.


Resist


Resist: fire 10


Published in Heroes of the Elemental Chaos, page(s) 52.

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP: 160 each

Features of the Area

     Illumination:  Dim light.
     Crates and Boxes:  These containters hold slightly more palatable fare than the crates in the hobgoblin barracks.
     Beds:  These have simple wooden frames with flea-ridden straw mattresses.  The bed in the Warchief's room has a mattress struffed with down.
     Table:  This scarred table is where the Warchief fantasizes about the army he hopes to one day command.  The crumpled papers found on the table are crude plans depicting an attack on Winterhaven involving twenty hobgoblins and several hundred undead.
     Portcullis: PCs can bypass the lowered portcullis from the north by attempting to break the bars. A PC can do so with a DC 20 Strength check. Up to two additional PCs can help. The strength check is a standard action. Moving from one side to the other will reduce your speed to 1 after the bars are bent.

     Starting Area:  Anywere in rows 1, 2, 3, or 4.




































































































Initiative & Status
XInitCombatanthpStatus Conditions
19Nadarr39/45Warchief's allies gain an Attack Bonus +2 and a Damage Bonus +2 until end of warchief's next turn.
18Eliza33/39Defense Bonus +2 all until EoNT
X14Gyrdian23/38+6 
14Lorenz32/35 
12S19/47Bloodied, Defense Bonus +2 AC (trait)
12W??-56/??Bloodied, Defense Bonus +2 AC (trait)
9Dredge40/40+5 
Cemetary
14G1-?/1Dead
14G3-?/1Dead
14G4-?/1Dead
14G2-?/1Dead
9S3-10/47Dead
12S2-10/47Dead

































Creature Defenses
TokenCreatureACFortitudeReflexWill
G#Grunt17151312
S#Soldier20181616
WWarchief21211819






















Creature Knowledge
DCTokenKnowledge
N 13/21G#Phalanx Soldier (trait), Longsword, Hobgoblin Resilience 
N 13/21S#Phalanx Soldier (trait), Flail, Formation Strike, Hobgoblin Resilience
N 13/21WLead from the Front (trait), Phalanx Soldier (trait), Spear, Tactical Deployment (recharge 5), Hobgoblin Resilience

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17
Highest Ability Modifier +4

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  150 each

Features of the Area

     Illumination: Darkness.
     Sarcophagi: These massive stone coffins bear little ornimentation. Each is sealed and requires a DC 18 Strenght check to pry open. Alternatively, each sarcophagus has 100 hit points, AC 18, Fortitude & Reflex 16, resist 5 to all damage.

     Starting area: I1 to J6

































































Initiative & Status
XInitCombatanthpStatus Conditions
29Lorenz32/35 
23Dredge40/40+5 
23Gyrdian38/38 
17Nadarr36/45 
X10Eliza33/39 
9C11/46Bloodied, Aura active, Regen 5
Cemetary
20G-10/156Dead
9C2-6/46Dead

























Creature Defenses
TokenCreatureACFortitudeReflexWill
C#Corruption Corpse17??1414
GGelatinous Cube17181615

















Creature Knowledge
DCTokenKnowledge
R 14/21C#Regen 5, Aura (trait), Slam, Mote of Corruption
N 15/22GOoze (trait), Translucent (trait), Slam, Engulf

A=Arcana
D=Dungeoneering
N=Nature
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent brown aura is Grave Stench
Effect:  Living enemies in the aura take a -5 penalty to attack rolls

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17
Highest Ability Modifier +4

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  130 Each

Features of the Area

     Illumination: Darkness.

     Starting Area:  C1 to F2



















































Initiative & Status
XInitCombatanthpStatus Conditions
16Giant Warrior Statue50/50 
7Gyrdian38/38 
7Lorenz32/35 
X7Nadarr35/45Prone
7Eliza23/39 
7Dredge40/40 
Cemetary

































Creature Defenses
TokenCreatureACFortitudeReflexWill
NoneGiant Warrior Statue12105NA
NoneDragon Statues??????NA
NoneWhirlpool trap201515NA






















Creature Knowledge
DCTokenKnowledge
P 14/21Giant Warrior StatueResist 5
P 13
A 21 (Only after P)
Dragon Statues 
P 14Whirlpool Trap 

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17
Highest Ability Modifier +4

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  206 each
Features of the Area
     Illumination:  Darkness
     Tunnel: The ghoul dug a tunnel that leads to a smaller room to the west. The tunnel is 2½ feet in diameter, large enough for a Medium creature to squeeze through. A Medium creature squeezing through this narrow space moves at half speed and grants combat advantage to all foes. Medium creatures have a –5 penalty on attack rolls until they return to open space. Each time a Medium creature squeezes, it provokes opportunity attacks from adjacent foes. Small creatures can move through the tunnel unhampered.
     Starting Area:  Rows 1 & 2



























































































































































