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Ragefire Chasm

Defeat the Dark Shaman, Protect Orgrimmar from Threats Within

Overview
Prologue
For the Horde!
Cleft of Shadow
Trogg Tunnels
Kor'kron Staging Point
Main Passage
Oggleflint's Throne
Side Passages
Obsidian Climb
The Climb
Koranthal's Chamber
Slagmaw's Lair
Searing Cavern
Dark Shaman Camp
Overlook
Mission Accomplished
Treasure
Monsters
For the Alliance!

Created by James Wiken

Special Thanks to

Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com
Dungeon, NPC, and item information, screenshots

Natural Crit
Developed using Homebrewery
Ragefire Chasm

R
agefire Chasm extends deep below the city of
Orgrimmar. Barbaric troggs and devious Prologue
Searing Blade cultists once plagued the Beneath the city of Orgrimmar lies this fiery chasm. A clan of
volcanic caves, but now a new threat has troggs known as Ragefire Troggs had begun to appear in the
emerged: dark shaman. Although Warchief chasm, from deep below the lava-filled tunnels. Despite
Garrosh Hellscream recently called on a attempts to make peace with these creatures, it was clear
number of shaman to use the elements as that these troggs were not interested in diplomacy, and could
weapons against the Alliance, the chasm's current inhabitants potentially overwhelm the entire Horde if left unchecked.
appear to be renegades. Reports have surfaced that these A sect of the mysterious Shadow Council had also taken
shadowy figures are amassing a blistering army that could refuge in this chasm. This sect is known as the Searing
wreak havoc if unleashed upon Orgrimmar. Blade, and was led by a cabal of warlocks and demons. From
The adventurers have been sent to Ragefire Chasm to their dark hiding place, they plotted to overthrow and destroy
investigate this potential threat. all that the Horde has built for themselves in these lands.

