0% found this document useful (0 votes)
249 views148 pages

ADCP2-1 The Paladins Plague

Uploaded by

Ken Jacobsen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
249 views148 pages

ADCP2-1 The Paladins Plague

Uploaded by

Ken Jacobsen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 148

ADCP2-1

The Paladins' Plague


A Dungeons & Dragons® Living
Forgotten Realms Adventure

By M. Sean Molley
Reviewed by Greg Marks, Shawn Merwin, Dru Moore,
Pieter Sleijpen, and Chris Tulach
Special Thanks to the Players, DMs, and Staff of DDXP 2010
The leaders of Elturel are concerned about the plagueland a few miles outside the city, which has recently begun
spewing out more twisted monstrosities than usual. The paladins have put out a call for adventuring companies to
send their best and bravest explorers to venture to the border, and perhaps even into the plagueland itself. The
expedition's charter is to bring back any information about the horrors within and what might be causing the increase
in Spellplague activity. This is a risky assignment, offering adventurers the chance to make a name for themselves by
braving one of the most dangerous and least understood threats in all of Faerûn. This adventure is a two-round
continuous-play Living Forgotten Realms Battle Interactive set in Elturgard for characters levels 1-17.

Important Notes: This adventure is combat-intensive. Players who do not enjoy difficult combat encounters are
unlikely to enjoy this adventure. All of the characters in the party must be within a single level band (1-4, 4-7, 7-10,
11-14, or 14-17). It is recommended that at least three characters be members of the same Adventuring Company.
This adventure takes place after the events of the various SPEC2-1 adventures, but playing the adventures in order is
not required.

Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons game designed
by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20.
This is an official D&D® play document. To find out more about official D&D play and to learn more on how you can schedule and run Dungeons
& Dragons game events of all sizes, visit our website at www.wizards.com/dnd, and click on “Events.”
DUNGEONS & DRAGONS, D&D, RPGA, Wizards Play Network, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
© 2010 Wizards of the Coast LLC
For rules questions specific to this document, visit www.wizards.com/customerservice.
Permission is granted to photocopy this document for personal use.
The Wizards Play Network Organizer Information
If you want to organize public Living Forgotten Realms Adventuring company adventures are only available for
games at a retail game store, you need to be associated sanctioned Wizards Play Network (WPN) Public Play
with a Wizards Play Network (WPN) store. If you want events. These adventures are designed to incorporate
to organize public LFR games outside of a store, you some meta-game elements (such as an overall scoring
should be associated with a Wizards Play Network store, system for the participating adventuring companies).
but you can be an independent organizer too. To learn These make the most sense and are the most fun when
more about the Wizards Play Network, visit there are a large number of tables all playing the
http://www.wizards.com/wpn adventure. Public Play events, especially conventions,
If you want to organize LFR games at home, you are the biggest RPGA events, draw the most players, and
don't need to be associated with the Wizards Play run the most tables, giving them the greatest opportunity
Network. You don’t need to report your event to anyone, to have participants from a variety of different
and neither the DM nor the players need to have adventuring companies.
DCI/RPGA membership numbers. Just find the Everybody who participates in an adventuring
adventure you want to play, download it, and have fun! company adventure receives a story object to
Be sure to keep up with the LFR Community at our commemorate the occasion. These story objects are
campaign website: http://community.wizards.com/lfr handed out by the DM at the end of the adventure, just
like any other Living Forgotten Realms adventure. Some
Preparing for Play adventuring company adventures might include an
additional prize, such as a special certificate, that only
In order to play this adventure, you’ll need copies of the
the winning team gets. The additional prize may be
D&D 4th Edition core rulebooks. These are the Player’s
reserved for events that are at least some minimum size
Handbook, Dungeon Master’s Guide, and Monster Manual,
(such as 10 tables). The organizer (the person who
or the corresponding D&D Essentials products. Any
sanctioned the event) is responsible for making sure that
other rules referenced in this adventure will be noted in
the adventure is run in a consistent and fair fashion, and
the New Rules Items section at the end of the
for reporting the results back to the WPN. In the case of
adventure.
any disputes, the organizer makes the final decision
Throughout this adventure, text in bold italics
about all elements relating to the competitive aspects of
provides player information for you to paraphrase or
the adventure. The organizer’s decisions are final and
read aloud when appropriate. Information about non-
may not be appealed. Remember that the goal is for
player characters (NPCs) and monsters appears in the
everyone to have fun!
full stat-block format with each combat encounter. For
All tables of an adventuring company adventure
non-combat encounters, this information appears in
should be treated the same as any other RPGA event,
abbreviated form in the adventure text.
including adherence to the RPGA General Rules. Each
Along with this adventure, you’ll find a session
table must include 4-6 players and a DM. In other
tracking sheet. If you’re playing this adventure as part of
words, the core D&D experience should be the same,
a WPN event (see above), complete and turn in this
even though there might be some elements that extend
sheet to your organizer directly after play.
beyond an individual table (such as overall scoring).
Each table DM must complete a Session Tracking Form
Reading Monster Stat Blocks and turn it in to the event organizer, who is responsible
Most of the information should be easy to understand, as for making sure that the results are reported to the
it mirrors the information presented in the Monster RPGA in a timely fashion.
Manual. Attacks may have a letter next to them
designating the type: M for melee, R for ranged, C for What’s an Adventuring Company?
close, and A for area. Auras are designated with the O
In the FORGOTTEN REALMS campaign setting, groups of
symbol, as well as the aura keyword.
adventurers often band together under a common cause
A lower-case letter (used only for certain melee and
or motivation. These groups are collectively referred to
ranged attacks) denotes that the attack can be used as a
as "adventuring companies." A "company" is an
basic attack.
organized group of adventurers that has taken on a
specific name, heraldry or other identifying
characteristic, regardless of whether their fundamental
motive is one of profit. For example, an adventuring
ADCP2-1 The Paladins' Plague Page 2
company could be part of an extended family or clan, a in the eyes of the wealthy or influential patron who has
small religious sect, or a special team in a military organized the event.
organization. In the Living Forgotten Realms campaign, There must never be direct PC-versus-PC combat in any
adventuring companies are player-created and player- Living Forgotten Realms adventure. You may not force or
administered organizations. They are a fun, but permit player characters to fight directly against other player
completely optional, component of the organized-play characters. For example, it would be inappropriate to
experience. have a battle between two noble houses over a gold
To learn more about the rules and guidelines for mine, where some of the adventuring companies are
creating an adventuring company in Living Forgotten hired by one of the houses and the other adventuring
Realms, please see the RPGA Character Creation Guide, companies are hired by the rival house, with the player
which can be downloaded from the RPGA website at characters fighting each other. The dominated condition
www.wizards.com/rpga. is part of the core rules, and characters subjected to that
This adventure, like all DUNGEONS & DRAGONS® condition may temporarily be forced to attack one
adventures, assumes that the player characters will be another, but adventures may not be designed in a way
working together to achieve their goals. Any elements of that individual PCs or groups of PCs are intended or
competition between adventuring companies are allowed to engage in direct combat against one another.
intended to occur in a larger story context rather than Having a battle as the subject of an adventure is a
taking place at the table. For example, an adventure perfectly legitimate storyline; just make sure that all the
might include a tournament or other contest in which PCs are on the same side. For example, that same "battle
the PCs score points for their adventuring company, for the gold mine" scenario described above would be
with the company that scores the most points “winning” just fine so long as all the PC adventuring companies in
the overall competition. That’s great, but it only works if the battle are working for the same faction, fighting
the PCs at each individual table are working together against NPCs hired by the opposing faction.
instead of trying to undermine one another. Therefore, It is also okay to have the PCs represent different
you may not run this adventure for a group of PCs that competing factions, so long as the PCs themselves do not
does not include at least four characters who are directly come into conflict. In a tournament, the PC
members of the same adventuring company, and it is adventuring companies might be presented with
recommended that all of the PCs be members of the multiple offers of employment by different noble
same adventuring company. houses. Each group of PCs would then individually
If there are players whose characters aren't decide which of the various nobles they want to
members of any existing adventuring company when represent. The winning adventuring company also wins
they sit down at the table, that's fine. They can organize the tournament on behalf the house they chose as their
a new company on the spot, so long as the rules in the sponsor. Even in a tournament setting, however, player
RPGA Character Creation Guide are followed (most characters could only joust, duel, or otherwise directly
notably, the restriction that a character may not change engage in combat with NPCs, never with other PCs.
his or her adventuring company membership more than
once per character level). What Am I Allowed to Change?
Because they are sanctioned for public play only,
Companies Compete, Not PCs adventuring company adventures can offer some
Adventuring company adventures are designed to offer interesting opportunities to organizers. The organizer
unique challenges and opportunities. They usually pit decides how to structure the event for maximum
adventuring companies head-to-head in some sort of publicity and enjoyment. For example, you might run
competition (such as a tournament, scavenger hunt, or the adventure multiple times over the various days of a
race). They might also involve a large-scale event (such convention and award the grand prize at the very end.
as a battle to defend a frontier town, clearing out a Or, you can get all the participants together at the same
significant monster lair, exploring a new dungeon, or time (and ideally in the same room) for a grand event,
staking a claim to new territory in the wilderness). In all with scores tabulated and prizes given out on the spot.
these cases, it makes sense for the NPC sponsors to Some adventuring company adventures might lend
recruit adventuring companies rather than individual themselves to a slightly more elaborate setup than a
player characters. Regardless of the plot, the focus is on typical RPGA adventure. For example, a tournament
the companies themselves, and the PCs’ efforts will might feature individual tests of skill and prowess, such
increase or decrease their company’s relative standing as an archery competition or a riddle contest. You could