Initiative & Status
XInitCombatanthpStatus Conditions
24Lorenz25/35 
17Gyrdian13/38+5Bloodied, Regen 4
12Eliza25/39+5Defense Bonus +2 until EoNT
11Dredge24/40No CA until SoNT from enemies
7R71/1 
X3Nadarr45/45+5 
Cemetary
17R1-?/1Dead
17R3-?/1Dead
17R2-19/1Dead
17R4-?/1Dead
7R6-?/1Dead
7R9-?/1Dead
7R10-?/1Dead
1R11-?/1Dead
19Z2-6/40Dead
17R8-?/1Dead
10Z1-2/40Dead
7R5-?/1Dead
1R12-?/1Dead
12S-7/31Dead
11G-10/63Dead









































Creature Defenses
TokenCreatureACFortitudeReflexWill
GGhoul21171916
R#Zombie Rotter1313910
SClay Scout16131415
Z#Zombie1313910



























Creature Knowledge
DCTokenKnowledge
R 15/22GWeakened Paralysis (trait), Claws, Ghoulish Bite
R 13/21R#Speed 4, Slam
A 13/20SFly 3 (clumsy), Bite, Mind Touch
R 13/20Z#Speed 4, Vuln 5 Radiant, Zombie Weakness (trait), Slam, Zombie Grab

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

Red halo shows bloodied condition
Black halo shows dead condition
Gray halo shows unconscious
Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17
Highest Ability Modifier +4

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  195

View full sized

Features of the Area
     Illumination:  Bright light from the blue-green pillars.
     The Pit:  This pit is 50 feet deep and spills blood into the central well of the Shadow Rift. Four large chains connected to the floor run down the side, allowing PCs to climb down. Because the chains are slippery with blood, a character can traverse the full 50-foot distance in one move if he makes a successful DC 15 Athletics check. If the check fails, the PC plunges into the blood pool, takes 3d10 damage, and is prone. Descending PCs arrive in the middle of Area 19, in a shallow pool of blood.
     Starting Area:  A10 through F13











































































































Initiative & Status
XInitCombatanthpStatus Conditions
28Lorenz27/35+5 
X24Gyrdian17/38Bloodied, Defense Penalty -2 AC until end of U's next turn
19U??-31/??Slowed until end of Lorenz's next turn
17Dredge36/40+5 
11Eliza25/39+5 
3Nadarr20/45Bloodied
Cemetary
18V5-12/1Dead
13V3-?/1Dead
23V2-5/1Dead
23V1-4/1Dead
18V4-4/1Dead
25C-4/54Dead
24B2-6/66Dead
19B1-17/66Dead







































Creature Defenses
TokenCreatureACFortitudeReflexWill
B#Cult Berserker15151414
CDark Creeper18151715
UOrcus Underpriest19??14??
V#Vampire Spawn Fleshripper20171817



























Creature Knowledge
DCTokenKnowledge
S 14/21B#Greataxe, Handaxe, Death Attack (only within aura), Battle Fury (trigger)
A 14/21CDagger, Dark Step, Killing Dark (trigger)
R 15/22UBlessing of Orcus Aura 10 (trait), Mace, Shadow Curse, Infuse with Shadow (recharge 5)
R 15/22V#Claws, Death Attack (only within aura)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent Magenta aura centered on underpriest:
Effect:  ???

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17 Highest Ability Modifier +4



You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  270 each

View full sized

Features of the Area
     Illumination:  Bright light.
     Blood:  The blood on the floor is slick. A character charging or running through the blood must make a DC 15 Acrobatics check or fall prone in the first square of blood entered.
     Magic Circle:  Active.
     Orcus Statues:  The statues of Orcus are blocking terrain and provide cover. A character can climb onto a statue with a DC 10 Athletics check.
     Platform:  The platform that runs the length of the western wall is 10 feet high.  Normal falling rules apply.
     Pillars:  The wide pillars are blocking terrain and provide cover. A creature can move around the corner of a pillar square normally.
     Pit:  This deep, dark pit against the eastern wall drops 30 feet into shallow water. Any creature falling into the pit takes 3d10 damage and is knocked prone.  Normal falling rules apply.
     The Shadow Rift:  The Shadow Rift is a black portal leading to diety knows where within the Shadowfell. The portal instantly slays any living creature that moves into it. The squares directly under the arch (where the darkness begins) are safe, but any square beyond that means instant death.
     Starting squares:  N10 to Q12

