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Written
by
David Caffee
Layout
by
Robert Hemminger
1
Contents
Introduction
Page 3
Background
Page 3
Adventure Synopsis
Page 3
Adventure Hooks
Page 4
Area Overview
Page 6
Bloodworm Bog
Page 9
VILLAGE OF RAVENWOOD
Page 10
BRANDYWINE VILLAGE
Page 12
PORT OF LAST HOPE
Page 17
Random Events
Page 22
INTERLUDE: RAVENWOOD
Page 30
ENCOUNTER 1: THE MERCENARIES
Page 30
INTERLUDE: ABANDONED LIGHTHOUSE
Page 32
ENCOUNTER 2A: LIGHTHOUSE, FIRST FLOOR
Page 32
ENCOUNTER 2B: LIGHTHOUSE, SECOND FLOOR
Page 33
ENCOUNTER 3A: TEMPLE GROUNDS
Page 34
ENCOUNTER 3B: SUNKEN TEMPLE
Page 36
INTERLUDE: WILDERNESS AMBUSH
Page 37
ENCOUNTER 4A: SCOUTING PARTY
Page 37
ENCOUNTER 4B: GOBLINS
Page 39
ENCOUNTER 4C: MORE GOBLINS
Page 40
ENCOUNTER 4D: THE GENERAL
Page 41
CONCLUDING THE ADVENTURE
Page 42
NEW MONSTERS AND HAZARDS
Page 44
2
The early settlers would not inhabit the area long.
As their homeland fell from glory the settlers found
themselves without the support of their noble
patrons. A series of civil wars and the decline of
Introduction
civilization decreased trade along the lakeshore and
Bloodworm Bog is a dangerous and terrifying place, this deeply hurt the economy of the first settlements.
home to outlaws and savage swamp dwellers. Nasty As the early settlers abandoned their holdings they
creatures lurk in the muddy waters while ghosts were gradually replaced by the people of the
stalk mortal folk from the shadows. Legends and northern hill clans and freeholders from the west
rumors surround the bog and the many souls who who had been drive from their own lands.
where lost to its depths.
Over the course of the last century and a half the
This book is a non-linear adventure for fans of people of this area have been repeatedly attacked by
Dungeons and Dragons 4E. The DM can transplant military forces from the great hobgoblin city-states
Bloodworm Bog into any preexisting campaign from the far north. The hobgoblins and their savage
world or homebrew setting. The adventure contains allies have been able to take and hold large stretches
setting information; plot hooks, quests, new of land for a short time. During one campaign they
monsters, NPCs, and everything else the DM should penetrated as far as Port of Last Hope. Most of the
need to run adventures in this the area. The work time the goblin forces are content to simply raid the
also provides plenty of room for the DM to expand outlying settlements for slaves and livestock. Just
on what is written by including places to put over a year ago, a kingdom from the east of the bog
original dungeons. launched its own campaign against the hobgoblin
cities but this war ended in disaster for the attackers.
Bloodworm Bog is a DUNGEONS & DRAGONS
adventure for characters of 1st to 3rd level. You
need the Player's Handbook, Monster Manual, and Adventure Synopsis
Dungeon Master's Guide to play.
The area around the bog is home to a small number
Background of independent towns, villages and homesteaders.
These settlements are generally poor and the lives
The region bordering on the bog has a long history of their residents are quite hard. Without the aid of a
of violence and tragedy. The area was once home to large standing army, most of the populace is at the
tribes of human barbarians and savage humanoids. mercy of anyone that wishes to take what is theirs.
Settlers from the southern shores of Lake Misery The people live in fear of the monsters and undead
occupied this region hundreds of years ago. It was creatures that call this region home. Bandits and
these settlers who built the first permanent other more mundane threats are also a constant
structures in the region, including the abandoned problem. Only the very bravest souls dare to
lighthouse and the sunken temple. Conflict between venture outside of their homes at night.
the settlers and their uncivilized neighbors erupted
into open warfare and the native inhabitants were
driven north into the Iron Ridge Mountains.
3
The people of this region are in need of hope. More
importantly, they are in need of heroes. The
common folk are too busy trying to simply feed
their families to venture into the depths of the bog. Adventure Hooks
However, great rewards can be had by anyone who
is brave enough to do just that. HOOK: JUST PASSING THROUGH
Ravenwood: The adventurers encounter a group of The adventuring party is passing through the area on
mercenaries who are extorting the people of this their way to someplace else. They may have
small village. The villagers would be extremely business in the Iron Ridge Mountains or on the
grateful to anyone who would run them out of town. opposite shores of Lake Misery. This journey may
The party may be here on a quest to rid the village require the adventurers to charter a boat from one of
of the mercenaries or they may simply be passing the local people or cross through bloodworm bog on
through Ravenwood when trouble starts. See foot. As the characters attempt to make their way
Encounter 1 for more information. through the region they will have plenty of
opportunities to explore the bog and experience its
The Abandoned Lighthouse: Rumor has it that a dangers.
treasure is hidden in the ruins of an ancient
lighthouse. The adventurers may discover this HOOK: MERCANARIES
location while exploring the bog. See Encounter 2A
The adventurers are contacted by a resident of the
and Encounter 2B for more information.