ADCP2-1 The Paladins' Plague Page 3


set these up as “stations” in which the individual Organizers are encouraged to set the event up so
characters would visit each station to participate in that that all the tables go through each mission of the BI
particular competition. The DM supervising that station together. Special rules might allow tables to assist or
would have the player roll the appropriate dice or do affect one another in ways that are not possible in a
whatever else is required, and then record the results on normal adventure. For example, if Table #1 is overrun
the player’s score sheet, story certificate, or other by monsters and forced to retreat, the BI organizer
tracking form. might rule that Table #2 can try to take on the extra
However, the core RPGA DUNGEONS & DRAGONS monsters in addition to the ones they are already
experience remains 4-6 players and a DM sitting at a fighting, in hopes of saving Table #1 and closing the gap.
table for 4 to 5 hours. Adventuring company adventures The overall success or failure of a BI is often based
do not change that format. You may not run this on the collective outcomes of all the tables playing. For
adventure in any way that removes the core D&D example, if five tables are playing, the story would
experience. So, for example, you cannot run the entire change depending on the majority outcome (if three
adventure as a LARP (live action roleplaying). The tables failed a mission and two tables succeeded at the
players are coming to play D&D and D&D is what you same mission, then the official result of that mission
are expected to give them. Any additional elements that would be a failure).
you present must be ancillary to the main tabletop Because a BI is focused on the battlefield, it features
gaming session. You are also not allowed to change the more and harder combat encounters than a typical
story or encounters from what is presented herein, other Living Forgotten Realms adventure. The XP budget is
than as specified in the adventure itself and in the "DM higher, and the adventure is designed to push PCs to
Adventure Adjustments" section of the campaign rules. their limits, using up all their resources. Character
deaths are more common. Players who do not enjoy
What’s a Battle Interactive? combat encounters are probably unlikely to enjoy a BI.
The term "Battle Interactive" (BI) is generally used to
denote an adventure where the player characters are Important DM Information
taking part in a mass combat (such as a war, although As the DM of the session, you have the most important
formally-declared wars between sovereign nations are role in facilitating the enjoyment of the game for the
rare in the Forgotten Realms). The PCs are usually players. You take the words on these pages and make
fighting as part of an army or other large force, although them come alive. The outcome of a fun game session
they might be sent on “special missions” rather than often creates stories that live well beyond the play at the
participating in the main engagement. Different groups table. Always follow this golden rule when you DM for a
of PCs might have different roles or be given different group:
missions depending on their level. Lower-level PCs are
likely to be treated more like common soldiers, slugging Make decisions and adjudications that enhance the
it out against a horde of foes on the front lines, while fun of the adventure when possible.
higher-level PCs are generally regarded as valuable
assets, asked to join war councils and sent behind To reinforce this golden rule, keep in mind the
enemy lines to strike directly at the opposition’s leaders. following:
Regardless of the details, the basic idea behind a BI is
that it represents a clash of two or more significant • You are empowered to make adjustments to
forces on a larger scale than would typically be depicted the adventure and make decisions about how
in a normal Living Forgotten Realms adventure. the group interacts with the world of this
Because it is plausible for a large number of PCs to adventure. This is especially important and
be fighting at the same time as part of the same army, a applicable outside of combat encounters, but feel
BI makes an excellent fit for a convention or game day free to use the "scaling the encounter" advice
that can run a large number of tables at the same time. (usually for adjusting to different-sized groups) to
In the Living Forgotten Realms campaign we have chosen adjust combat encounters for groups that are
to present Battle Interactives as Adventuring Company having too easy or too hard of a time in an
adventures (using the ADCP designation) because it adventure.
makes sense for factions to recruit large numbers of • Don't make the adventure too easy or too
characters through their adventuring companies, rather difficult for a group. Never being challenged
than trying to recruit each individual PC one by one. makes for a boring game, and being

ADCP2-1 The Paladins' Plague Page 4


overwhelmed makes for a frustrating game. 1-4), H2 (levels 4-7), H3 (levels 7-10), P1 (levels 11-14),
Gauge the experience of the players (not the and P2 (levels 14-17). Each of the level bands offers a
characters) with the game, try to feel out (or ask) low-level version and a high-level version. The low tier is
what they like in a game, and attempt to give meant for a group whose levels, on average, fall in the
each of them the experience they’re after when lower levels of the adventure’s level spread. The high
they play D&D. Give everyone a “chance to tier is meant for a group whose levels, on average, fall in
shine.” the upper levels of the adventure’s level spread.
• Be mindful of pacing, and keep the game A group may decide to play the high tier when their
session moving along appropriately. Watch for levels are more suited to the low tier if everyone in the
stalling, as play loses momentum when this group agrees to do so; however, some of the rewards
happens. At the same time, make sure that the may not be available to them. Conversely, a group may
players don’t finish the adventure too early; decide to play the low tier when their levels are more
provide them with a full play experience. Living suited to the high tier if everyone in the group agrees;
Forgotten Realms adventures are designed to be however, some of the rewards may be less than what
played within 3.5 – 4 hours; try to be very aware they’d ideally want from the adventure.
of running long or short. Adjust the pacing Reading the Numbers: Each encounter has a level
accordingly. band and sometimes other values (such as XP or skill
• Give the players appropriate hints so they can check DCs) listed with two numbers divided by a slash.
make informed choices about how to interact The number before the slash is always the value for the
with their environment. Players should always low-level version of the adventure; the number after the
know when enemies are affected by conditions slash is the value for the high-level version of the
and are bloodied. They should be given clues adventure. For example, "H1 10/11" means that if you
about how to interact with their surroundings so are running the adventure for a group of levels 1-4
they can tackle skill challenges, combats, and characters, the DC is 10 if they are playing the low-level
puzzles without getting too frustrated over lack of version and 11 if they are playing the high-level version.
information. This helps to encourage immersion For encounters (such as skill challenges) that are
in the adventure and gives players “little
identical at every level band except for the DCs, rather
victories” for figuring out a good choice from a
than listing eight different DCs for every skill check, the
clue.
adventure instead uses the terms "easy," "moderate," and
"hard." Appendix 1 contains a breakdown of the DC
In short, being the DM for a Living Forgotten Realms
values for each level band and tier, which is based on
adventure isn’t about following the adventure’s text
the corresponding table in the Dungeon Master's Guide.
word-for-word; it’s about creating a fun, challenging
Please reference this Appendix and use the appropriate
game environment for the players. Chapters 1 and 2 of
values throughout the adventure.
the Dungeon Master’s Guide are filled with good
When the adventure specifies a single, exact DC
information about being a DM for a D&D game.
(for example, saying that it requires a DC 15 Athletics
check to climb out of a pit) then that DC is the same
Appropriate Character Levels regardless of the level band or tier. It doesn't
This adventure is designed for player characters (PCs) automatically get harder to climb a wall just because the
levels 1-17. Characters that fall outside of the level characters are higher level. (Of course, there could be
range may not participate in the adventure. something special about the wall, like a magical defense,
Furthermore, all of the characters in the party must be that causes it to be harder to climb at the higher level
within the same level range. For example, you cannot bands.)
have a level 3 character and a level 5 character together
in the same party, even though the adventure supports
both the levels 1-4 and levels 4-7 level bands. Make
certain to check the levels of the PCs before beginning
play to ensure that they are the proper level, both
individually and as a group, to play the chosen level
band.
This adventure supports several different level
bands. In the adventure text, the adventure bands are
referred to using the following abbreviations: H1 (levels