Skill Challenge: Closing the Portal
In this skill challenge, one or more adventurers attempt to reverse the partially completed ritual in order to close the Shadow Rift. This challenge takes place while the PCs battle Kalarel and his undead servants.
     To close the Shadow Rift, the PCs must unravel the ceremony and perform specific procedures to reverse the effects of the uncompleted ritual.
     Complexity: 3 (requires 8 successes before 3 failures).
     Primary Skills: Arcana, Heal, Religion.
     Arcana (DC 17; free action): Once per round on the character’s turn, he or she can recall knowledge of magical effects and rituals and determine the next step in reversing the effects of Kalarel’s ritual.
     This skill can be used to gain up to four successes in this challenge. A failed check also causes the energy of the ritual to attack the character who attempted the check: +8 vs. Will; 1d6 + 4 necrotic damage.
     Heal (DC 15; minor action): Once per round on his or her turn, the character can make a special Heal check. If the check succeeds, the character can spend 1 healing surge as a free action to channel positive life energy into Kalarel’s ritual in order to help disrupt it. Doing so counts as one success toward completing the skill challenge.
     This skill can be used to gain up to two successes in the challenge.
     Religion (DC 17; free action): Once per round on the character’s turn, he or she can speak prayers or religious incantations to weaken the power of Orcus in place to hold open the Shadow Rift.
     This skill can be used to gain up to four successes in this challenge. A failed check also causes the energy of the ritual to attack the character who attempted the check: +8 vs. Fortitude; 1d6 + 4 necrotic damage.
     Secondary Skill: Endurance.
     Endurance (DC 12; immediate interrupt, when an adjacent ally takes damage from a failed Arcana or Religion check made as part of this skill challenge): If the Endurance check succeeds, the character making the check takes the damage instead of the triggering ally.
     Successful use of this skill does not count as a success toward completion of the challenge.


Skill Challenge:
Successes:  4 (3 arcana, 2 heal [maxed out])
Failures:  2

























































































































Initiative & Status
XInitCombatanthpStatus Conditions
24Gyrdian26/38Attack Bonus +1 until EoE, Save Bonus +2 vs Kalarel's effects, Enemies have Attack Penalty -2 until hit or EoE
16Dredge26/40+10Attack Bonus +1 until EoE, Save Bonus +2 vs Kalarel's effects, Enemies end adjacent take 4 radiant damage until EoE
14Eliza38/39Attack Bonus +1 until EoE, Save Bonus +2 vs Kalarel's effects
X11Lorenz35/35Attack Bonus +1 until EoE, Save Bonus +2 vs Kalarel's effects
11K???-24/??? 
8Nadarr38/45Attack Bonus +1 until EoE, Save Bonus +2 vs Kalarel's effects, Slowed until end of S8's next turn
7ThingNA/NASee Skill Challenge
Cemetary
22S6-?/1Dead
22S5-11/1Dead
19S1-?/1Dead
19S2-?/1Dead
9S7-?/1Dead
21S4-?/1Dead
21S3-7/1Dead
9S8-4/1Dead
14W-4/54Dead







































Creature Defenses
TokenCreatureACFortitudeReflexWill
NoneThingNANANANA
KKalarel22211921
S#Skeleton Sentinel17151615
WShallowgrave Wight18151617



























Creature Knowledge
DCTokenKnowledge
A or R 14/21Thing 
S 16/24KRod, Decaying Ray
R 13/21S#Resist 5 necrotic, Longsword, Shortbow
R 14/21WClaw, Grave Bolt, Death Grimace (recharge 5)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17 Highest Ability Modifier +4