Overview Enemies Below


Ragefire Chasm is a dungeon designed for characters from Description
levels 2 to 3. It is meant to be standalone and can be inserted There are enemies of the Horde beneath this very city,
into any campaign. adventurers.
In this dungeon, the adventurers have been tasked with
investigating the reports of dark shaman residing the lava The Dark Shaman plot to take Orgrimmar for their own, and
filled tunnels beneath Orgrimmar. The Warchief wishes to have already taken Ragefire Chasm! We need to storm their
put down these renegades before they can grow into a real forces and retake what is ours!
threat to the Horde. Go speak with Commander Bagran just inside Ragefire
To investigate this potential threat, Commander Bagran Chasm. He will have further orders for you.
and Invoker Xorenth, two rising orcs, have been sent to Mechanics and Reward
Ragefire Chasm with a small contingent of Kor'kron in tow. The Warchief gives the party a letter that will give it access to
The Warchief has also sent missives to Orgrimmar, the
Undercity, and Thunder Bluff asking for able-bodied Ragefire Chasm. Report to Commander Bagran to see how the
adventurers loyal to the Horde to assist in this venture. The adventurers can assist with putting down this threat within.
adventurers are to report to Commander Bagran if they wish Once this quest is completed, Commander Bagran will offer
to help combat this potential threat residing below the heart the quest, "No Orc Left Behind". Invoker Xorenth will also
of the Horde. offer the quests, "A New Enemy" and "The Dark Shaman".
The dark shaman must be dealt with before they have the
time to gather enough power to deal real damage to
Orgrimmar and its citizens.
CLASSIC | DUNGEONS | RAGEFIRE
CHASM
3
After the Shattering, the Dark Shaman were formed and
overtook Ragefire Chasm. They cleared the presence of Cleft of Shadow
Searing Blade cultists and troggs, and used the latter to feed Hidden within the central plateau of Orgrimmar is the Cleft
the enslaved beasts they brought from the Firelands. of Shadow. Tents smelling of fire and brimstone and filled
Although the Warchief recently employed a number of with magical curiosities ring the cavern. Orcs and goblins are
shaman to use the elements as weapons against the Alliance, gathered throughout the cavern. speaking in hushed tones
the Dark Shaman are no allies of the Horde. Reports have and discretely trading what are most likely illicit goods.
surfaced that they are amassing a fiery force to unleash upon Residing within its magically lit caverns are many of the
an unsuspecting Orgrimmar. Horde's practitioners of the fel and arcane schools of magic.
This includes the city's Arcane Enclave, who maintains
For the Horde! portals to faraway lands. Other less-than-savory denizens of
Orgrimmar make their home here as well.
This dungeon is written based on the Horde version of At the eastern end of the Cleft of Shadow, beside the tent of
Ragefire Chasm. A contingent of Kor'kron Elite has be noted warlock, Arnak Fireblade, is the tunnel leading down
dispatched under the command of Commander Bagran to into Ragefire Chasm. It is currently being guarded by a pair
investigate and neutralize the Dark Shaman threat. If you of Kor'kron Elite who are tasked with preventing anyone from
would prefer to play the Alliance version, see "For the entering or exiting the fiery caverns below with explicit
Alliance!" at the end of this dungeon for a description of orders to the contrary. The adventurers can give the letter
changes. they received from the Warchief to be admitted down into
Ragefire Chasm.
CLASSIC | DUNGEONS | RAGEFIRE
CHASM
4
1. Trogg Tunnels No Orc Left Behind
A clan of troggs known as Ragefire Troggs, originating from Description
deep below the lava-filled tunnels, made the shallowest
tunnels of this chasm their home. Magatha Grimtotem, of the This was supposed to be a routine sweep, adventurers. Clean
tauren people, attempted to make peace with these creatures, up a few troggs, make sure there is no threat to the city and
but was met only with hostility. then be in the tavern by midday.
More recently, the Ragefire Troggs are being hunted to Instead I've a group of scouts missing, flame hounds
near extinction. When the Dark Shaman seized Ragefire pouring out of the chasm and Xorenth going on about "the
Chasm as their own, they unleashed their fearsome flame next Twilight's Hammer."
hounds upon the troggs, to lethal effect. Alpha among these
hounds is Adarogg, who feasts upon Oggleflint, late chief of Go in there and get my scouts back so we can figure out
the Ragefire Troggs, himself. what is going on down here.
Mechanics and Reward
1a. Kor'kron Staging Point Several Kor'kron Scouts have gone missing within Ragefire
Only minutes into the tunnels, the party spies Invoker Chasm, either wounded, captured, or hiding.
Xorenth, Commander Bagran, and his Kor'kron. The orc Once found by the party, they will attempt to return to the
soldiers are currently under attack by a pack of 2d2 Flame Kor'kron Staging Point. If there are enemies still between their
Hounds. The "Corrupted Reaver" stat block can used to current position and their destination, they must succeed on a
represent the Commander Bagran and the Kor'kron during Stealth check against the passive Perception of that enemy
this encounter. Invoker Xorenth can be represented using the (+4 Stealth skill bonus) or be slain.
"Corrupted Flamecaller" stat block. For every Kor'kron Scout that makes it back to Commander
Once the pack of attacking hounds is dispatched, the