ADCP2-1 The Paladins' Plague Page 5


Failing to Defeat an Encounter There is no direct cost for accepting Death Charity,
but the character forfeits all non-XP rewards for the
If a group fails to defeat an encounter – that is, if they adventure (including gold, Story Awards, and the
have to flee from a combat because it’s too tough or they opportunity to select a Treasure). The PC cannot
reach the predetermined number of failures in a skill participate in the same adventure a second time.
challenge before reaching success – they are only
awarded half experience points (round down) for the Regardless of which option is chosen, any character
encounter. If they manage to tackle the encounter later who dies during an adventure gains 20% less XP from
and defeat it, award them the other half of the that adventure. In other words, characters that died
experience points for the encounter. during the adventure earn 80% of the amount earned by
those characters that did not die during the adventure
Character Death (for example, if the rest of the party earned 500 XP, the
When a character dies during the course of an characters who died only earn 400 XP).
adventure, the player always has at least one option If a character is killed in the final encounter, but the
(Death Charity) and might have additional options (such rest of the party prevails, then the DM may choose to
as the Raise Dead ritual). Most importantly, the DM waive the 20% XP penalty if he or she believes that the
must decide if the rest of the group has access to the group as a whole would not have succeeded without the
dead character's body. dead character's sacrifice. The 20% penalty also does not
apply in the event of a TPK (Total Party Kill), because
• Pay for the Raise Dead ritual. If the group has access the DM should reduce the entire group's XP award to
to the body and chooses this option, the component reflect the fact that the party as a whole failed to
cost is usually divided evenly amongst the group complete some or all of the adventure's objectives.
(although this is not required, it is generally Sometimes, invoking the Death Charity clause is the
considered good form to share the costs). The only option to return a dead PC to life. For example, if
component cost is 500 gp for heroic tier, 5,000 gp for the group suffers a TPK and no friendly NPCs know
paragon tier, and 50,000 gp for epic tier). If a PC can where to find them, then it's unlikely that their bodies
cast the ritual, then the component cost is the only can be recovered. The DM is the final arbiter of whether
cost. If the group must locate an NPC to cast the or not a dead character's body can be recovered.
ritual, that NPC charges a fee equal to 20% of the Remember, the Death Charity clause is always an
component cost. option, no matter what happened to the PC. Returning
• Use a power that returns dead characters to life. from the dead (by whatever means) is optional and up to
Certain characters gain powers that allow them to the player, but the decision must be made at the table
restore life without using the Raise Dead ritual or and recorded on the character's Adventure Log. Any
paying a component cost. For example, the warpriest character who chooses not to return from the dead is
(a cleric build from Heroes of the Fallen Lands) gains permanently retired from play.
the resurrection daily utility power at 8th level. NPCs Mounts are not characters. These rules do not apply
may not be used for this option unless an adventure if a mount is killed during an adventure. To resurrect a
specifically says so; a player character with the dead mount, the owner must pay 20% of the mount's
appropriate power must be at the table (assuming he market price at the end of the adventure in which the
or she isn't the dead character) and all other mount died.
conditions for using the power must be met. For
example, resurrection may only be used at the end of Milestones
an extended rest, and the character must have died
within the last 24 hours. No matter if the characters succeed or fail in an
• Invoke the Death Charity clause. If the group encounter, they reach a milestone if it is the second
doesn’t have access to the dead character's body, or if encounter they’ve had since the start of the adventure or
they have the body but cannot afford (or are their last extended rest. Encounters that do not give
unwilling) to pay for a ritual, the player can choose to out experience points do not count for purposes of
return the PC back to life at the end of the adventure, reaching a milestone. Make certain to mention this
exactly as if the Raise Dead ritual had been used on information to the players when applicable, as it gives
the dead character. The details of exactly how the each PC another action point and affects how some
character's body made its way back to civilization are magic item powers are used.
up to the player, or this can be left deliberately vague.

ADCP2-1 The Paladins' Plague Page 6


Lasting Effects Playtest Credits and Thanks
Sometimes a PC suffers a lasting effect that isn’t As the first Battle Interactive for the Living Forgotten
automatically resolved by the end of the adventure, such Realms campaign, we really wanted to make sure that
as the death penalty or the later stages of a disease. this adventure would provide a challenging but not
Death Penalty: When a character dies and is overwhelming experience. Because the adventure
brought back to life, that character usually suffers a supports characters from levels 1-17, there are an awful
death penalty. For example, a character brought back by lot of combat encounters (and they all had to be
the Raise Dead ritual or a warpriest's resurrection power playtested). The author wishes to thank the following
suffers a -1 penalty to all attack rolls, skill checks, saving DMs, players, reviewers, and other people who
throws, and ability checks until he or she has reached contributed in various ways to this adventure. There
three milestones. The player should record the were too many names to fit on the title page of the
character's death on his or her Adventure Log, and then adventure (and I apologize to anyone who I have
keep a running tally of milestones reached. Once the PC unintentionally omitted from the following list):
has reached the third milestone since coming back to Teos Abadia, Jacqueline Antonelli, Buddy Arnold, Erin
life, the death penalty ends. Austin, David Berge, David Brainard, Melody Bruce, Ken
Sometimes the death penalty is paid by a character Bursch, Ryan Cannon, Nick Chavez, Tim Cheng, Daniel Cork,
other than the character that was returned to life. For Chuck Donahue, John du Bois, Jocelyn Eisenhour, Eric English,
example, if a sentinel uses the restore life power, there is Laura English, Annie Erbacher, Dan Erbacher, Alex Gersh,
a cost of four healing surges. These healing surges Bruce Higa, Peter Hoang, Heidi Houck, Rex Joyner, Dave Kay,
cannot be regained until the PCs who spent the surges Paige Leitman, Gilbert Lin, Pat Long, Nick Louie, Greg Marks,
(which cannot include the character who was returned Jennings McCoy, Forrest McDonald, Shawn Merwin, Heidi
to life) have reached three milestones or taken three Pritchett, Joe Semanick, Art Severance, Pieter Sleijpen, Krishna
extended rests. The character(s) who spent the surges Simonse, Brian Smolar, Mickey Tan, Fred Upton, Ryan White.
track this on their individual Adventure Logs. As each Special thanks to Chris Tulach for carrying the
character crosses the appropriate threshold, the death banner inside of Organized Play so that we could bring
penalty ends for that character, regardless of whether it Battle Interactives to LFR, and to David Christ, RPGA
is still active on other characters. Senior GM, for organizing the two massive sessions of
Diseases: A disease lasts until it is cured or it 20+ simultaneous tables each at D&D Experience 2010.
reaches its final state. Normally, a PC makes an Speaking of DDXP 2010, the DMs and marshals
Endurance check after each extended rest to see if the who worked at that convention did a fantastic job. The
disease improves, worsens, or maintains its current event was incredibly successful thanks to all your hard
condition. At the end of an adventure, any character work, preparation (with limited prep time in most
suffering from a disease must resolve the disease to cases), creativity, and enthusiasm. Thank you!
either its cured or final state, using the necessary Most importantly, thanks to all the DMs and players
number of extended rests to do so. Other characters who make the campaign what it is. Without you, none of
adventuring with the PC may aid the afflicted character this would be possible, and we need your feedback.
during this time. If a disease reaches its final state and Whether you enjoyed this adventure and want to see
the PC can get a Cure Disease ritual cast (and pay the more like it, or you hated it and don't want us to do
appropriate costs), they may do so. something like this ever again, please let us know. You
Other Lasting Effects: Other effects that last can share your thoughts and experiences with us via the
beyond the scope of the adventure should be resolved at LFR forum on the Wizards Community site.
the DM’s discretion. Effects that last for a well-defined
period of time (those that end after a certain number of
days or extended rests) should be resolved at the end of Adventure Background
the adventure in which the effect was obtained (unless This adventure is inspired by the events of the Forgotten
otherwise specified, such as by a Story Award). Effects Realms novel The Edge of Chaos by Jak Koke. It is not
that use a benchmark of unknown duration (such as necessary for either the DM or the players to have read
milestones) should be recorded on the character’s the novel beforehand. Certain elements from the novel
Adventure Log and tracked across adventures. are referenced in this adventure, so those who are
It is always the player's responsibility to inform the familiar with the novel's events and characters might
DM at the beginning of an adventure if his or her understand a little bit more about what is really going
character is suffering from a lasting effect. on. The lack of that additional knowledge should not