You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


The Seven-Pillard Hall
1 The Road of Lanterns
The road from the Minotaur Gate opens into the Seven-Pillared Hall at this location.
2 The Customhouse
This building serves as the headquarters for the enforcers employed by the Mages of Saruun to keep order in the Seven-Pillared Hall.  Brugg, an ogre, leads the enforcers.
     The mages take turns standing watch with the enforcers, providing arcane might when called for and making sure that Brugg and his enforcers toe the line.
3 The Deepgem Company
Two large stone friezes in the shape of stern dwarf faces adorn the facade of this expertly carved series of chambers.  The Deepgem Company deals in gems and precious metals, as well as fine arms and armor.  The company buys gold, gemstones, and other valuables from Thunderspire's many prospectors.  Deepgem caravans depart every week for Silvershield Hold.
     Ulthand Deepgem, an old dwarf cleric of Moradin and former adventurer, runs the business.  He despises the duergar and avoids dealing with them except in extreme circumstances.  In addition to Ulthand, five other dwarves live in this outpost.  The company also employs a dozen miners, several mule drivers, and other laborers, most of whom live in the Pigeonholes.
4 Bersk the Wainwight
A handful of human merchants from Nentir Vale, as well as dwarves from Hammerfast, sometimes visit the Seven-Pillared Hall with their wagons, and that means there's a work for a wainwright here.  Bersk Hollon is a big, muscular, foul-mouthed man who builds and repairs wagons.  He also runs a small stable, renting out pack mules to the occasional customer who needs them.  He charges 5 sp per day per animal.
     Bersk employes three stable hands, who sleep in a bunk room.
5 Temple of Hidden Light
The small shrine dedicated to Erathis, goddess of law and civilization, has been established in the Hall.  Inhabitants of the Hall often stop by to drop a few coins in the coffers and say a prayer before setting out into the Labyrinth or beyond.  The priest Phaledra tends to the shrine.
6 Residences
These brick buildings house the merchants that are permanent residents of the Seven-Pillared Hall.  The merchants have made fortunes as intermediaries between the Mages of Saruun and the inhabitants of the Underdark, and these homes are finer than most of the living quarters in the Hall.
7 House Azaer
A merchant company headquartered in Fallcrest, House Azaer maintains a trading post in the Seven-Pillared Hall.  It deals in surface goods, such as wine, ale, leatherwork, and woodwork, trading with the sbterranean folk who come to the Seven-Pillared hall, including the Deepgem dwarves and the Grimmerzhul duergar.
     The trading post is a stout building made of stone blocks taken from the ruins of old minotaur walls.  It includes living space for five clerks, four guards, and Noristo Azaer, a young member of the house.  Noristo is a tiefling merchant with a sly, sardonic demeanor, and he seems to know something about everything that goes on in and around the Hall.
8 The Pigeonholes
People who take up residence in the Seven-Pillared Hall are welcome to pick out any side chamber not in use.  These cramped chambers are known as the Pigeonholes.  Most of the occupants are human, halfling, or dwarf laborers who are down on their luck and hoping to make some gold working in the Hall.
     In addition to the Pigeonholes shown on the map, dozens more are situated higher on the cavern walls and scattered throughout the nearby passegeways.
9 The Deep Stair
This passage leads to a stairway that descends about 100 feet before meeting a well-marked tunnel that leads to the Underdark.
10 The Halfmoon Inn
This large building sits against the side of the Hall and serves as a trading post, taproom, and inn.  The halflings of the Halfmoon family run the place, stocking a variety of foodstuffs and other goods obtained from Halfmoon posts in neighboring lands.  Unless the adventurers decide to stay in the Pigeonholes, the Halfmoon offers the only accommodations in the Hall.
     Erra Halfmoon runs the inn whose pleasant manner hides an iron backbone.  She has built the inn into a profitable enterprise for her family.
11 Waterfall
Water cascades from an opening in the southern rock wall.  The gap allows rain and glacier water to form a fresh-water pool and river that runs through the Seven-Pillared Hall.
12 Bridges
Two stone bridges span the cold water of the river that flows through the Hall.  The bridges are sturdy and 10 feet wide, broad enough to allow the passage of large carts.  The bridges have high rails to help prevent hishaps.
13 Chute
the river flows into a large hole in the northern wall.  The chute's ceiling immediately lowers to water level, and the dark waters disappear from sight.  The water, after a 10-minute circuit through airless corridors, spills into one of the cisterns beneath the Seven-Pillared Hall.
14 Minotaur Statue
On a stone platform in the eastern part of the Hall stands a 10-foot-wide, 30-foot-tall statue of a minotaur.  The bronze form has arms outstretched in a ritualistic pose.  On the floor surrounding the statue, a 20-foot-diameter circle is etched with gleaming runes.      The residents know that this is the Mages of Saruun teleportation circle that connects to their tower in the northeast corner of the Hall.  The mages closely guard the ritual that allows one to use the circle, though they have no prohibition against watching the ritual performed.
15 Gendar's Curios and Relics
An expatriate drow with an eyepatch and a predatory grin, the rogue Gendar trades in old treasures from the Labyrinth.  He is smug and greedy, having left behind the Lolth-worshiping ways of his people years ago when his family lost out in one o fht einterminable vendettas of drow society.