Kor'kron return to their guard posts. Commander Bagran Bagran safely, he will reward the party with 5 gp.
and Invoker Xorenth greet the adventurers and explain the  
current situation. The Dark Shaman
Their expedition has hit some difficulties and they are
currently doing all they can to keep the growing packs of Description
Flame Hounds from spreading into the Cleft of Shadow. With These dark shaman have been down here for months, raising
the characters' help, however, they may be able to proceed beasts and performing dark rituals.
with their original mission. I don't know what they aim to achieve with all of this, but
Speaking to each orc leader will provide the party with it's clear that they are no friend of the Horde. That's where you
quests to assist the Kor'kron with taking down the Dark
Shaman threatening Orgrimmar. The orcs currently manning come in, adventurers.
this staging point will be hesitant to leave their posts and Fight your way through the chasm and kill Dark Shaman
Orgrimmar unguarded. Koranthal and Lava Guard Gordoth.
Mechanics and Reward
Commander Bagran Invoker Xorenth has identified the two leaders of the Dark
Bagran is a rising commander within the Kor'kron ranks. Shaman, Dark Shaman Koranthal and Lava Guard Gordoth.
When the Warchief asked for volunteers to take down the Bring him proof of their demise, and Xorenth will reward the
Dark Shaman occupying Ragefire Chasm, he jumped at the party with 30 gp for each of them.
chance.
Bagran does not want this mission to end in death and  
dishonor. His primary concern currently is to limit the A New Enemy
casualties of his subordinates. He will send the adventurers
into Ragefire Chasm to locate and rescue Kor'kron scouts Description
that are currently missing. The power of these dark shaman has attracted many allies,
adventurers. Former members of the Horde that now work
Invoker Xorenth towards some dark purpose.
Xorenth is an orc mage who first cut his tusks against the We need to make an example of them before we have
Twilight's Hammer cult during the events following the another Twilight's Hammer on our hands.
Shattering. As such, he is wary of their return or any who
would follow in their footsteps. He views these Dark Shaman Kill any cultist you come across and bring me their insignia.
as potential heirs of that twisted legacy. Mechanics and Reward
The Invoker employs the party to end this threat before it Invoker Xorenth would prefer that no followers of this cult
spreads. Defeat their leaders, defeat their subordinates, all leave Ragefire Chasm alive. The party can collect the insignia
must be slain before they can spread their profane teachings. from any Corrupted Firecaller, Corrupted Houndmaster,
Corrupted Reaver, or Dark Shaman Acolyte they defeat.
For every insignia returned to him, the Invoker will reward
the party with 2 gp.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
5
1b. Main Passage  
Through the center of the lava tunnel is an elevated path of
dark igneous rock. Glossy black shards of obsidian line the Adarogg
edges the walkway, forming a razor-edged barrier between
the party and the bubbling magma below. A pack of 2d2 Medium elemental beast, chaotic neutral
Flame Hounds stalk this section of the passageway, feasting Armor Class 14
on the charred and smoking corpses of Ragefire troggs. Hit Points 32 (5d8+10)
Roughly halfway up the tunnel, a stream of lava spills over Speed 50 ft.
the pathway the party is using. The adventurers can make a
DC 12 Athletics check to jump over the molten stream. If the
characters investigate the lava flow, they will notice that it is STR DEX CON INT WIS CHA
not constant in rate and width. The party can wait for when 16 (+3) 12 (+1) 14 (+2) 8 (-1) 13 (+1) 6 (-2)
the lava stream wanes and cross then. If they do, they have
advantage on the above check.
The pathway continues south, deeper into Ragefire Chasm. Skills Perception +5
Damage Immunities fire
More troggs, their lifeless bodies covered in blackened Senses darkvision 60 ft., passive Perception 15
bitemarks, are strewn about the tunnel. Condition Immunities exhaustion, frightened,
Looking across the roiling magma below, narrow walkways grappled, restrained
can be seen lining the tunnel walls on both sides of the party. Languages understands Ignan but can't speak it
Solitary Flame Hounds can be seen wading in the magma Challenge 2 (450 XP)
and dining on trogg flesh.
Another pack of 2d2 Flame Hounds roams the upper Keen Hearing and Smell. Adarogg has advantage on
pathway. This group, however, is led by a Corrupted Wisdom (Perception) checks that rely on hearing or
Houndmaster, a lackey of the Dark Shaman the party was smell.
sent to defeat. A wounded Kor'kron scout has been cornered
by these flame hounds. Once this pack is dealt with, the party Pack Tactics. Adarogg has advantage on attack rolls
can continue into Oggleflint's Throne. against a creature if at least one of Adarogg's allies
is within 5 feet of the creature and the ally isn't
incapacitated.
1c. Oggleflint's Throne
Inferno Charge. If Adarogg moves at least 20 feet
The comparatively cramped tunnels open up into a more straight toward a creature and then attacks it with a
open chamber. The temperature of this cave is noticeably bite attack on the same turn, that target and any
lower as no longer are the adventurers standing directly others within 5 ft. of it must succeed on a DC 13
above a river of magma. Strength saving throw or take 4 (1d8) fire damage.
From this chamber the late Oggleflint, ruled over the Adarogg leaves behind a flame trail during this