ADCP2-1 The Paladins' Plague Page 7


lessen anyone's enjoyment, however. The characters of These structures, which resemble floating pyramids, act
particular importance are Tyrangal and Vraith. as conduits, allowing the boundaries of a plagueland to
Players who have participated in some or all of the be extended. The monolith channels the Spellplague
SPEC2-1 adventures may have met Tyrangal, an energy and forms a new, mobile boundary. The process
enigmatic copper-skinned eladrin. Although Tyrangal's of creating these monoliths is horrifically expensive in
ultimate agenda is unknown, she has made herself a both ritual components and lost lives. Each monolith
prominent enemy of the Order of Blue Fire, working to requires twenty spellscarred creatures as part of its
frustrate the Order's efforts in the region surrounding creation. Neither alive nor dead, these tortured souls'
the Plaguewrought Land of Ormpetarr. bodies are fused with the stone of the monolith, and it is
The most important NPC in this adventure (who through them that the Spellplague energy flows. Vraith's
does not appear in the novel) is the paladin Vessen, a original ritual required the pilgrims to form a living
high-ranking member of the Tormish order that rules border with their own bodies. This new version allows
Elturgard. Knight-Commander Vessen is in charge of the border to travel.
the operation to cleanse the plagueland that threatens By carefully positioning the monoliths, it is possible
the city of Elturel. Those characters who have played to expand the size of an existing plagueland. (The
certain of the SPEC2-1 adventures may have met monoliths require a source of Spellplague to function.
Vessen, depending on their attitude towards the They cannot spontaneously generate Spellplague
paladins of Torm and Elturgard in general. energy.) Although Vraith's ritual is powerful, it has
Vessen is a true believer. He has been a devout limits. The number of monoliths required increases as
follower of Torm for his entire life, and became a the size of the plagueland grows. Moving the borders of
paladin of the Loyal Fury at a very young age. Over the a larger plagueland requires more monoliths. The
years Vessen has risen through the knighthood's ranks Plaguewrought Land is much too large for the Order's
and is now one of the High Observer's most trusted purposes. It would require thousands of monoliths to
advisors and associates. Unfortunately, Vessen is also a move the borders even a few miles. Fortunately, a much
traitor. He has been corrupted by the Spellplague and is smaller plagueland is available not too far from
now under the control of a sharn symbiote. How this Ormpetarr: the plagueland outside of Elturel, capitol city
came to pass, and what it means for the people of of Elturgard. This plagueland has the right combination
Elturel, is the focus of this adventure. of small size and high Spellplague activity to make it
The Masters of Absolute Accord, leaders of the perfect for the Order's experiments.
Order of Blue Fire, are dedicated to the spread of the Of course, Elturgard is a powerful nation with an
Spellplague by any means necessary. They, and their army of paladins. The Masters of Absolute Accord knew
sharn masters, believe that the Spellplague is actually that they would not able to expand the plagueland
the embodiment of Mystra herself, and that the only way without drawing a significant military response. As is
to revive the dead Goddess of Magic is by spreading her their wont, they decided to undermine the strength of
essence so that it covers the entire world. Thus, the Elturgard from within. The Order's spies investigated
Order's efforts are focused on finding ways to control the leadership structure of Elturgard and identified a
and extend the boundaries of plaguelands. few candidates who would be susceptible to the Order's
The Order is headquartered in Ormpetarr on the subversive tactics. Men and women of great faith and
edge of the Plaguewrought Land, and it was there that boundless self-confidence who would respond favorably
one of their members, a wizard named Vraith, was to receiving visions directly from Torm. These visions, of
nearly able to enact a mighty ritual that would have course, would not come from Torm at all, but rather
drastically expanded the size of the Plaguewrought Land from the Masters themselves.
through the sacrifice of hundreds of innocent lives. In this fashion, the Masters were able to convince
Vraith's scheme was thwarted by a group of heroes Vessen that Torm had chosen him for a special task, to
under the leadership of Tyrangal. (These are the events cleanse the plagueland and end its threat to Elturel.
chronicled in The Edge of Chaos.) Vessen responded favorably to these visions, never
However, Vraith's knowledge has not passed questioning that Torm had indeed chosen him for a
entirely from the world. She was slain, but did not special divine quest, although the paladin's faith
perish; her soul was somehow bound up into the fabric wavered when Torm asked him not to reveal the visions
of the Plaguewrought Land itself. to other members of his order. Through subtle
Now the Masters of Absolute Accord have devised a insinuations, the Masters were able to turn Vessen's
way to try and use Vraith's ritual in a different fashion, natural inclination towards law and order into a
by creating monoliths infused with Spellplague energy. paranoid delusion that the High Observer would kill

ADCP2-1 The Paladins' Plague Page 8


him out of jealousy if anyone found out that he, Vessen, prove their mettle and cover themselves in glory (this
was receiving instructions directly from Torm. might also include some of the player characters). A
Eventually, the visions told Vessen to visit the edge large number of adventuring companies have also
of the plagueland itself, where Torm would reveal his agreed to send members (among them, those player
full glory. Vessen told his fellow paladins that he was characters who would have no other reason to come
going on a "pilgrimage" without saying where, and thus here). The plaguechanged army and the monoliths laid
no one remarked when the paladin was gone for a week. in wait inside the plagueland, ready to strike.
During that week Vessen went to the plagueland as From inside the corrupted shell of his own body,
Torm instructed. There he was seized and infected with Vessen watched the unfolding events with horror. He
a sharn symbiote, effectively transforming him into an knew the Order's plans, and heard his own voice issuing
agent of the Order of Blue Fire. Although this new the orders that would lead thousands to their deaths in
hybrid creature acts and sounds like Vessen, and has all an ambush, putting the city of Elturel at risk. Vessen
of Vessen's memories and abilities, it is under the knew that if the fight took place inside or at the edge of
control of the whirling consciousness of the sharn. The the plagueland, the monoliths and plaguechanged
true Vessen is still in there somewhere, but the paladin monsters would be at their most powerful, and the
is now helpless to do anything but watch as his body is paladins and adventurers would almost certainly be
used to lead the paladins of Elturgard into great danger. wiped out. Vessen has managed to learn a lot about the
The Order's plan is simple. They have built up an monoliths and the ritual that powers them. The most
army of plaguechanged monsters and constructed a important fact is that the monoliths' strength attenuates
number of the new monoliths following the instructions the farther they get from the source of Spellplague.
provided by Vraith's spirit in the Plaguewrought Land. Thus, if the Order's army could be forced to fight outside
Meanwhile, "Vessen" has used his position and influence the plagueland, it would be much weaker. If the armies
to persuade the other leaders of Elturgard that the of Elturel and the adventurers were able to engage the
plagueland should be eliminated. The first step is to Order's army on more favorable terms, they might have
send a force of paladins and adventurers to the a chance to survive and perhaps even prevail.
plagueland, explore it, and learn its secrets. Based on Vessen is a paladin of Torm. His sense of justice and
this reconnaissance the leaders are confident that they his moral clarity are unwavering. The sharn are
can devise a means of sealing the plagueland off, ending unaccustomed to integrating such forceful personalities,
its threat. and the hold a symbiote has on its host can weaken from
The Order of Blue Fire planned to ambush this time to time. Vessen has learned how to exert his will
force when it reached the plagueland, wiping out the long enough to regain control of his own body for brief
paladins and adventurers. (The Masters of Absolute periods. He knew that he could not take direct,
Accord know that they cannot avoid having to fight for independent action without alerting the Masters of
control of Elturel, so they prefer to stage the conflict on Absolute Accord, so he did the only thing he could think
the most favorable terms possible.) The Order's army of that would not contradict the Order's plans directly
would have all the advantages in such a struggle, but would still give the unknowing defenders of Elturel
because the "normal" soldiers of Elturgard would be a fighting chance. Vessen gave the order to attack.
weakened and afflicted by the plagueland's effects. The This new order to march on the city was slightly
death or corruption of so many paladins at once is different from the previous plan to wait inside the
expected to demoralize Elturel. The Order's army can plagueland until Elturgard's army drew near, but it was
then advance on the city, using the monoliths to extend not so different that it caused the plaguechanged
the range of the plagueland until it covers all of Elturel. lieutenants to question the legitimacy of the order. The
The city would become a new bastion for the Order of sharn are mercurial, often contradicting themselves,
Blue Fire, a sacred Spellplague-infused garrison from issuing erratic and sometimes even nonsensical
which the Order could create even more monoliths and directives to their followers. The Accordants and
spread the boundaries even further. Loremasters of the Order have therefore developed a
Until a few days ago, the Order's plan was largely unquestioning response to such orders even
proceeding flawlessly. The High Observer and the other when they seem to fly in the face of all previous
leaders of Elturgard trust Vessen and have put him in instructions. The monoliths and monstrosities advanced,
charge of recruiting volunteers to participate in the dragging the energy of the plagueland with them. But
exploration of the plagueland. Many of the most because of the distance between the plagueland and
prominent paladins of Torm have volunteered, of Elturel, that energy is reduced, and Vessen hopes that
course, not wishing to be left out of such a chance to