     Gendar recovers some of his wares himself, but he prefers to pay others to risk life and limb in the Labyrinth.  Sometimes he commissions adventurers to seek out specific treasures.  Gendar is a great source of information about the ruins, but he doesn't offer anything without a price; the more exclusive the information, the higher its cost.
16 Dreskin the Provisioner
A rotund little man with a wheedling manner, Dreskin makes a living by importing foodstuffs and other suppies from Fallcrest and the surrounding community.
17 Rothar's Taproom
A heap of reused rubble and crudely cut timbers has been haphazardly turned into an alehouse.  The place belongs to an ill-tempered half-orc named Rothar, who runs the establishment with a loud voice and a rude expression.  His patrons include tough creatures such as orcs, goblins, gnolls, and duergar, who congregate here when they come to trade in the Hall, as well as human and dwarf laborers with little disposable wealth.
     Brugg comes to the Taproom to relax and trade news with the more unpleasant residences of the hall and the Labyrinth.  When not making his rounds, on a mission for the mages, or in residence at the Customhouse, Brugg can usually be found here, drinking, conversing, or testing his strength against anyone foolish enough to accept his challenge.
18 The Road of Shadows
This passage is 10 fee wide and about 12 feet tall.
19 Grimmerzhul Trading Post
Enclosed by a rampart, the trading post of the Clan Grimmerzhul duergar appears as a fortress.  the duergar trade rare ores, gemstones, liquor, poison, and alchemical reagents from the Underdark for goods from the surface that they can take back to their homeland to sell.
     The head of the post is Kedhira, a duergar theurge.  She is curt and suspicious but unusually civil and honest for a dueargar.  Four duergar guards are always present at the post.
20 The Dragon Door
this stone door is carved in the shape of a dragon gripping an orb in its claws.  The passage beyond leads into the Labyrinth.
21 the Tower of Saruun
This stone bastion has several window slits on its upper floor, looking out over the Hall, but no visible doors.  this building serves as the headquarters of the Mages of Saruun.  The wizards come and go by means of a teleportation circle at the base of the large bronze minotaur statue.
22 The Shining Road
On the keystone of the dark archway above the path is a chiseled horizontal line with a vertical line beneath it.  (Religion check DC 15 to identify.)
People of the Hall
Brugg
Brugg, an ogre, leads the enforcers that work for the Mages of Saruun.  he can usually be found at the Customhouse, relaxing at Rothar's Taproom, causing trouble at the Halfmoon Inn, or patrolling the Hall.
Charrak
This kobold is a runt even by the diminutive standards of his kind.  Driven out of his tribe's tunnels because of his failed plot against the kobold king, he now begs for coins in the Seven-Pillared Hall and sometimes does menial labor for the Hall's merchants.
     Owing to his size and cringing manner, Charrak is often ignored.
Harwin
Harwin, a human merchant that sometimes hires adventurers to guard his caravans.
     Harwin spends his time at the Halfmoon Inn when he is in the Seven-Pillared Hall.
The Ordinator Arcanis
The Ordinaotr Arcanis wears deep black robes and a golden mask of an impassive, stylized human face.  This mysterious figure serves as the magistrate for the Seven-Pillared Hall.  As the representative of the Mages of Saruun, the Ordinaotr Arcanis judges guilt or innocence in grievances and acts as an arbitrator in disputes.
     When the Ordinaotr Arcanis walks the Hall, the inhabitants tremble.  It is not unusua for the Ordinator Arcanis to remain unseen for weeks or months at a time, only to appear suddenly to execute the law of the mages or to settle a dispute.  In most cases, the judgment of the Ordinator Arcanis is swift, harsh, and usually fatal—the mages have no desire to maintain jails or inflict minor penalties.
     Most residents of the Hall know that they can summon the Ordinator Arcanis by speaking his name while standing in front of the large minotaur statue.
Surina
Surina is a tough, bitter veteran of battles against gnolls and their domonic alies in the northern wastes.  As a dragonborn warlock and devout follower of Erathis, she believes that she must do everything she can to push back the encroaching tide of chaos.  She has recently come to the Seven-Pillared Hall in hopes of turning it into an armed camp from which se can lead strkes against the monsters of the Underdark.  So far, no one has joined her cause, and the Mages of Saruun have ignored her.
     Surina is a fanatic, eager to do whatever it takes to achieve her goals.  She constantly agitates to banish Gendar and the duergar from the Hall.  However, her hatred of disorder has blinded her to the slippery slop she has descended.  Surina is willing to use almost any means necessary to acheive her goal.
     The dragonborn warlock splits her time between the Temple of Hidden Light and the out-of-the-way pigeonhole she has claimed when she isn't preaching in the hall or exploring the Labyrinth.
Terrlen Darkseeker
Terrlen, a middle-aged man with a weathered face and a quiet disposition, is an explorer who leads caravans along the Vale Road.  He also makes occasional forays into the Labyrinth and is a skilled guide.  Terrlen is renowned for his competence (Dungeoneering +10), and though some of his expeditions have failed, the people of the Hall are quick to recommend his services.
Vadriar the Sage
Vadriar is a slender, short human with a shaved head.  He wears simple brown robes and carries a heavy backpack stuffed with books and scrolls. If the PCs neec information on the Labyrinth's history, everyone directs them to Vadriar.  He is usually found at the Halfmoon Inn, but frequently travels the Labyrinth alone in search of new lore.