Ragefire troggs. More recently he has been demoted from his charge that persists until the start of his next turn.
lofty role as chieftain down to the lowly position of hound Any creature that crosses it must succeed on a DC
food. His usurper, Adarogg, stands over his broken body, 12 Dexterity saving throw or take 3 (1d6) fire
greedily consuming its flesh. The bodies of Corrupted damage.
Houndmasters foolish enough to attempt to tame Adarogg
litter the ground. Actions
Ramps to the east and west slope down into the side Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
passages of the Trogg Tunnels. A smooth corridor of lava rock one target. Hit: 7 (1d8 + 3) piercing damage plus 3
leads southwest to the Obsidian Climb. At this intersection is (1d6) fire damage.
a large boulder. IF the party investigates the boulder they will
find another wounded Kor'kron scout behind it. Fire Breath. The hound exhales fire in a 15-foot
cone. Each creature in that area must make a DC 12
Adarogg Dexterity saving throw, taking 14 (4d6) fire damage
Ragefire Chasm's trogg population has rapidly declined in on a failed save, or half as much damage on a
recent months for one reason: Adarogg. This ravenous flame successful one.
hound was among the first of his kind ripped from the
Firelands by dark shaman. Adarogg's handlers feed the
unruly beast over twice his weight in trogg flesh per day to
keep him appeased.
Adarogg (marked by a red skull on the map) is a massive
flame hound glowing with otherworldly fire. As the largest
and most fearsome of the hounds in Ragefire Chasm, he
prefers to hunt alone. He will prioritize any creature that has
trogg flesh on their person, as he as developed an appetite for
it since being summoned into this place.
When Adarogg is defeated, the party can loot Fang of
Adarogg.
CLASSIC | DUNGEONS | RAGEFIRE
CHASM
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1d. Side Passages 2b. Koranthal's Chamber
Narrow side passages line the tunnel walls in the Trogg In the center of this chamber stands Dark Shaman Koranthal.
Tunnels. The bodies of half eaten troggs line the banks of Surrounding him are an array of profane runes carved into
these passages, many aflame due to their proximity of the the ground. Shadowy energy rises from these glowing violet
river of magma flowing throw the chamber. Solitary flame runes, slowly spiraling into the air around Koranthal. Once
hounds patrol these passages, scavenging what they can. At the Dark Shaman leader has been defeated, the shadowy
the end of the western side tunnel, the path turns upwards energy dissipates but the runes remain.
and is capped by a hidden chamber. This was likely a trogg Hidden in the corner is a large crate bearing Horde
residence at some point, but has since been abandoned. The insignias. If the party investigates this crate, they will find a
party must return to Oggleflint's Throne to safely leave these Kor'kron scout hidden within.
passages. Continuing south of this chamber leads into Slagmaw's
Lair.
2. Obsidian Climb Dark Shaman Koranthal
The dark stone pathway slopes upwards as it leads deeper "The power of the Dark Shaman will overwhelm you!"
into Ragefire Chasm. The presence of the Dark Shaman and Koranthal has always believed that brute force is the only
their allies is thicker here. At the top of the climb, Dark way to control Azeroth's elementals. His extreme views led
Shaman Koranthal bends the elements to his twisted will. him to join the ranks of the sinister Twilight's Hammer. When
the cult fell, the orc and other like-minded shaman secretly
2a. The Climb infiltrated Ragefire Chasm to continue practicing their dark
arts.
Leading north out of the Trogg Tunnels is another elevated Dark Shaman Koranthal (marked by a green skull on the
pathway composed of dark igneous rock. Counterintuitively, it map) is one of two leaders of the Dark Shaman that Invoker
slopes upwards as the party moves deeper into the magma- Xorenth has directed the party to defeat. He will try to keep is
filled chasm. Much like the tunnels before it, the climb is distance and using Twisted Elements but will use Shadow
illuminated by the flow of this magma. About halfway up the Storm if too many enemies close in.
climb a dip in the path causes the lava to pool. This obstacle When Dark Shaman Koranthal is defeated, the party can
is wide than the one the adventurers faced below and they loot Cuffs of Black Elements.
must succeed on a DC 14 Athletics check to safely cross. As
before, the size of this pool ebbs over time and if the
adventurers notice this fact, they can roll the check with
advantage. Dark Shaman
Once past this obstacle, a fiery vista off to the right of the Koranthal
party presents itself. Spouts of lava spray molten rock high
into the air and the Trogg Tunnels can be seen below. If the Medium humanoid (orc), chaotic evil
adventurers stop to take in the sights, they might notice a Armor Class 14
Kor'kron scout trapped on a ledge just beneath the climb. Hit Points 39 (6d8+12)
The Dark Shaman and their allies patrol this stretch of Speed 30 ft.
Ragefire Chasm. Patrolling the obsidian climb are 3 (2d2)
pairs of one Corrupted Reaver and one Dark Shaman
Acolyte. They are distributed fairly uniformly along the STR DEX CON INT WIS CHA
pathway. At the top of the climb is the path turns west and 12 (+1) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 16 (+3)
leads into Koranthal's Chamber.
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 12
Condition Immunities charmed, frightened
Languages Orc
Challenge 2 (450 XP)