Village of Ravenwood. The village recently hired a
Temple Ruins: The adventuring party must travel group of mercenaries to protect their homes from
deep into the bog to a ruined temple that is slowly monsters and bandits. As the months passed, these
sinking into the muck. The adventurers must fight soldiers of fortune have made it clear that they are
their way past traps and restless spirits to give a less interested in defending the village and more
proper burial to the warriors who died defending interested in lining their purses. They have
this sacred place. See Encounter 3A and Encounter repeatedly used the threat of force to extract ever
3B for more information. higher payments from the council of elders. They
have also been mistreating the villagers, starting
Wilderness Ambush: The adventurers face down a fights with people and often taking whatever they
goblin raiding party that is making its way across want from their shops and farms without paying for
the bog. The party may be on a quest to stop these it. They eat and drink at the local inn every night
raiders or they may simply stumble across them as without anything leaving for the innkeeper anything
they explore the bog. See Encounter 4A, Encounter except broken furniture.
4B, Encounter 4C, and Encounter 4D for more
information. Quest: Free Ravenwood
4
Start: The adventures receive a message from
someone in the Village of Ravenwood, such as a
local merchant or a member of the council of elders.
HOOK: ANCIENT TEMPLE The adventuring party must halt the advance of a
goblin raiding band.
The adventurers learn of a temple that was built
Start: The adventures hear about a group of goblins
hundreds of years ago. As the wetlands encroached
making their way through the bog.
upon this site, the temple slowly sunk into the bog.
Legend tells that this temple held vast wealth and Goal: The party must stop the goblins from reaching
magnificent treasures. An army of hobgoblins the settled part of the bog.
raided the temple but the temple guardians fought to
the death to protect this sacred place. It is said that Outcome: Upon completing this quest the
the souls of these guardians now haunt the sunken adventurers gain 750 Quest XP. The residents of the
temple. neighboring settlements will rejoice in their victory
and hold many days of feasting in their honor. Should
Quest: Proper Burial the adventurers fail to stop the advance of this raiding
band, they will plunder the nearest village and enslave
The adventurers must bring peace to restless souls.
the populace. When this slave train returns to the
Start: The adventures learn of a haunted temple north, the hobgoblin cities will take a break from their
that is supposed to contain fabulous riches. perpetual internal wars to launch a full scale assault of
the southern region. The triumphant general will burn
Goal: The party must enter the sunken temple and
everything in sight and return to his city with as many
provide a proper burial to those that died defending
slaves and whatever riches that can be found.
it.
5
Area Overview The chilly waters are often covered in fog and its
shores are home to many sandbars and submerged
The area surrounding Bloodworm Bog is known as
rock formations. The shallower parts of the lake are
the Moors. The Moors are bordered by Lake Misery
overgrown with aquatic plants that clog channels
to the south and east. To the north lie the Iron Ridge
and catch the hulls of boats. Frequent storms with
Mountains and to the west one can find the foothills
high winds make travel dangerous. Only the most
of the mountains giving away slowly to open plains.
skilled sailors can travel safely across the lake.
The bog itself is a rocky wetland that alternates Despite its many dangers, the lake is beneficial to
between muddy ground and pools of shallow water. the surrounding communities. Fish are found here in
The region is covered in thick, coarse grasses and abundance. Also, the waters of the lake make long
the occasional clump of trees. Thick layers of peat distance trade possible, though this is not as com-
moss blanket much of the bog. Many parts of the mon as it once was.
bog that appear to be solid land are actually
B. WHITESTONE RIVER
comprised of a thick sheet of vegetation that rests
over a layer of water. The soggy ground often shifts The Whitestone River winds its way down from the
and tilts under the weight of a walking person and Iron Ridge Mountains and passes through the bog
sometimes even causes the trees to sway. This sheet on its way to Lake Misery. As the river makes its
of vegetation will give out under the weight of way across the land it passes through a canyon with
horses and carts, causing them to sink into the bog. steep walls of pale rock, hence its name. The height
of the land drops dramatically along the northern
There are no major roads in this region, only a few
stretches of the river and the riverbed itself is lined
goat tracks and game trails. Most long distance
with massive boulders. The fast moving water
travel is done by boat. Anyone journeying across
creates a large number of dangerous rapids that
the bog can find broken remnants of an old stone
make traveling down this part of the river nearly
highway but most of it has long since been
impossible. As the river passes through the bog its
consumed and covered by the peat of the bog. To
waters turn brown. The area where the river meets
the west of Brandywine village there is a dirt trail
the lake is marked by a permanent pool of dark
that leads to a crossroads many miles distant.
water.