Fallcrest at Obsidian Portal

You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  150 each

Features of the Area
     Illumination:  Bright light (lanterns).
     Cots:  Entering a cot's square costs 1 extra square of movement.
     Old Tuns:  These large casks stand almost 10 feet tall and fill their squares.  A character cannot stand in these squares but can climb with a DC 15 Athletics check onto a tun.  There's about three feet of space between the top of the tuns and the ceiling of the chamber.
     Tables:  A table is tall enough that a Small creature can move under it and gain cover by doing so.  Hopping onto a table costs 1 extra square of movement.  A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
     Starting Area:  Anywhere in the hallway outside the room.















































































Initiative & Status
XInitCombatanthpStatus Conditions
X19Gyrdian15/44+10Bloodied, Invisible
17Lorenz21/40 
16W27/46Dazed until end of Riar's next turn
10Dredge37/46+5 
10Eliza45/45Defense Bonus +2 until EoNT
9Riar29/48 
Cemetary
23H3-6/47Dead
19H4-2/47Dead
26H1-2/47Dead
16H2-?/47Dead























Creature Defenses
TokenCreatureACFortitudeReflexWill
H#Hobgoblin Soldier20181616
WHobgoblin Warcaster17131514

















Creature Knowledge
DCTokenKnowledge
N 13/21H#Phalanx Soldier (trait), Flail, Formation Strike, Hobgoblin Resilience (trigger)
N 13/21WQuarterstaff, Shock Staff (R:4), Force Lure (R:5), Force Pulse (R:6), Hobgoblin Resilience (trigger)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17 Highest Ability Modifier +4



You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  100 each

Features of the Area
     Illumination:  Bright light.
     Balcony:  The balcony is 15 feet above the floor.  Climbing the wall to reach the balcony requires a DC 20 Athletics check.
     Ceiling:  25 feet high.
     Double doors:  Locked.
     Rubble:  Treat these squares as difficult terrain.
     Starting Squares:  C17 to D15.












































Initiative & Status
XInitCombatanthpStatus Conditions
22Gyrdian43/44 
21Lorenz21/40 
21Riar47/48 
11Eliza45/45 
7Dredge46/46 
Cemetary























Creature Defenses
TokenCreatureACFortitudeReflexWill
?????????????
?????????????

















Creature Knowledge
DCTokenKnowledge
  ?? 
 ?? 

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17 Highest Ability Modifier +4



You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  100 each

 Features of the Area
     Brazier:  This brazier is full of hot coals.  A creature that starts its turn in this square takes 1d4 fire damage.
     Starting Squares:  No stealth:  X2, Y2, Z2, A2, B2
     Starting Squares:  Stealthed:  A2, B2, C2, C1, D1















































































Initiative & Status
XInitCombatanthpStatus Conditions
18Eliza45/45 
X15Lorenz40/40 
15Dredge46/46 
13Gyrdian43/44Attack Penalty -2 from enemies until hit or EoE, Invisible until EoNT, Hidden (stealth 28)
6Zanagar8/48Bloodied
4G38/53Bloodied, Immobilized (save ends), Bloodied Rage (active)
Cemetary
20G1-3/53Dead
5G2-16/53Dead
19B-7/76Dead
15G4-2/53Dead























Creature Defenses
TokenCreatureACFortitudeReflexWill
B???181715??
G#Goblin Skullcleaver16151412

















Creature Knowledge
DCTokenKnowledge
N 15/22BMorningstar
N 13/21G#Battleaxe, Hand Crossbow, Bloodied Rage (trigger), Goblin Tactics (IR)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17 Highest Ability Modifier +4



You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

XP:  270 each

Features of the Area
 
  Chains:  Manacles secured to a large chain fill the middle of of the floor.  These are difficult terrain.
    Balcony:  The balcony is 10 feet above the floor.
    Statue:  This idol represents a revered exarch of Torog.
 
    Starting area:  X2, Y2, Z2, A2, B2



































































































Initiative & Status
XInitCombatanthpStatus Conditions
22Lorenz40/40Delay
15Eliza45/45 
15Zanagar38/48 
X15Dredge27/46 
15D??-57/??Bloodied, Damage Penalty -4 until end of Dredge's next turn
11Gyrdian26/44+11 
7G2-4/58Bloodied, Unconscious
Cemetary
26G1-10/58Dead
20W-4/46Dead
19K-15/64Dead
15A3-6/39Dead
15A2-4/39Dead
15A1/39Dead















































Creature Defenses
TokenCreatureACFortitudeReflexWill
AHobgoblin Archer17????13
DDire Wolf19??????
G#Duergar Guard201715??
KKrand, Hobgoblin Chief21211819
WHobgoblin Warcaster17131514
































Creature Knowledge
DCTokenKnowledge
N 13/21ALongsword, Longbow, Hobgoblin Resilience (Enc, IR)
N 15/22D 
N 14/21G#Warhammer, Infernl Anger (R:5, minor), Infernal Quills (enc)
N 15/22KLead from the Front (trait), Phalanx Soldier (trait), Spear, Tactical Deployment (R:5), Hobgoblin Resilience (enc, trig)
N 13/21WQuarterstaff, Shock Staff (R:4), Force Lure (R:5), Force Pulse (R:6), Hobgoblin Resilience (enc, trig)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17 Highest Ability Modifier +4



You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.