Actions
Twisted Elements. Ranged Spell Attack: +5 to hit,
range 90 ft., one target. Hit: 3 (1d6) fire damage
plus 3 (1d6) bludgeoning damage plus 3 (1d6)
necrotic damage.
Shadow Storm. All hostile targets within 15 ft. must
succeed on a DC 13 Constitution saving throw or
take 9 (2d8) necrotic damage.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
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3. Slagmaw's Lair Slagmaw
As the party makes its way deeper into Ragefire Chasm, its Large elemental beast, chaotic neutral
finds itself at the banks of a massive underground lake of fire
and molten rock. Several platforms of blackened rock dot the Armor Class 14 (natural armor)
surface of this lake all connected by a series of natural Hit Points 45 (6d10+12)
bridges. Distributed amongst the platforms around the edge Speed see Submerge
of the cavern are 3 (2d2) groups of one Corrupted
Flamecaller and two Corrupted Reavers. One of these groups
is holding a Kor'kron prisoner and subjecting him to burning STR DEX CON INT WIS CHA
torture. 14 (+2) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 8 (-1)
These groups keep a wide berth from the central platform.
If the party moves onto the central platform, a massive lava Damage Vulnerabilities cold
worm, Slagmaw, rises out of the fiery lake and attacks the Damage Resistances bludgeoning, piercing, and
adventurers. Any cultists still in the chamber when Slagmaw slashing from nonmagical attacks
attacks will flee in terror, either back into Koranthal's Damage Immunities fire
chamber or deeper into the cave system. Condition Immunities charmed, exhaustion,
Two paths lead deeper into Ragefire Chasm from this frightened, grappled, paralyzed, prone, restrained
chamber. From the southwestern platform, the party can tkae Senses darkvision 60 ft., passive Perception 10
the main and more clearly seen passage into the Dark Languages understands Ignan but can't speak it
Shaman Camp. A hidden path leading from the western Challenge 2 (450 XP)
platform will allow the adventurers to find the Overlook.
Heated Body. A creature that touches Slagmaw or
Slagmaw hits it with a melee attack while within 5 feet of it
Unlike other lava worms enslaved by the dark shaman, takes 3 (1d6) fire damage.
Slagmaw has proven to be nearly impossible to control. The Submerge. Instead of moving normally, Slagmaw
beast lives to bore through the depths of the earth, and it uses its movement by submerging beneath the lava
cares nothing for the consequences of its actions, or the and reappearing in another location in the lava
damages it causes to anyone who stands in its way. within 40 ft. of its current location.
Slagmaw (marked by a yellow skull on the map) is an Any creatures within 10 ft. of the point Slagmaw
ancient lava worm, feared by past and present denizens of reemerges from must succeed on a DC 12
Ragefire Chasm. He will submerge every round to find a Dexterity saving throw or take 3 (1d6) fire damage.
better angle from which to strike out at his prey.
When Slagmaw is defeated, the party may loot Actions
Flameseared Carapace.
Multiattack. Slagmaw makes two attacks.