ADCP2-1 The Paladins' Plague Page 9


this will prove the difference between victory and 2010) are included as an appendix. Special thanks to
defeat. Edward Devaney for creating these cards.
It is the PCs who must now take that tiny splinter of We estimate that this event will last about 8-10
hope and drive it into the eye of the Order of Blue Fire. hours, depending on how much time you allow for each
mission. In general we do not recommend allowing less
DM's Introduction than 60 minutes for any combat encounter, and
playtesting suggests that 75 minutes is closer to the
The battle is structured around the concept of "missions" average. If time is tight, consider shortening or even
(encounters in which the PCs face their enemies and removing Missions 2 and 4, as they are not as important
determine the progress of the battle) and "interludes" to the plot. Of course, you also need to reduce the XP
(scenes in which the PCs and various NPCs make and treasure rewards accordingly if you do this.
decisions about overall strategy and whether or not to Introduction and Mustering (20 minutes): Allow
make use of particular resources that might be helpful, the players some time to mingle in character while you
but might also be dangerous). are forming tables. Remember that each table must
The adventure flow is described here, along with a consist of 4-6 PCs who all fall within a single level band.
brief synopsis of each mission and each interlude. If you Also, any PCs who are not members of an Adventuring
are running this adventure as a multi-table event, we Company might wish to form one at this time, to gain
strongly recommend that you use a visible timer to the benefit of the bonus Action Point for the table.
control the start and end of each mission. Part of the When everyone is ready to begin, either the event
challenge and the enjoyment of running a large-scale organizer or the individual table DMs can read the
battle interactive is giving the players the sense that they Player's Introduction and then start Mission 1.
are all fighting through the battle together. One of the Mission 1 (75 minutes): Plaguechanged monsters
best ways to do that is by having every mission start and rampage through the streets of Elturel. The PCs must
end simultaneously. You can allow the table DMs to kill monsters while rescuing as many citizens as
read the beginning and ending boxed text for each possible, bringing them back to the Temple of Torm.
mission individually, or for large groups, the event Mission 2 (75 minutes): The city's southern
organizer can read it to everyone at once (again district has been flooded by Spellplague energy. The
reinforcing the sense to the players that they are all PCs must fight their way through the streets and houses
fighting together). to reclaim the main gate. Some of the paladins of Torm
Each mission has a suggested running time, but the who were encamped outside the city have become
event organizer needs to keep an eye on how tables are plaguechanged and join the attackers. The PCs may
actually doing. If most of the tables have finished early, optionally try to ascertain the difference between those
it's usually better to end the mission early than to have who can be saved and those who cannot, or they can kill
most of the players sitting around waiting for one or two everyone indiscriminately.
tables to finish a fight. (Most missions allow for optional Interlude 1 (20 minutes): With the defending
additional waves of monsters once the PCs have forces once more in control of the city, the leaders of
defeated the initial wave; this can help extend the time Elturel meet to try and plan a response to the invasion. It
for tables that would otherwise finish early, but you may be possible to cast a ritual to modify Amaunator's
need to be careful not to let the players take on too Companion to scour away the malignant energies of the
many waves, because this will deplete resources like Spellplague, but doing so risks the Companion's
healing surges and daily powers that they will likely destruction. PCs who have played SPEC2-1 P1 Burning
need in the later missions.) Eye of Fire might have met Sikulis, the eladrin sage who
Each mission has key objectives that determine how designed the ritual.
the overall battle progresses. Usually, the primary The players (as a group) must vote on whether they
objective is simply to kill all the monsters. However, think this ritual is a good idea. If the vote goes in favor of
certain missions might have other objectives (saving using the ritual, each PC is asked to sacrifice one or
NPCs, defeating a specific enemy, destroying a more healing surges to help power the Companion.
particular fortification or object, finishing within a These healing surges will be unavailable for the
certain number of combat rounds, and so forth). You remainder of the battle interactive. The more surges that
will need a way for each table DM to track the success are put into the Companion, the greater the ritual’s
or failure of each mission's specific objectives, so that the effects.
event organizer can tabulate the overall results. Some Mission 3 (90 minutes): From atop the outer walls,
sample mission tracking cards (which we used at DDXP a number of strange monoliths can be seen outside the

ADCP2-1 The Paladins' Plague Page 10


city. These floating pyramids appear to be channeling hole in this barrier, and the PCs can optionally choose to
and controlling the Spellplague energy, periodically accept the ritual’s protection as well. However, the
blasting Elturel with ruinous blue fire. The PCs serve as source of power for the ritual is the demon lord
strike teams. Each team is assigned to attack a specific Yeenoghu, so this is a bargain that not every PC will be
monolith and its plagueborn undead guardians. PCs willing to make. Each player gets to decide individually
who have played SPEC2-1 H1 The Scourge of Scornubel whether or not his or her character will accept the
might have gained some additional insight into the best protection provided by the ritual.
way to destroy the monoliths. Mission 5 (30-45 minutes): The PCs must defend
Interlude 2 (10 minutes plus break): If at least the ritual casters while they complete the ritual to
half of the monoliths were destroyed in the previous bypass the curtain of blue fire. Waves of monsters
mission, the attack on Elturel has been broken. The emerge from the fire and attack. This is a skill challenge
remaining forces of the plaguechanged army retreat that simulates both the ritual casting and a simultaneous
back to the plagueland. If less than half of the monoliths mass battle against a seemingly endless horde of
were destroyed, then the invaders are able to use the minions. Characters who are trained ritual casters and
remaining monoliths to generate a new plagueland that want to help can use some of their actions to contribute
encompasses the entire southern section of Elturel. So to the casting of the ritual, while other characters focus
either the PCs will be going into this new temporary on killing foes or performing other tasks to help defend
plagueland, or they will be chasing the remnants of the the casters.
army back to the real plagueland a few miles south of Mission 6 (90 minutes): Beyond the Spellplague
the city. Based on which result has occurred, there is barrier, the PCs learn what lies at the heart of the
different text to read and different effects on the next set plagueland: a massive aberration created by the Order
of missions. of Blue Fire and infused with the essence of the
Either way, this is the end of the first part of the spellscarred wizard Vraith. This creature is so huge that
battle interactive, so it is a good time to let the players each table is fighting the same monster. Rather than a
and DMs take a break for lunch or dinner, or just get single solo monster, this encounter consists of a number
away from the table for a few minutes. of standard and minion "tentacles" and an elite "heart,"
Interlude 3 (5 minutes): The second round of the which must be defeated to end the mission. The heart is
adventure begins at dawn on the next day. The PCs, virtually unkillable as long as its tentacles are still alive.
along with the few surviving members of the paladins' The success or failure of this mission is determined by
army, are asked to enter the plagueland. If the monoliths how many of the tables are able to kill the heart.
were destroyed, this involves journeying several miles to PCs who have played SPEC2-1 P2 Scout's Honor
the south of Elturel; if the monoliths were not destroyed, receive some advice from a friendly ghost, who is able to
the boundary is within the city itself. sense the presence of Vraith's spirit and help the PCs
Upon reaching the plagueland, the PCs are counter her powers.
immediately assailed by its transfiguring effects. Each Interlude 5 (20 minutes): The PCs return to
player must draw a card from the Change Deck (see Elturel in triumph, or flee the plagueland in disarray,
Appendix 2) and follow its instructions. They will draw based on how successful they were at destroying the
another card at the beginning of Missions 5 and 6, and aberration’s heart in the previous mission. In either case,
all the effects are cumulative.. the expedition is over for now, and everyone regroups at
Mission 4 (75 minutes): Making their way through the Temple of Torm. Depending on the situation, the
the plagueland, the PCs come upon an incursion by High Observer either offers a prayer to Torm in thanks
chaos creatures (slaads) who have been drawn to the for the city's deliverance from the chaos of the
area by the increased Spellplague activity. The Spellplague, or beseeches the Loyal Fury for his
plagueland often pulls in terrain from other worlds and protection from the coming darkness. As he begins to
randomly opens rifts to other planes, and the slaads speak, the High Observer is cruelly struck down from
have come from the Elemental Chaos to investigate, behind; Knight-Commander Vessen’s betrayal is
finding the local conditions quite pleasant. The PCs revealed at last.
must destroy or drive off these monsters to proceed. If the ritual to convert the Companion was enacted
Interlude 4 (15 minutes): The PCs encounter a during Interlude 2, the Companion's light sputters and
barrier of blue fire. This is much more dangerous than vanishes when the High Observer is struck down. If the
simply being in the plagueland (which is already ritual was not enacted, the Companion flickers, but does
dangerous enough). PCs who have played SPEC2-1 H2 not go out.
Dogs of War helped discover a ritual that can open a