Features of the Area
    
 Secret Door:  Already found.
     Barrels:  Difficult terrain. 

     Starting Area West:  Anywhere in columes A, B, C.
     Starting Area East:  Column P, rows 0-4.  Location P0 is the trap door to the shrine room.





























































































Initiative & Status
XInitCombatanthpStatus Conditions
17Eliza45/45Defense Bonus +2 until EoNT
13S11/31Bloodied
13Dredge33/46 
13Lorenz40/40Stalker's Mist active until EoE
8H214/47Bloodied, Damage Penalty -4 until end of Dredge's next turn
8Gyrdian32/44Enemies have -2 Attack Penalty until GC is hit or EoE
X8Zanagar36/48 
Cemetary
13B1-5/37Dead
23H1-4/47Dead
13B2-3/37Dead
20H3-5/47Dead
13S2-?/31Dead































Creature Defenses
TokenCreatureACFortitudeReflexWill
B#Human Bandit??1214??
H#Hobgoblin Soldier20181616
S#Goblin Sharpshooter16121411






















Creature Knowledge
DCTokenKnowledge
N 13/20B#Mace, Dagger
N 13/21H#Phalanx Soldier (trait), Flail, Formation Strike, Hobgoblin Resilience (trig, enc)
N 13/20S#Sniper (trait), Combat Advantage (trait), Short Sword, Hand Crossbow, Goblin Tactics (trig)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Nadarr is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 19 AC 15 Fortitude 14 Reflex 12 Will 17 Highest Ability Modifier +4



You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area
     Illumination:  Bright light (lanterns) during day, dim light otherwise.
     Beds:  A bed can provide cover for someone adjacent to it.  Hopping onto a bed costs 1 extra square of movement.  A character can use a standard action to tip over a bed, which can tehn grant superior cover to a prone creature.
     Ceilings:  10 feet high.
     Counter:  The counter can provide cover for someone adjacent to it.  Hopping onto the counter costs 1 extra square of movement.
     Barrels and Crates:  These squares are difficult terrain and a creature in one of these squares has cover.
     Hearth:  These provide warmth to the rooms.  Any creature beginning its turn in a square occupied by fire takes 1d8 fire damage.
     Tables:  Hopping onto a table costs 1 extra square of movement.  A character can use a standard action to tip over a table, which can then grant cover to a standing creature or superior cover to a prone creature.
     Woodpiles:  These squares are difficult terrain.
     Windows:  Tese are 1 foot wide and 3 feet tall, and they have iron sutters on the inside.  It takes a move action to open or close a shutter.  A creature attacking from behind a closed shutter has superior cover.  The two windows in the display area are shuttered only at night.  The third window is shuttered at all times.

     Start Area:  G13-G17 (G15, G16, G17 are off the map)






















































































Initiative & Status
XInitCombatanthpStatus Conditions
X25Gyrdian42/44+5Berserker Fury active until EoE
20Eliza20/45Bloodied, Prone
18Lorenz24/40 
11Zanagar33/48+7 
6Dredge30/46Attack Bonus +1 until EoE, Prone
5T??-20/?? 
Cemetary
20Flame Zephyr/22Dead
11G1-9/58Dead
25G4-1/58Dead
18G2/58Dead
11G3-?/58Dead























Creature Defenses
TokenCreatureACFortitudeReflexWill
G#Duergar Guard20171515
TDuergar Theurge2016????

















Creature Knowledge
DCTokenKnowledge
N 13/21G#Resist Fire, Warhammer, Infernal Anger (R:5), Infernal Quills (E)
N 15/22TWarhammer, Infernal Quills (E), Wave of Despair (E)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Zanager is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 22 AC 17 Fortitude 17 Reflex 14 Will 20 Highest Ability Modifier +5

Dust and Smoke Aura 1


Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.




You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area
     Illumination:  Darkness.

     Start Area:  Rows 1, 2, & 3















































































Initiative & Status
XInitCombatanthpStatus Conditions
22Gyrdian30/44+5 
22Eliza45/45 
19Zanagar46/48+6Ongoing Damage 5 Poison & Attack Penalty -2 (save ends both)
X18Lorenz34/40 
5Dredge39/46 
4R??-44/??Bloodied, Damage Penalty -4 until end of Dredge's next turn
Cemetary
22G2-1/58Dead
14G3-6/58Dead
7G1-4/58Dead
21S-5/48Dead































Creature Defenses
TokenCreatureACFortitudeReflexWill
G#Duergar Guard20171515
RDuergar Raid Leader19171915
SDuergar Scout18181616






















Creature Knowledge
DCTokenKnowledge
N 13/21G#Resist Fire, Warhammer, Infernal Anger (R:5), Infernal Quills (E)
N 15/22RWarhammer, Crossbow, Infernal Quills (E)
N 13/21SWarhammer, Crossbow, Underdark Sneak, Infernal Quills (E)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Zanager is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 22 AC 17 Fortitude 17 Reflex 14 Will 20 Highest Ability Modifier +5

Dust and Smoke Aura 1


Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.