Trading caravans use this trail to move goods to the
Iron Gate Trading Post but it is tricky moving C. BRANDYWINE VILLAGE
wagons and carts over this rough terrain.
This village sits just north of the shores of Lake
A. LAKE MISERY Misery, near the dark pool where the waters of the
Whitestone River enter the lake. This simple
This large lake is known for its treacherous waters.
settlement is built on a stretch of open, stony ground
Lake Misery is just over 120 miles across at its
near the edge of the bog. The houses here are built
widest point and it is nearly a thousand feet deep in
from fieldstone and clay and often thatched with
the center. Hundreds of islands of various sizes
thick coverings of straw. The people here make their
mark the surface of the lake.
living by smelting iron and gathering peat from the
bog.
6
7
C. BRANDYWINE VILLAGE
8
Bloodworm Bog
9
VILLAGE OF RAVENWOOD Commerce: Most people in this village make their
living as fishermen. Other people participate in
A small village on the shores of lake misery, related industries such as boat building and running
Ravenwood is home to fisherman and boat builders. smoke houses. Few traders or merchants ever come
to this tiny community and the ones that do arrive
Population: 145, another 90 or so people live along
by boat. The lack of trade means that the locals
the lakeshore or on the outskirts of the bog. The
have to travel to Bradywine or Port of Last Hope to
people of Ravenwood are all human, though a
sell their smoked fish and purchase the goods that
number of elves and halflings live in the
they need.
surrounding area.
There is only one inn in Ravenwood; a run down
Government: The village is ruled by a council of
place called the Black Raven House. The Black
elders. Residents of the village are automatically
Raven Taproom is also the only tavern.
appointed to the council when they reach the age of
fifty and one. Few villagers make it to such The largest merchant house in the village is Ram
advanced years, so the council tends to have no Horn Traders. This trading house is the local green
more than a dozen members. grocer and they also supply much of the fishing
equipment that is used by the locals.
Defense: The village has employed the services of a
small group of mercenaries. The mercenary band Organizations: The Lakeside Altar is a small
numbers five (2 human guards, 3 human bandits). temple dedicated to Melora.
10
The mercenary band that “protects” the Village of
Ravenwood can often be found in the Black Raven
Taproom where they drink large amounts of ale and
brandy without ever offering to pay. The hired
Key Locations soldiers also mistreat Krauss, the serving staff, and
the other patrons. The leader of the mercenaries, Sef
1. DOCKS
Grenwald, is especially prone to picking fistfights
The lifeblood of this village is the docks. More than with the local fishermen. On one occasion he pulled a
a dozen families moor their small fishing vessels knife and stabbed a man, severely wounding him.
here in this secluded cove and there is extra room
for the occasional trading boat as well. The village
smokehouses are located next to the docks and the
smell of smoked fish hangs thick in the air.
11
Defense: The village has a small militia that is
5. OLD GRAN'S SHACK about 200 strong.
Many people believe that Old Gran is a mad Commerce: Most of the economic activity in
woman. Others believe that she is a witch, a dark Brandywine is based around Bloodworm Bog. The
sorceress who is in league with demons and devils. villagers dig through the muck to mine bog iron,
The truth is that Gran is an eccentric old woman which they smelt into bars of rust-resistant iron.
who makes a meager living by telling fortunes and They also collect peat, which is dried and sold as
selling talismans, charms, and the like. Her shack fuel and fertilizer. A few specialized tradesmen
on the far northern edge of the village is in constant search for preserved bogwood, which is used for
disrepair but the garden where she grows rare herbs making furniture. These raw materials are moved
and roots is well tended. overland to towns and cities to the west. Trade boats
Old Gran earns her coin by playing on the occasionally pull up to the beaches outside of
superstitions of the local villagers but she has Brandywine in order to barter with the villagers as
actually learned a good bit about magic over the well.
course of her long life. Aside from her useless The people living outside of the village are mostly
charms, Gran also sells alchemical reagents, rare freeholders who farm the rocky ground on the
herbs, and mystic salves. She can supply the western edge of the bog. The land here is not ideal
components that are needed to perform any ritual for agriculture and crop yields are often poor. These
with the Arcana, Heal, or Nature keyword. She also farmers raise potatoes and vegetables, along with
has limited access to the following ritual scrolls; some cereal grains such as rye and barley. Pigs and
Animal Messenger (2), Enchant Magic Item (1), sheep are commonly raised and the freeholders keep
Eye of Alarm (1), and Gentle Repose (1). Brandywine furnished with a constant supply of
pork and mutton.