ADCP2-1 The Paladins' Plague Page 11


Mission 7 (75 minutes): Their plans thwarted, the to learn more about the plagueland and its effects,
Masters of Absolute Accord decide to take direct action. perhaps because of a spellscar they already carry or
If they cannot conquer Elturel then at least they can because of someone they know who bears such a mark.
decapitate its leadership. Portals of blue fire open up A few are here simply because they desire to be among
around the Temple of Torm, the hapless paladin Vessen the few souls who can say they have braved the dangers
is dragged through to a fate unknown, and Knights and of an active plagueland and lived to tell the tale.
Loremasters Accordant emerge to attack, along with a The responsibility for leading the expedition falls to
cobalt dragon. From the other side of the portals, sharn Knight-Commander Vessen, a high-ranking paladin of
strike at the defenders without fear of retaliation. The Torm and member of the religious council that governs
PCs must protect the the critically wounded High Elturgard. Faerun's most renowned adventuring
Observer while fending off this final, ferocious assault. companies have sent representatives to participate in
Making matters worse, if the Companion's light has the expedition. A select few were personally recruited by
been extinguished, those who benefitted from the ritual the enigmatic Tyrangal, who seems to take an unusual
in earlier missions now suffer agony as the life force they interest in anything having to do with the Spellplague.
put into the ritual becomes a weapon that the Order of Most of this volunteer army is currently encamped
Blue Fire is able to use against them. outside the city's gates, awaiting the expedition's
Conclusion (20 minutes): The surviving leaders of departure for the plagueland.
Elturgard vow to track down the fallen paladin Vessen You and your fellow adventurers, along with other
before he can become an even greater threat; his story leaders from Elturel and neighboring countries that
continues in CORE2-8 Enemy of my Enemy, but for now, have an interest in ending the threat of the plagueland,
the battle is over and the fate of Elturel decided. If the
have been invited to a ceremony at the main Temple of
city was saved and the plaguechanged threat ended,
Torm. The Temple is located in the city's heart, beneath
then the PCs are richly rewarded and lauded as heroes;
the blazing second sun known as the Companion,
if the city was sacked, then the PCs must slink away in
Amaunator's gift to the people of Elturel. The High
the night with the rest of the scavengers.
Observer himself wishes to offer a final benediction
before you depart.
Player’s Introduction
When the adventure begins, the PCs have assembled at This is a good opportunity for character introductions.
the main temple of Torm in the city of Elturel. Read or Each table should also elect a “table captain” who will be
paraphrase the following to the players: responsible for communicating group decisions to the
DM. Some missions allow tables to decide whether or
You have come to Elturel, capitol city of the Theocracy of not they want to fight additional waves of monsters (to
Elturgard, to participate in a dangerous mission. A few achieve more significant victories or other optional
miles to the south of the city, an active plagueland objectives) and someone at the table has to be in charge
festers and corrupts the land, spewing forth twisted of breaking ties and making a final decision, so the
monsters. The paladins who rule Elturgard have players should elect someone that they all trust.
At larger events with multiple tables, the table
decided that the time has come to put a stop to this
captain might also be responsible for deciding whether
threat. The first step in containing the plagueland's
or not his or her table will come to the aid of another
malevolence is understanding exactly what is going on
table that has gotten itself in trouble, or to call for
within its borders of blue fire. This requires sending an
reinforcements from nearby tables if this table finds
expedition to enter and explore the plagueland itself.
itself overmatched. Depending on the size of your event
The leaders of Elturgard were not comfortable
(the number of tables and the number of different tiers
ordering anyone to participate in this potentially
represented), there are a variety of different ways for
suicidal endeavor, and instead asked for volunteers.
tables to assist one another. This could be as simple as
Many of the worshipers of Torm from among
allowing large-scale rituals cast by high-level PCs to
Elturgard's own armies eagerly agreed to participate.
benefit the entire BI, or as complicated as allowing
The knighthood also put out a call for adventurers, who
tables to call upon one another for reinforcements,
are usually possessed of greater skill and fortitude than sending players and their characters scurrying across
even the bravest and most devout common soldier, and the room. Make sure you check with your event
you are among those who have responded. organizer to understand exactly what rules are in effect
Some have come out of a sense of duty or a desire to and how the organizer wants things to work.
aid their fellow believers in the Loyal Fury. Others seek

ADCP2-1 The Paladins' Plague Page 12


When everyone is ready, read or paraphrase the Undead and Spellscarred PCs
following text to the entire group:
For the first half of this adventure, the PCs are fighting
within range of the Companion (Amaunator’s Gift), the
As the ceremony begins, church bells peal throughout
radiant “second sun” that hangs above the city of Elturel.
the city, a solemn and majestic sound. As the ringing
The touch of the Companion’s light is quite
fades, the High Observer stands before the altar and
uncomfortable to undead creatures. Undead player
begins intoning a prayer to Torm.
characters suffer a -1 penalty to attack rolls, ability and
Suddenly the entire building shudders. The ground
skill checks, saving throws, and damage rolls while
lurches beneath your feet as if a team of giants were
fighting within the area of the Companion’s influence.
trying to drag the entire city off its foundation.
The light does not visibly burn or otherwise affect
undead PCs, so they are still able to attend meetings,
At this instant, any spellscarred PCs are overwhelmed
participate in the interludes, and so forth.
by nausea. This is the same sensation that they get
Between Missions 2 and 3, there is a possibility that
whenever they are near another spellscarred or
the Companion’s energy will be altered to target the
plaguechanged creature, but to a degree so powerful
corruption of the Spellplague instead of the corruption
that it would have been unimaginable if they had not
of undeath. Each subsequent mission explains whether
just felt it. Relate this to the players and continue:
the Companion is in play during that mission or not.
For the most part, the residents of Elturel do not
Moments later, the church bells begin ringing again, but react any differently to undead or spellscarred PCs than
this time it is the steady clang of an alarm rather than to any other PCs during this adventure. However, if a
the joyful peal of worship. Voices rise in momentary roleplaying scene brings an undead PC directly to the
confusion, but the followers of Torm are well-trained attention of a cleric, paladin, or other divinely-inspired
and stay composed under pressure. The senior Knights NPC within the city, and that PC wishes to hide the fact
shout for order and quickly send runners to find out that he or she is suffering any ill effects due to the touch
what is going on. For the protection of the assembled of the Companion’s light, a Bluff check would certainly
dignitaries, the Knights ask that you all remain here, be in order (against the moderate DC) for the character
but you are encouraged to retrieve your weapons and to maintain a stoic demeanor and not show any
ready yourselves for whatever threat may come. discomfort.
Minutes later, the doors to the Temple crash open Playing a spellscarred character in this adventure is
and a human in bloodstained plate mail armor staggers very dangerous. It should be thrilling, but because of the
through. One of his eyes bulges from its socket and you rules for Spellscarred Susceptibility and Spellplague
can see that the orb has been bleached completely white. Sense (Forgotten Realms Player's Guide, page 41) these
"We are under attack!" he cries. "A rain of blue fire characters are going to be taking a -2 penalty to all
struck the southern gates and monsters are pouring into defenses and to saving throws against nearly every
the city. The garrison is lost and we... we... AAAAAA!" monster in this adventure. Make sure you remind the
Clutching at his head, the young paladin screams in players of spellscarred characters of these effects. The
agony as blue fire begins leaking from his eye. There is a good news is that nearly all the monsters will suffer the
sickening crack and his skull implodes. As his body same penalties against the spellscarred PC, so it is an
collapses to the ground, through the open doors of the arms race to see who can kill whom the fastest.
Temple behind him, you see bizarre, twisted monsters
rampaging through the city streets as panicked citizens All spellscarred creatures (both PCs and monsters) have
run in fear. It would seem that the plagueland has the following additional characteristics (FRPG 41).
somehow managed to come to Elturel, rather than Spellscarred Susceptibility: A spellscarred
waiting for your expedition to come to the plagueland! creature takes a –2 penalty to all defenses and saving
Knight-Commander Vessen is the first to respond. throws against the Spellplague and the same penalty
Gesturing in your direction, he shouts: "Quickly! Go into against plaguechanged or spellscarred creatures.
the city and save as many as you can! Soldiers and Spellplague Sense: A spellscarred creature knows
sellswords might be able to defend themselves, but the when an area of Spellplague, or a plaguechanged or
innocent civilians of Elturel cannot! Bring them to the spellscarred creature, is within 5 squares of him or her.
shrines of Torm. We can keep everyone safe there."