You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area
     Illumination:  Sunrod.
     Starting Area:  Columns A & B.





























































































Initiative & Status
XInitCombatanthpStatus Conditions
20Gyrdian24/44+12Attack Penalty -2 from enemies until hit or EoE, Invisible until EoNT
20H625/37Damage Penalty -4 until end of Dredge's next turn
19Lorenz34/40+4 
17Dredge46/46+5 
14H722/37Slowed (save ends)
7Zanagar30/48 
6H520/37Dazed until end of Zanager's next turn
X6Eliza45/45 
Cemetary
19H1-7/37Dead
23H3-9/37Dead
23H4-?/37Dead
9H2-11/37Dead















Creature Defenses
TokenCreatureACFortitudeReflexWill
H#Hyena16141312












Creature Knowledge
DCTokenKnowledge
N 13/20H#Harrier (trait, aura), Pack Attack (trait), Bite

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Zanager is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 22 AC 17 Fortitude 17 Reflex 14 Will 20 Highest Ability Modifier +5

Dust and Smoke Aura 1


Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.




You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.



Features of the Area
     Illumination:  Bright light
     Ceilings:  Outside:  25'; Inside:  15'
     Fire:  Any creature starting its turn in a fire square takes 1d8 fire damage.
     Table:  Treat as difficult terrain.  Small creatures under a table gain cover.  Can be tipped over as a standard action which then grants cover to a standing creature/total cover to a prone creature.
     Woodpile:  Difficult terrain.
     Escarpment:  A character that climbs (DC 10 Athletics check) over the low wall along the side of the path enters the escarpment's squares.  Any character entering one of these squares slips, falling 30 feet per round.  The escarpment's surface is rough, and a character slipping down it takes 1d10 damage per 10 feet up to the chasm's depth of 300 feet.  A character can attempt one DC 20 Athletics check per 30 feet to catch hold of the rock.
     Portcullis:  The portcullis swings outward instead of rising or lowering.  The gate is locked from the inside and requires a character adjacent to the portcullis to succeed at a DC 22 Thievery check to unlock.  The portcullis provides cover:  however, creatures adjacent to the portcullis making a ranged attack or using a spear or a polearm against a creature on the opposite side of the portcullis can ignore this cover.  A creature can wrench the portcullis open with a DC 25 Strength check or break through by dealing 60 damage to it.
     Starting Squares:  Row 1 or Row 2 















































































Initiative & Status
XInitCombatanthpStatus Conditions
X17Eliza50/50Attack Bonus +1 until EoE, Defense Bonus +2 until EoNT
17Gyrdian50/50+5Attack Bonus +1 until EoE
17O25/66Bloodied, Slowed until end of Eliza's next turn, Dazed until end of Zanager's next turn
15Lorenz45/45Attack Bonus +1 until EoE
12Zanagar47/54Attack Bonus +1 until EoE
12Dredge51/51+10Attack Bonus +1 & Enemies ending adjacent takes 4 radiant damage until EoE
5O434/66Slowed until end of Eliza's next turn
Cemetary
17O3-7/66Dead
12O1-10/66Dead
12O5-4/66Dead















Creature Defenses
TokenCreatureACFortitudeReflexWill
O#Orc ???1517??12












Creature Knowledge
DCTokenKnowledge
N 14/21O#Longspear, Crossbow, Warrior's Surge (E), Savage Demise (Free)

A=Arcana
D=Dungeoneering
N=Nature
P=Perception
R=Religion
S=Streetwise

A=Arcana D=Dungeoneering N=Nature P=Perception R=Religion S=Streetwise

Red halo shows bloodied condition Black halo shows dead condition Gray halo shows unconscious Minions will usually be removed

Translucent yellow area around Zanager is his Defender's Aura:
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.

Translucent 80% gray zone is Lorenz's Stalker Mist:
Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily obscured to your enemies.
  Move Action: You move the zone up to 5 squares.   

Flame Zephyr
HP 22 AC 17 Fortitude 17 Reflex 14 Will 20 Highest Ability Modifier +5

Dust and Smoke Aura 1


Allies in the aura have partial concealment. You gain a +2 power bonus to damage rolls against enemies in the aura. At 11th level, this bonus increases to +3. It increases to +4 at 21st level.




You have the free will to agree or disagree.
You have the ability to act freely on the above choice regardless of the consequences.

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