BRANDYWINE VILLAGE There are two inns in the village of Brandywine, the
Whitestone Lodge and the Cloudberry Inn. The
A large village near the Whitestone River, the Whitestone Lodge is the more expensive of the two
people of Brandywine support themselves by and it caters to merchants and caravan masters. The
harvesting raw materials from the bog. Cloudberry Inn is a more modest establishment that
serves the needs of poor travelers and fishermen.
Population: 860, roughly another 500 people live
in the countryside near the village. The majority of As its name suggests, Brandywine Village is home
the people in Brandywine are humans, elves, and to a well known distillery where berry wine is
half-elves. A small number of halflings and dwarves fermented and then distilled into strong, clear
make their homes here as well. liquor. This brandywine is then aged in oak barrels
until it takes on a caramel coloring. These spirits are
Government: The village is ruled over by a group
the pride of the village. Local brandywine is served
of clan chieftains who represent the major human
in the taproom of the Whitestone Lodge as well as
and elven clans in the village. These chieftains are
the Market Street Tavern, alongside imported ales
in charge of administering justice and each of them
and wines.
commands a force of militia soldiers.
12
The majority of the business at the lodge comes
from the merchants and caravan masters who are
doing business at the Iron Gate Trading Post. There
are also a small number of permanent residents who
Just to the southwest of the village is a walled
live at the lodge and rent rooms there year round. A
compound called the Iron Gate Trading Post.
spacious and comfortable room at the Whitestone
Merchant caravans and trading boats make regular
Lodge can be had for the price of 2 gp per night.
stops here.
The lodge's kitchen is well known in the vicinity for
Organizations: The smelters guild is the largest its lamb chops and crown pork roast. They offer
and most important guild in town. There is a large fresh fruit and honey for dessert. The lodge always
shrine in the center of the village where Pelor, keeps a ready supply of the finest aged brandy in the
Sehanine, Corellon, and the Raven Queen are each taproom alongside an assortment of wines and ales.
worshiped in turn.
The owner of the Whitestone Lodge is attractive
Key Locations older woman named Taril Wolfsbane. Taril is also
one of the clan chieftains who run Brandywine and
1. WHITESTONE LODGE she uses the taproom of the lodge to hold meetings
among the other chieftains. Taril runs the lodge with
The largest and best kept of the two inns in
Brandywine Village, the Whitestone Lodge is an her husband, Erin. Erin Wolfsbane is a pleasant but
impressive brick building with a clay tiled roof. The reserved half-elf who seems much younger than he
lower floor of the lodge is sunken into the ground actually is. Erin speaks very little but he hears
and patrons must enter by going down a flight of everything and keeps his wife well informed about
rough stone stairs. The Whitestone Lodge sits on the the happenings in town.
western edge of Brandywine Commons.
13
There is a long standing feud between Taril's
Wolfsbane clan and the Raindrinker elves that hunt
in the foothills of the Iron Ridge Mountains. This
animosity stems from the fact that her husband is
the bastard child of the late Raindrinker chieftain.
Because of his unfortunate siring, Erin was unable 3. IRON GATE TRADING POST
to inherit his father's title as chieftain. When their South and west of the village proper you will find
father died, Erin's brother Cos drove him from the the Iron Gate Trading Post. This formidable walled
clan. When he married Taril Wolfsbane, the new compound is surrounded by a solid wooden palisade
chieftain was outraged to hear that his brother had and a ring of earthworks. The only entrance to the
taken on his wife's family name. Seeing this as an trading post is protected by a removable bridge and
attempt by his brother to become a chieftain by a heavy wrought iron gate. A small force of hired
other means, Cos Raindrinker has become actively guards protects the trading post from bandits and
hostile toward the Wolfsbane clan, especially his raiders. The Iron Gate is run by a retired human
new sister-in-law. Not one to be intimidated, Taril adventurer called Fynis the Scar-Eyed. Fynis is a
has responded in kind. Only the intervention of the tough but affable man with a hundred stories to tell
other village chieftains has prevented the feud from and plenty of time to tell them. Though he has a
becoming violent. greedy streak, Fynis is reasonable and can usually
2. MARKET STREET TAVERN reach a fair price with just about anyone. Operating
the trading post has been a profitable venture for
The large central boulevard through the village runs Fynis and he becomes noticeably irritated when
north to south and passes through Brandywine trading boats pull up onto the beach in order to
Commons. Outside of town it turns into a rough dirt barter with the villagers directly.