4. Searing Cavern Bite. Melee Weapon Attack: +4 to hit, reach 10 ft.,


one target. Hit: 4 (1d4 + 2) piercing damage plus 3
Once the headquarters of the Searing Blade, this cavern is (1d6) fire damage.
now holds another enemy of the Horde. the Dark Shaman. It Lava Spit. Ranged Attack: +4 to hit, range 30/60 ft.,
is here that they perform profane research and magic, one target. Hit: 7 (2d6) fire damage.
twisting and corrupting the elements to their will. Lava Guard
Gordoth, a dire orc whose blood is infused with the raw
power of elemental fire, is held here, waiting to be unleashed
upon the city above it.
4a. Dark Shaman Camp
Entering Searing Cavern via the main passage leads to the
Dark Shaman's primary encampment. Guarding this passage
is a patrol of one Corrupted Reaver and a pair of Dark
Shaman Acolytes. They will defend the camp in the next
chamber from any intruders.
Once through this passage, the party is in a large open
cavern illuminated by lava flows and magical braziers. A high
cliff rings the west and south walls of the chamber. Much of
this cave is filled with tents and supplies arrayed around a
large rune carved into the ground glowing an otherworldly
indigo. Inhabiting the camp are a group of unarmed Dark
Shaman researchers are using various scientific implements
to study this rune.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
8
ALong the back wall are an assortment of large glass
capsules, tables with beakers and vials, and well=worn
tomes. Much of the glassware is filled with elemental fire. Lava Guard Gordoth
Also arranged along this southern wall is a set of cages. Large humanoid (orc), chaotic evil
Three smaller cages contain Kor'kron scouts, captured by the
Dark Shaman. Next to these terrified orcs is another cage Armor Class 14
easily dwarfing all three of them put together. Inside is a Hit Points 51 (6d10+18)
massive red-skinned dire orc, Lava Guard Gordoth, Speed 30 ft.
emanating rage and heat.
Upon seeing the adventurers, Gordoth will fly into a STR DEX CON INT WIS CHA
frenzied rage, wrenching open his cage and leaping into the
center of the chamber. Landing squarely on the rune, the 16 (+3) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0)
researchers are either trampled underfoot or sent hurtling
into the cavern walls by the belligerent beast. Gordoth pays Damage Resistances bludgeoning, piercing, and
them no mind and charges headong at the characters. slashing from nonmagical attacks
Damage Immunities fire
Condition Immunities charmed, exhaustion,
Lava Guard Gordoth frightened, grappled, paralyzed, prone, restrained
Hubris drove the brilliant shaman Gordoth to act as a living Senses darkvision 60 ft., passive Perception 12
conduit for energies pulled from the Firelands. He and his Languages Orc
allies had hoped to mimic the creation of elemental Challenge 2 (200 XP)
ascendants in the Twilight's Hammer cult. Instead, the
explosive influx of power drove Gordoth insane and mutated Enrage. When Lava Guard Gordoth is reduced to 25
his body into a hideous form. or fewer hit points, he gains Multiattack and a +2
Lava Guard Gordoth (marked by a blue skull on the map) is bonus to his Strength ability score.
a massive red-skinned orc. His very blood boils with the heat
of Ragefire Chasm. Crazed, he blindly attacks all around him, Actions
whether they be friend or foe. Attacking him will only make
his inner rage boil hotter. So he must be put down quickly or Multiattack (only when Enraged). Gordoth can make
not at all. two attacks: one Seismic Slam and one Ground
When Lava Guard Gordoth is defeated, the party may loot Rupture.
Heartboiler Staff. Seismic Slam. All creatures within 10 ft. must
succeed on a DC 13 Strength saving throw or take
4b. Overlook 9 (2d8) bludgeoning damage and be knocked
prone.
Entering the Searing Cavern via the hidden passage leads to
the Overlook. This passageway is unguarded and leads to the Ground Rupture. A hostile target within 20 ft. must
cliffs overlooking the Dark Shaman Camp from the west and succeed on a DC 13 Dexterity saving throw or take
south. See the above section for a description of the camp 10 (3d6) bludgeoning damage and be knocked
below. While along the western cliffs, the party has advantage back 20 ft. On a success take half as much damage.
on stealth checks against the Dark Shaman and Lava Guard The ground between Gordoth and the target
becomes difficult terrain.
Gordoth below.