The battle has begun. Proceed to Mission 1.

ADCP2-1 The Paladins' Plague Page 13


Enemy Reinforcements Character Death
The encounters in this adventure are designed to pose a Because of the participants in this battle (both powerful
tough challenge to a typical group of player characters NPCs and high-level PCs), gaining access to a caster for
with a mix of roles. We used a higher XP budget than the Raise Dead ritual is easy. The ritual normally takes 8
normal in building the combat encounters to give the hours to cast, but thanks to the efforts of those PCs who
players the feel of being part of a large battle against a played SPEC2-1 H3 The Morninglord's Laughter, a
numerically superior force. However, there will always particular artifact has recently been returned to Elturel.
be tables that can destroy the listed monsters with ease, It is called Loyalty's Sacrifice. Among its many powers,
even playing on high tier. which are mostly beyond the scope of this adventure,
Each combat encounter includes a section called Loyalty's Sacrifice has the ability to reduce the casting
“Enemy Reinforcements.” These contain additional time of the Raise Dead ritual from 8 hours to 20
monsters or other changes that you can make to that minutes, so long as the person to be raised died in the
encounter if the players want a greater challenge. defense of justice. Any PC who dies in this battle did so
Reinforcements might be particularly useful for those while fighting for Elturel, a city that venerates Torm,
tables that are striker-heavy, consist of characters built which is good enough as far as the artifact is concerned.
to be highly synergistic, or are otherwise unusually Any PC who dies during the BI can be returned to
combat-capable. life in time to participate in the next mission. The
Ask the players before each encounter if they want character still suffers the death penalty (-1 to all attack
the extra challenge of having to deal with enemy rolls, skill checks, saving throws, and ability checks)
reinforcements. Only use the reinforcements if the players until three milestones have been reached. The PC only
agree! Also, make sure the players understand that the needs to pay the component cost (500 or 5,000 gp) and
reinforcements are for the monsters, not for them (we does not need to pay the extra 20% NPC casting cost.
did have a few reports of players who were confused by If a character dies multiple times, the penalty stacks,
the wording of the question “do you want but he can continue coming back and fighting in the
reinforcements in this encounter” and were quite subsequent missions as long as he (or his fellow PCs)
surprised when additional monsters showed up and can continue to afford to pay the component cost. It is
started attacking them). acceptable to allow a player to borrow against the gold
Reinforcements are not worth any extra XP or piece reward that his or her character will receive at the
treasure. This option exists only to provide an additional end of the adventure, if doing so means the difference
challenge for those tables that want it. Some players are between the player being able to continue or the player
opposed to the idea of taking on extra risk with no extra having to drop out and not get to participate for the rest
reward. Others simply enjoy the pleasure of crushing of the adventure.
combat encounters with little or no resistance. It is
entirely the players’ decision whether or not to allow the
DM to add reinforcements to the combat encounters.
Think of the use of reinforcements as playing at the
“glory tier.”

ADCP2-1 The Paladins' Plague Page 14


Mission 1: Save the People This encounter includes the following creatures at the
high tier:
2 Plagueborn Hulks (Level 10) (H)
Objective 3 Plagueborn Slashers (Level 10) (S)
The PCs' objective in this mission is to rescue as many 5 Plagueborn Darters (Level 9) (D)
citizens of Elturel as possible. Plaguechanged monsters
are rampaging through the streets of the city. Some P1: EL 12 / 14 (3,600 / 5,000 XP)
people are caught out in the open, while others have
This encounter includes the following creatures at the
taken refuge inside nearby buildings. The PCs must
low tier:
bring as many of these innocents as possible to the doors
2 Plagueborn Hulks (Level 11) (H)
of the nearest Temple of Torm, where the paladins can
3 Plagueborn Slashers (Level 11) (S)
protect them. Each table is fighting in a different part of
5 Plagueborn Darters (Level 11) (D)
the city. There are a number of fortified temples and
shrines, which the paladins are using as defensive points
This encounter includes the following creatures at the
to rally the citizens and coordinate a counter-attack
high tier:
against the monsters.
2 Plagueborn Hulks (Level 13) (H)
3 Plagueborn Slashers (Level 13) (S)
H1: EL 2 / 4 (625 / 875 XP) 5 Plagueborn Darters (Level 14) (D)
This encounter includes the following creatures at the
low tier: P2: EL 16 / 18 (7,000 / 10,000 XP)
2 Plagueborn Hulks (H)
This encounter includes the following creatures at the
3 Plagueborn Slashers (S)
low tier:
5 Plagueborn Darters (D)
2 Plagueborn Hulks (Level 15) (H)
3 Plagueborn Slashers (Level 15) (S)
This encounter includes the following creatures at the
5 Plagueborn Darters (Level 14) (D)
high tier:
2 Plagueborn Hulks (Level 3) (H)
This encounter includes the following creatures at the
3 Plagueborn Shamblers (Level 3) (S)
high tier:
5 Plagueborn Darters (D)
2 Plagueborn Hulks (Level 17) (H)
3 Plagueborn Slashers (Level 17) (S)
H2: EL 6 / 8 (1,250 / 1,750 XP) 5 Plagueborn Darters (Level 18) (D)
This encounter includes the following creatures at the
low tier: When you are ready to begin this mission, read:
2 Plagueborn Hulks (Level 5) (H)
3 Plagueborn Slashers (Level 5) (S) Bizarre monsters that were once some kind of
5 Plagueborn Darters (Level 5) (D) humanoids, now corrupted beyond recognition by the
Spellplague, rampage through the streets of Elturel,
This encounter includes the following creatures at the killing everyone they encounter. Small lizard-like
high tier: creatures unleash bolts of crackling blue flame as they
2 Plagueborn Hulks (Level 7) (H) scamper up and down walls with ease. Lumbering
3 Plagueborn Slashers (Level 7) (S) brutes lurch down the street, ripping doors off buildings
5 Plagueborn Darters (Level 5) (D) while clutching at their swollen bellies which appear
ready to burst with corruption. Slender, menacing
H3: EL 9 / 11 (2,025 / 3,000 XP) figures pirouette and spin nimbly from target to target,
slashing with their wickedly sharp claws.
This encounter includes the following creatures at the
The panicked citizens run screaming in all
low tier:
directions and cower in nearby buildings. You must
2 Plagueborn Hulks (Level 8) (H)
rescue as many of these people as you can and bring
3 Plagueborn Slashers (Level 8) (S)
them to the safety of the nearest Temple of Torm.
5 Plagueborn Darters (Level 7) (D)