trail that the local farmers use to transport their
wares to the commons on market day, hence the Merchant caravans and trading boats come to the
name Market Street. trading post in order to barter their goods free from
the threat of bandits and raiders. The village's bog
The Market Street Tavern is a bustling and often iron is highly prized by foreign merchants for its
rowdy drinking establishment where the peat rust resistant properties. These merchants come here
diggers, bog miners, and farmers go to have a to buy bars of iron as well as peat, bogwood, and
brandy or a tankard of ale after a hard day's work. brandywine's namesake spirits. In exchange, the
The tavern also plays host to a gang of young rioters merchants sell finished products such as ale, wine,
who spend their days drinking, fighting, and playing metal tools, and pottery. The travelling merchants
dice. On days when the dice are not being kind to that do business at the trading post occasionally deal
them, these wayward youth have been known to in more expensive items such as gemstones, works
resort to picking pockets. The oldest and toughest of of art, and the like. A few have been known to keep
the group is Johl Frestrom, a vicious cur who also stores of weapons and armor. The Iron Gate Trading
makes a living as a hired thug. Johl will savagely Post is a good place to find any of the mundane
beat anyone for the price of a few copper coins. equipment from the Player's Handbook.
Gamblers and merchants often employ his services
in order to collect on old debts.
14
5. BRANDYWINE COMMONS
15
The exact recipe for making this distinctive brandy
is a Gravelbeard family secret and Hoff guards it
jealously. The brew master sees very few people
save for his three biggest customers, the owners of
the Whitestone Lodge, Market Street Tavern, and Alya makes and sells sanctified incense and mystic
the Iron Gate Trading Post. Though he is a bit salves. She can supply the components that are
paranoid, Hoff will willingly grant visitors a tour of needed to perform any ritual with the Heal or
his facilities, complete with free samples. Anyone Religion keyword. She has limited access to the
who asks questions about the process of making the following ritual scrolls, Hand of Fate (1), Cure
brandy will be rudely shown the door. Disease (2), Discern Lies (1), and Raise Dead (1).
16
PORT OF LAST HOPE
17
18
Key Locations
1. HARBOR
19
3. FORT MISERY
20
7. SILVER GUILDHALL
21
The temple is overseen by the High Priest Marin
Oakwood. His is assisted in his duties by a small
cabal of lesser priests and a few young men and
women who are priests in training. The High Priest
is a vibrant man in his early fifties who often acts as
an informal advisor to the town council. Marin is Random Events
trained in the arts of ritual magic. He can teach a
limited number of rituals, including Gentle Repose, The Moors are not a safe place to travel by any
Hand of Fate, and Brew Potion. means. This region is well known as a home to
9. MARKET SQUARE monsters and undead creatures. The bog is also used
as a hiding place for bandits and savage humanoids.
The Market Square is a large plaza in the center of For every few hours that the party spends in
town that is ringed by shops and businesses of all Bloodworm Bog or the surrounding hills, roll 1d20
kids. Those not fortunate enough to own their own and consult the table.
shop do business from blankets and carts in the
square itself. Most of the commerce taking place in 1-10
No event
the square involves foodstuffs, cloth, tanned hides,
and other basic items. Fishwives and grocers can be 11-14
Random Hazard
heard hocking their wares up and down the side
15-20
Wandering Monster
streets while weavers, tanners, and tailors conduct
business from their stalls. Travelling merchants stop
by here frequently as it is the largest market in the If the adventurers try to make camp in the wilds,
area. The Market Square is an excellent place to roll twice on the random events table. Any event
find any of the mundane gear found in the Player's that occurs will interrupt the adventurer's rest, so
Handbook. More exotic wares can be found from they do not gain the benefits that are normally
time to time due to the heavy traffic of traders that associated with an extended rest.
are coming and going in the square. The square is
also a good place to sell loot. The high density of RANDOM HAZARD
merchants and pawnbrokers makes it easier for
There are many hazards in the Moors besides
people to get a good price.
cutthroats and evil creatures. The environment itself
is harsh and unpredictable. Roll 1d6 and consult the
entries below.
22
Poison Gas Field Level 3 Blaster
Hazard XP 150
The muddy water begins to bubble and churn as you are overwhelmed by a foul smell.
Hazard: This region of poison gas fills 10 contiguous squares. These squares are difficult terrain.
Perception
DC 20: The bubbling water and horrid smell identifies the area as a hazard of some sort.
Trigger
When a living creature enters or begins its turn within the area, the hazard is triggered and attacks, releasing a burst of
poisonous gas around the creature.
Attack
Hit: 1d6 + 3 poison damage and 5 ongoing poison damage (save ends).
_ Increase damage to 2d6 + 3 poison damage and 5 ongoing poison damage (save ends).
23
Sinkhole Level 2 Obstacle
Hazard XP 125
A benign looking patch of grass and mud is actually the top layer of a deadly sinkhole. This layer of vegetation gives
out under the weight of a creature, plunging it into the black waters below.
Perception
Trigger
The hazard attacks each time a creature enters one of its five squares.