Mission Accomplished
With the Dark Shaman leadership dismantled, the party has
completed its mission in Ragefire Chasm. The adventurers
may return to Commander Bagran and Invoker Xorenth to
collect their rewards for any quests completed for them.
The brave actions of the characters have ended a potential
danger to Orgrimmar that threatened to boil up from within.
The Warchief will be pleased to see this issue resolved and
will smile upon those who saw the deed done.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
9
Treasure
This section provides descriptions for the treasure found
within Ragefire Chasm. The source of each of these items is
given in the above sections.
         Cuffs of Black Elements
            wondrous item, uncommon (requires attunement)
These cuffs emblazoned with dark flames allow their wearer
to twist their elemental attacks with shadowy energy.
When you cast a spell that deals damage due to fire, water,
air, or earth you may deal a bonus 1d4 necrotic damage with
the spell. If you do this, you must succeed on DC 11 Wisdom
saving throw or also take this bonus necrotic damage.
         Fang of Adarogg
            weapon (dagger), uncommon (requires attunement)
The weapon has 2 charges and regains all expended charges
daily at dawn or when an attack made with the dagger kills a
beast or humanoid. When attacking with this weapon, you
may spend a charge before the attack roll to add 1d4 fire
damage to the damage roll.
Curse. This dagger is cursed. Attuning to it curses you until
you are targeted by the remove curse spell or similar magic.
Removing the dagger fails to end the curse on you. You have
an insatiable appetite and must consume twice as much as
before. You have also developed a particular taste for trogg
flesh.
         Flameseared Carapace
            armor (scale mail), uncommon (requires attunement)
This armor is forged from Slagmaw's flame-tempered chitin.
While wearing this armor, you gain a +2 bonus to AC
against attacks that would deal fire damage. You also have
advantage on saving throws against effects that would deal
fire damage.
         Heartboiler Staff
            staff, uncommon (requires attunement)
This dark iron staff has been capped with large red crystals
imbued with elemental fire and orc blood.
The staff has 2 charges and it regains all expended charges
daily at dawn.
As an action, you may spend one charge to force a creature
within 50 ft. to make a Constitution saving throw using your
spell save. On a success, the creature takes 1d10 unavoidable
fire damage at start of its turn and can attack twice, instead of
once, if they take the Attack action. The creature may end this
effect during their turn, but an additional 1d10 is added to the
unavoidable fire damage for every turn it is active. A creature
may not be affected by this effect more than once per long
rest.

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CHASM
10
Monsters Corrupted
This section includes stat blocks for all non-boss monsters
found in Ragefire Chasm. These monsters can be used either
by using the Random Encounter Tables found in each section
Houndmaster
Medium humanoid (orc), chaotic evil
or building your own encounters.
Armor Class 13
Hit Points 19 (3d8+6)
Speed 30 ft.
Corrupted Flamecaller
Medium humanoid (orc), chaotic evil
STR DEX CON INT WIS CHA
Armor Class 11 15 (+2) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 11 (+0)
Hit Points 19 (3d8+6)
Speed 30 ft.
Skills Animal Handling +3
Senses darkvision 60 ft., passive Perception 12
STR DEX CON INT WIS CHA Languages Orc
Challenge 1/2 (100 XP)
12 (+1) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 16 (+3)
Pack Tactics. The houndmaster has advantage on
Senses darkvision 60 ft., passive Perception 12 attack rolls against a creature if at least one of the
Languages Orc houndmaster's allies is within 5 feet of the creature
Challenge 1/2 (100 XP) and the ally isn't incapacitated.

Actions Actions
Fireball. Ranged Spell Attack: +5 to hit, range 120 Cursed Strike. Melee Weapon Attack: +4 to hit,
ft., one target. Hit: 5 (1d10) fire damage. reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing
damage plus 2 (1d4) necrotic damage.
Flame Spout. One hostile target within 15 ft. must
succeed on a DC 13 Dexterity saving throw or take Incite Frenzy. The houndmaster must make a DC 12
10 (3d6) fire damage. Animal Handling check. On a success, all Flame
Hounds within 15 ft. may use a reaction to make a
Bite attack.
 