Attack
Hit: The target falls into the sinkhole and secondary attack
Miss: The target returns to the last square that it occupied and its move action ends immediately.
Sustain Standard: A creature that is hit by the sinkhole is held under water and is subject to the hazard's secondary
attack each round until it escapes.
Countermeasures
_ A character who makes an Athletics check (DC 11) can jump over the sinkhole.
24
5-6.
Toadstool Ring
Strange fey magic and ancient curses have affected the ecology of the Moors.
Torrents of mystical energy run through the landscape. Throughout the region
there are an enchanted toadstool rings that assault the minds of those who get too
close.
Hazard XP 125
A group of large mushrooms grow together in a perfect circle. Mystic energy seems to surround this point. As you
approach a beautiful, ghostly woman appears in the center of the ring and beckons to you.
Hazard: This hazard fills a square. When triggered it attacks with bolts of mental energy.
Perception
DC 15: The character finds it odd that fungi should grow in such a symmetrical ring.
Initiative +4
Trigger
When a creature enters within 5 squares of the toadstool ring, it rolls initiative and attacks.
Attack
Hit: 1d10 psychic damage, the target is pulled 1 square, and dazed.
_ Ranged 7
25
WANDERING MONSTER swarms stay close to the wyrmpriest and viciously
Bloodworm Bog is full of terrifying creatures and attack anyone who comes near him, using pull down
dangerous foes. Anyone exploring this area is sure followed by swarm of teeth. The wyrmpriest tries to
to encounter some kind of threat. Roll 1d10 and avoid melee combat and instead attacks with energy
consult the paragraphs below. orb. It saves its dragon breath power for an enemy
that moves in close, blasting this foe with a torrent of
1.
Bloodworm Swarm cold. The minions will flee if the wyrmpriest falls in
Level 2 encounter, 625 XP battle but the wyrmpriest and the needlefang swarms
fight to the death.
26
The scouts will stay close to each other and gang up
on the same target, preferably an enemy defender or
striker. They take advantage of the difficult terrain
of the bog by attacking and then using wild step to
4.
Hostile Elves shift away. If possible, the scouts will try to flank
their target and then use two-weapon rend in
Level 1 encounter, 500 XP conjunction with combat advantage. The archers
keep their distance and circle around the targets
2 elf archers while making ranged attacks. They use not so close
to counter an enemy that tries to engage in melee.
2 elf scouts The elves fight to the death.
5.
The Nest
There are many clans of elves that live and hunt in
the area around the Moors. In recent days several Level 1 encounter, 500 XP
members of the Darkleaf clan have gone missing
while exploring the bog. A small search party has 2 kruthik young
been sent into the bog in order to find out what
4 kruthik hatchlings
happened to them. Seeing a party of armed
adventurers traveling through the same area is
bound to make these elves quite suspicious. The While exploring the bog, the party accidently
elves of the Darkleaf clan have not always gotten discovers the entrance to a nest full of kruthiks.
along with the other local communities and they While the parents seem to be away, the offspring are
may believe that the party is part of a force that is dangerous enough on their own.
organizing against them.
The kruthik hatchlings eagerly fall upon the party
The elf scouts approach the characters openly while using claw. The young use burrow to get behind the
the elf archers remain hidden nearby. The scouts party and begin making claw attacks of their own.
will politely but forcefully demand to know what The kruthiks fight to the death.
the party is doing in the bog. They will then begin
questioning the adventurers to see if they know
anything about their missing kin. A Diplomacy
check (DC 20) will convince the elves that the party
is innocent of any wrongdoing. If this check
succeeds, then the elves may ask the party to join
with them as they continue searching the bog. A
Bluff check (DC 17) allows a character to
convincingly give the elves false information that
will lead them away from the party. If these checks
fail or if the adventuring party refuses to answer any
questions then the elves may attack.
27
6.
Bandits
2 halfling thieves
2 hyenas
7.
Pack Rats
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8.
Death from Above 9.
Wolf Pack
The Iron Ridge Mountains are home to a flock of The Moors and the surrounding foothills are home
spiretop drakes. These drakes fly out over the to many wolves that often raid nearby communities
relatively open territory of the Moors in search of for livestock. Small children have even been
prey, sometimes resting on the walls of Port of Last attacked by hungry wolves. Those who travel
Hope. Though they usually content themselves with through this region have to remain alert against wolf
sheep and other livestock, the spiretop drakes will attacks.
not hesitate to attack a small group of humanoids.
The glinting of shiny metal and other trinkets is far The wolves use a simple but effective strategy. They
to alluring to pass up. focus their attacks on the weakest member of the
party, flanking him in order to gain the benefit of
The spiretop drakes take turns using flyby attack combat advantage. Once a target has been knocked
combined with snatch. Once a drake has hit with prone by combat advantage, the remaining wolves
snatch it leaves the area as fast as it can. If all five fall upon the prone target, dealing extra damage
drakes succeed in making snatch attacks they will with their bite attacks. When the other adventurers
return victoriously to their nesting grounds. If a come to the aid of their prone ally, two or more of
spiretop drake is wounded then it becomes enraged the wolves will use their greater movement in order
and begins using flyby attack in conjunction with to flank one of the allies and begin the whole cycle
bite. Once a drake begins making bite attacks it will over again. The wolves will flee if three or more of
continue fighting to the death. them become bloodied.
There is a dragon that makes its lair in a cave somewhere deep in Whitestone Canyon. The dragon is attended to
by a tribe of kobolds that journey across Bloodworm Bog in order to worship it and offer it living sacrifices. The
kobolds dare not approach its icy lair if they have nothing to impart to the dragon. It tolerates these weaker
creatures only when they bring it offerings of flesh or precious gems. When the kobolds fail to deliver enough to
eat, hunger forces the dragon to leave its lair and hunt. It normally prefers to snatch livestock away from the
farmers of Brandywine Village but the dragon has developed a taste for humanoid flesh and it will readily fall
upon a small group of travelers.
The young white dragon flies into the midst of the party and attacks with frightful presence. During the next
round it attacks with its breath weapon and then spends an action point to use dragon's fury. It continues using
dragon's fury each round until its breath weapon recharges. It will then spend its second action point to use once
again use breath weapon and dragon's fury in the same round. After that it uses breath weapon as often as
possible, resorting to dragon's fury during rounds that breath weapon has not recharged. The dragon fights to the
death.
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INTERLUDE: RAVENWOOD
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barrels on the street for cover against ranged attacks
while they do this. Once the battle begins in earnest,
the bandits will attempt to move behind the party,
trapping the adventurers between themselves and the
guards. The bandits use dazing strike to create a clear
When the adventurers enter the village
path through the party. The bandits will not pass up
center, read the following:
the chance to flank a target in order to make use of
The mercenaries scowl at you from the other end of combat advantage. The bandits use their mobility to
the street. They may be pretending to be interested in great advantage, shifting away from their targets after
other things but they cannot help but look your way making each basic melee attack.
with an expression of disgust. Three lightly armored
FEATURES OF THE AREA
men lean against the front wall of a shop while two
men in chainmail begin walking toward you. The Illumination: The village of Ravenwood is brightly
leader of the mercenaries calls out to you, “I am Seph lit in the daytime and dimly lit on most nights.
Grenwald, commander of the men that protect this
village. Your stay here has lasted long enough. It is Barrels: Lining both sides of the street are barrels
time that you made your leave. Turn around and full of smoked and salted fish. These barrels block
march directly away from here at once. We will not movement and provide cover.
have unlawful arms in our village. Surrender them or
Treasure: Searching the bodies of the fallen
be on your way.”
mercenaries, the adventurers find that each of them
Insight carried a purse full of silver coins. The five of them
together contain a total of 1,500 sp.
DC 12: You realize that Seph Grenwald seems very
nervous as he speaks. His forceful tone of voice
cannot hide the fact that his eyes are not on you but
instead on the villagers who have gathered to watch
these events unfold.
TACTICS
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INTERLUDE:
ABANDONED LIGHTHOUSE
TACTICS
ENCOUNTER 2A: The rat swarms attack first, charging at the nearest
foes and attacking with swarm of teeth. They will try
LIGHTHOUSE, FIRST FLOOR to remain adjacent to as many foes as possible in
order to make use of swarm attack. The giant rats will
gang up on one or two foes and continuously make
Encounter Level 2 (675 XP)
bite attacks. The dire rats emerge from their hiding
places on the second round. They will immediately
SETUP single out a single enemy and try to flank it. If all of
The ground level of the lighthouse is a wide open the adventurers are all ready engaged in melee then
chamber that once served as a kitchen and dinning the dire rats will attack whoever is fighting the giant
room for those who tended the fires. This room is rats. The rats fight until slain.
now overrun by a horde of vicious rats. FEATURES OF THE AREA
The PCs begin the encounter at the doorway on the Illumination: The room is dark; any illumination
eastern wall of the chamber. The giant rats are lurking comes from a light source that the PCs have brought
along the eastern edge of the chamber, while the rat with them.
swarms are spread out across the entire floor. The dire
rats begin the encounter hiding in a nest that has been Stairs: A set of winding stone steps hugs the wall of
built in the old fireplace. the chamber. The crumbling stairs lead to the second
floor of the lighthouse.
This encounter includes the following creatures.
Treasure: Searching the rats' nest in the fireplace, the
5 giant rats (R) adventurers find three amethysts (100 gp each).