Corrupted Reaver
Medium humanoid (orc), chaotic evil

Armor Class 14
Hit Points 22 (4d8+4)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0)

Senses darkvision 60 ft., passive Perception 12


Languages Orc
Challenge 1/2 (100 XP)

Actions
Serrated Blade. Melee Weapon Attack: +5 to hit,
reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing
damage and the target must succeed on a DC 11
Constitution saving throw or take an additional 2
(1d4) piercing damage.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
11
Flame Hound
Medium elemental beast, chaotic neutral

Armor Class 13
Hit Points 16 (3d8+3)
Speed 50 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 12 (+1) 7 (-2) 12 (+1) 6 (-2)

Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Ignan but can't speak it
Challenge 1/2 (100 XP)

Keen Hearing and Smell. The hound has advantage


on Wisdom (Perception) checks that rely on
hearing or smell.
Pack Tactics. The hound has advantage on attack
rolls against a creature if at least one of the hound's
allies is within 5 feet of the creature and the ally
isn't incapacitated.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage plus 3
(1d6) fire damage.

Dark Shaman Acolyte


Medium humanoid (orc), chaotic evil

Armor Class 15
Hit Points 26 (4d8+8)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 9 (-1) 16 (+3) 10 (+0)

Senses darkvision 60 ft., passive Perception 12


Languages Orc
Challenge 1 (200 XP)

Actions
Corrupted Lava Lash. Melee Spell Attack: +5 to hit,
reach 10 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage plus 3 (1d6) fire damage.
Bloodlust. The shaman and one of its allies within
30 ft. may perform two actions on their next turn.
The shaman can't use Bloodlust on its next turn.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
12
For the Alliance! The Dark Shaman
This section describes the general changes from the written Description
dungeon if the party is playing from the Alliance side.
To investigate reports of a fiery army being amassed These dark shaman have been down here for months, raising
beneath Orgrimmar, the Alliance has sent a contingent of beasts and performing dark rituals.
SI:7 operatives led by SI:7 Field Commander Dirken and I don't know what they aim to achieve with all of this, but
High Sorceress Aryna. it's clear that they are no friend of the Alliance. And I need
Replace any references to Commander Bagran with SI:7 your help stopping them, adventurers.
Field Commander Dirken, to Invoker Xorenth with High Fight your way through the chasm and kill Dark Shaman
Sorceress Aryna, to Kor'kron Elites with SI:7 Commandos,
to Kor'kron Scouts with SI:7 Rangers, and to Kor'kron Koranthal and Lava Guard Gordoth.
Staging Point with SI:7 Staging Point. Mechanics and Reward
The party enters and exits the dungeon via a portal to High Sorceress Aryna has identified the two leaders of the
Stormwind being maintained by Aryna and defended by the Dark Shaman, Dark Shaman Koranthal and Lava Guard Gordoth.
SI:7 Commandos. Bring proof of their demise, and Aryna will reward the party
The quests throughout this dungeon are replaced using the with 30 gp for each of them.
following table:  
Horde Quest Alliance Quest
A New Enemy
No Orc Left Behind No Man Left Behind
Description
The Dark Shaman The Dark Shaman The Horde is using dark magic to control beasts and corrupt
A New Enemy A New Enemy their brethren down here, adventurers.
I intend to put a stop to it, but first I need to know what it is
we're fighting against. That's where you come in.
No Man Left Behind Fight through the caverns and collect the insignia that the
Description cultists carry. With them, I can study what type of magic is at
I sent recon out over an hour ago and none of them have work here.
reported back. And now these damned hounds are pouring out Mechanics and Reward
of the chasm. High Sorceress Aryna would prefer that no members of the
I don't know what's going on down there, but I'm not going Horde leave Ragefire Chasm alive. The party can collect the
anywhere till I get my men back. insignia from any Corrupted Firecaller, Corrupted
I want you to head in there and find them, adventurers, Houndmaster, Corrupted Reaver, or Dark Shaman Acolyte they
preferably while they are still alive. defeat.
Mechanics and Reward For every insignia returned to her, the High Sorceress will
Several SI:7 Rangers have gone missing within Ragefire reward the party with 2 gp.
Chasm, either wounded, captured, or hiding.
Once found by the party, they will attempt to return to the
SI:7 Staging Point. If there are enemies still between their
current position and their destination, they must succeed on a
Stealth check against the passive Perception of that enemy
(+4 Stealth skill bonus) or be slain.
For every SI:7 Ranger that makes it back to SI:7 Field
Commander Dirken safely, he will reward the party with 5 gp.

CLASSIC | DUNGEONS | RAGEFIRE


CHASM
13

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