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Dungeoneering
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ENCOUNTER 3A:
TEMPLE GROUNDS
SETUP
Perception
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TACTICS
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TACTICS
ENCOUNTER 3B:
The phantom warriors materialize in the middle of the
room, between the false floor pit and the spear
SUNKEN TEMPLE
gauntlet. The ghosts do not trigger the traps so they
can move over these squares without harm. The
Encounter Level 2 (700 XP) phantom warriors will try to draw the adventurers
into the traps this way. They try to stay fairly close to
SETUP each other so thy can take advantage of phantom
tactics.
The rear of the temple consists of a raised platform
that houses the main chapel. The chapel contains a FEATURES OF THE AREA
once splendid altar but the ravages of time have
caused it to rot and decay. Illumination: This chamber is dimly lit during the
daytime as weak sunlit filters through dirty windows
The PCs begin the encounter on the steps that lead up and cracks in the ceiling. At night the chamber is
to the chapel. The phantom warriors materialize in completely dark and the only illumination comes
the space between the false floor pit and the spear from the light sources that the PCs bring with them.
gauntlet.
False Floor Pit: The entrance to the chapel is
This encounter includes the following creatures and protected by a false floor pit. See the D&D 4E
traps. Dungeon Master's Guide for more information on this
trap.
2 phantom warriors (W)
Spear Gauntlet: The main altar is protected by a
1 false floor pit (P)
spear gauntlet. See the D&D 4E Dungeon Master's
1 spear gauntlet (G) Guide for more information on this trap.
Perception
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Slain Knights: There are two decomposing bodies
clad in rusty plate armor. These valiant souls died ENCOUNTER 4A:
defending their beloved temple but were never given
a proper burial. Because of this fact, their spirits arose SCOUTING PARTY
as the phantom warriors that haunt the chapel. If the
bodies are cremated or interned in a respectful Encounter Level 1 (550 XP)
manner then these souls can rest easy in the afterlife.
If not then the phantom warriors will return the next
night. SETUP
Treasure: On the bodies of the fallen knights the The PCs encounter the leading element of the goblin
adventurers find a +2 magical long sword and a +1 scouting party on a series of hills southeast of the
symbol of battle. A Perception check (DC 20) leads temple ruins. The stony ground provides firm footing
the party to a hidden treasure cache beneath the altar. and the terrain provides enough cover to conceal the
Inside this hidden chamber is a polished wooden box party should they attempt to use Stealth.
containing 2,500 sp.
The PCs may begin the encounter anywhere they
want. The goblins enter the area in the northeast
INTERLUDE: corner of the map.
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When the goblins approach, read the following:
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TACTICS
When the hobgoblins approach, Trees: There are a number of small trees in the area.
read the following: The trees provide partial cover. Squares containing
trees are difficult terrain.
You see the second wave approaching. With
impressive discipline, they move together as a single
unit. Three hobgoblin soldiers flanked by a pair of
archers approach your position with a look of fearless
intensity.
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ENCOUNTER 4C: MORE GOBLINS
SETUP
The PCs begin the encounter wherever they were they stay back from the party and make attacks with
when Encounter 4B ended. The goblins begin the their javelins. They use mobile ranged attack
encounter on the northern edge of the area. combined with great position to deal extra damage
with their ranged attacks. If the goblin warriors are
This encounter includes the following creatures. forced into melee combat that use goblin tactics in
order to flank an opponent or move back and make a
1 goblin hexer (H) ranged attack. The goblin hexer will try to stay close
3 goblin warriors (W) to the goblin warriors so that he can use lead from the
rear and incite bravery. He attacks with vexing cloud
2 goblin skullcleavers (S) on the first round and sustains the effect as long as
there are enemies in the affected area. He then fol-
When the encounter starts, read the following: lows up with stinging hex the next round, targeting an
enemy melee combatant. The goblin hexer uses
After you finish off the last of hobgoblins, an eerie blinding hex while he is waiting for stinging hex to
calm falls over the battlefield. . recharge. The goblin hexer will avoid melee combat
Perception if possible and he will flee if the battle seems to be
going badly.
DC 14: You notice that a pair of goblins armed with
battleaxes are attempting to sneak up on your position
from the north.
TACTICS
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ENCOUNTER 4D: THE GENERAL
Perception
TACTICS
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CONCLUDING THE ADVENTURE
RAIDING PARTY
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NEW ENEMIES
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NEW MONSTERS AND HAZARDS
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BOG ZOMBIE (new monster)
Initiative +4
When a creature enters within 5 squares of the toadstool Medium natural animate (undead) 150 XP
ring, it attacks. Initiative +5 Senses Perception +1; darkvision
_ Increase Nature DCs and attack rolls by 2. M Run Down (standard; encounter)
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BLOODWORM SWARM (new monster)
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