ADCP2-1 The Paladins' Plague Page 15


There are four NPC civilians on the map when the they cannot benefit from temporary hit points or healing
encounter begins, and another eight who are hiding powers). Keep things simple: the first hit bloodies a
inside the various buildings. These NPCs are frightened, citizen and the second hit kills him.
so the PCs need to motivate them to follow instructions.
Issuing a command to an NPC requires a minor Features of the Area
action, which allows the NPC to take a move action
This area has the following notable features:
(move its speed, run its speed + 2, shift, open or close a
Illumination: Bright sunlight.
door, drop prone, stand up). The NPCs have a base
Buildings: All buildings other than the Temple of
speed of 5 squares. Each NPC may be commanded up to
Torm are twenty feet tall, with worked stone walls and
twice per round (this can be done by the same PC or
slate roofs. A DC 20 Athletics check is required to climb
two different PCs). Basically each citizen has two move
the walls of a building. For purposes of this encounter,
actions per round, but the citizens do not go into the
buildings are indestructible.
initiative count. They are paralyzed with fear unless and
Doors: All buildings have doors in the center of the
until commanded by the PCs.
wall closest to the center of the map. Larger buildings
Typical skills for commanding NPCs to move are
may have two doors, as you deem appropriate. You
Diplomacy and Intimidate. Bluff is also reasonable ("it's
should mark the locations of all doors on the map so that
safer over here!"). The difficulty of the skill check is
there is no ambiguity for the players. Opening a door
based on the distance between the PC and the NPC.
requires a move action (either for a PC or a civilian).
• PC is 0 to 2 squares away from the NPC: easy DC
Monsters do not bother opening and closing doors. They
• PC is 3 to 5 squares away: moderate DC
can tear apart any door as a standard action (no attack
• PC is 6 to 10 squares away: hard DC
roll needed).
• More than 10 squares away: no check possible
Windows: All buildings have narrow, slitted
• If this PC has successfully commanded this NPC
windows (to better block the Companion's light at
at least once already during the encounter: The
night). Rather than drawing a bunch of windows on the
PC gets a +5 bonus (not cumulative).
map, just assume that a PC who is adjacent to a wall
• For each NPC beyond the first that a PC wants to
(other than diagonally adjacent at the very corner of a
command at once: +2 to the DC, and all NPCs to
be commanded must be within 2 squares of one building) has access to at least one window and can look
another. inside the building to see if there are any civilians. It
requires a Perception check against the easy DC to spot
NPCs will not heed PC instructions from more than ten all citizens hiding under beds, in closets, and so forth.
squares away. Commanding an NPC also requires line PCs may call out instructions to NPCs through
of sight, so the PCs can't just stand outside the buildings windows, but buildings may only be entered and exited
and shout. Certain powers might cause automatic through open doorways (and via teleportation powers).
successes or even extend the range of command, at the
DM's discretion. Powers that push, pull, slide, or teleport Tactics
the NPCs might also be very useful (PCs do not need to Give your best initiative roll to the darters, your second-
make attack rolls to hit NPCs with these powers, as long best roll to the slashers, and your lowest roll to the hulks.
as the power does not deal damage or impose a harmful Remember that the civilians do not take actions or have
condition on the NPC. The NPCs always consider the their own initiative score. They cower unless and until
PCs allies.) commanded by the PCs. (Allow the PCs to make an easy
The PCs need to get the citizens to enter the "safe DC Insight check as a free action to recognize the
zone" indicated on the map, which is right outside the situation and get an idea of what they need to do in
doors to the Temple of Torm. The paladins will pull any order to get the NPCs to take actions. It’s okay to just
NPCs who enter this zone into the temple as a free give them the list of distances and DCs to save time.
action. As long as NPCs are on the map, they are Don’t force the players to guess how to use their skills.)
vulnerable to attack by the monsters. To keep things The plagueborn darters are focused on trying to kill
simple, monsters hit NPCs on a roll of 11+ on 1d20. It civilians, while the hulks and slashers engage the PCs. It
doesn't matter what type of attack or what defense the is important that at least some of the monsters ignore
attack would normally target. Just roll a d20 and if you the PCs and threaten the civilians. Saving the innocent
get 11 or higher, the monster hits the citizen. Citizens citizens should be a difficult but not impossible
can survive one hit, but the second hit is fatal. Don’t challenge, and you want to force the players to have to
track their hit points (they have no healing surges, and make some hard choices (for example, whether to stay

ADCP2-1 The Paladins' Plague Page 16


together and try to fight all the monsters in the center of Experience Points
the map, or whether to spread out and try to rescue The PCs earn the full amount if they achieve a total
more citizens at the same time, leading to one-on-one success or a success. They earn 75% of the listed amount
confrontations between PCs and monsters). Note that for a partial success, and 50% for a failure.
the monsters have no more idea where the civilians are
hiding than the PCs do; they just rip open doors and go H1: 125 / 175 XP per PC; H2: 250 / 350 XP per PC;
inside buildings. H3: 405 / 600 XP per PC; P1: 720 / 1,000 XP per PC;
All the monsters benefit greatly from combat P2: 1,400 / 2,000 XP per PC.
advantage (the hulks need the +2 bonus to hit, and the
slashers and darters deal extra damage) so the monsters Treasure
will aggressively move into flanking positions.
The Temple of Torm offers some consumable items to
the PCs if they saved at least six (out of twelve) citizens
Scaling the Encounter in this encounter. The PCs may divide these items up as
Make the following adjustments to the combat based on they see fit, but may not keep them beyond this
the number of PCs present. adventure if unused.
Four PCs: Remove one of the plagueborn slashers.
Six PCs: Add another plagueborn slasher. Heroic Tier: 1 potion of healing per PC
Paragon Tier: 1 potion of vitality per PC
Enemy Reinforcements The Companion
When four of the initial group of plagueborn darters
The Companion is active and has its normal effect
(the minions) have been defeated, add a second group of
against undead during this encounter. Undead PCs
the same size as the first. Spread these new minions out
suffer a -1 penalty to attack rolls, ability and skill checks,
so that they enter from different edges of the map.
saving throws, and damage rolls. None of the monsters
When three of the standard monsters have been
are undead.
defeated, add another two standard monsters (one of
each type).
The Passage of Time
This encounter takes place in the early afternoon. About
Ending the Encounter 30 minutes pass between the end of Mission 1 and the
The encounter ends when the PCs have defeated all of beginning of Mission 2.
the monsters, when all the citizens have been rescued or
killed, or when time is called. The success or failure of
this mission is determined as follows:
Total Success: At least 75% (nine) of the citizens
were saved, and all monsters (including reinforcements)
were killed.
Success: At least half (six) of the citizens were saved
and all monsters (not counting reinforcements) were
killed.
Partial Success: Either but not both of the two
conditions for a success were met.
Failure: Neither of the two conditions for a success
were met.

PCs that are slain in this encounter are dragged back to


the Temple of Torm, where they receive a Raise Dead
ritual via Loyalty’s Sacrifice. Once the initial chaos dies
down, the PCs are asked to enter the southern section of
the city, which has been overrun by monsters and
blasted by blue fire.

ADCP2-1 The Paladins' Plague Page 17


Mission 1: "Save the People" Statistics (H1, Low Level)
Plagueborn Hulk Level 1 Brute Plagueborn Darter Level 1 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 100 Small natural humanoid (spellscarred) XP 25
Initiative +1 Senses Perception +0 Initiative +5 Senses Perception +5
HP 33; Bloodied 16 HP 1; a missed attack never damages a minion.
AC 13; Fortitude 14, Reflex 13, Will 12 AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6 Resist 5 fire
m Slam (standard; at-will) Speed 6
+6 vs. AC; 1d10 + 5 damage. m Claw (standard; at-will)
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire +6 vs. AC; 4 damage (5 damage if the plagueborn darter has
Close blast 3; +4 vs. Reflex; 1d8 + 6 fire damage. After using this combat advantage against the target).
power, the plagueborn hulk is immobilized until the end of its next R Bluefire Bolt (standard; at-will) ✦ Fire
turn. Ranged 5; +4 vs. Reflex; 4 fire damage.
Alignment Unaligned Languages -- Flickering Fire (minor; at-will)
Str 16 (+3) Dex 13 (+1) Wis 10 (+0) The plagueborn darter shifts 1 square.
Con 13 (+1) Int 7 (-2) Cha 7 (-2) Alignment Unaligned Languages --
Skills Athletics +5
Plagueborn Slasher Level 1 Skirmisher Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Medium natural humanoid (spellscarred) XP 100 Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Initiative +5 Senses Perception +0; darkvision
HP 26; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13
Speed 6, climb 6
m Claw (standard; at-will)
+6 vs. AC; 1d6 + 3 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; usable only while bloodied; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
Combat Advantage
The plagueborn slasher deals 1d6 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)

ADCP2-1 The Paladins' Plague Page 18


Mission 1: "Save the People" Statistics (H1, High Level)
Plagueborn Hulk (Level 3) Level 3 Brute Plagueborn Darter Level 1 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 150 Small natural humanoid (spellscarred) XP 25
Initiative +3 Senses Perception +1 Initiative +5 Senses Perception +5
HP 54; Bloodied 27 HP 1; a missed attack never damages a minion.
AC 15; Fortitude 16, Reflex 15, Will 14 AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6 Resist 5 fire
m Slam (standard; at-will) Speed 6
+8 vs. AC; 1d10 + 7 damage. m Claw (standard; at-will)
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire +6 vs. AC; 4 damage (5 damage if the plagueborn darter has
Close blast 3; +6 vs. Reflex; 2d6 + 5 fire damage. After using this combat advantage against the target).
power, the plagueborn hulk is immobilized until the end of its next R Bluefire Bolt (standard; at-will) ✦ Fire
turn. Ranged 5; +4 vs. Reflex; 4 fire damage.
Alignment Unaligned Languages -- Flickering Fire (minor; at-will)
Str 17 (+4) Dex 14 (+3) Wis 11 (+1) The plagueborn darter shifts 1 square.
Con 14 (+3) Int 8 (+0) Cha 8 (+0) Alignment Unaligned Languages --
Skills Athletics +5
Plagueborn Slasher (Level 3) Level 3 Skirmisher Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Medium natural humanoid (spellscarred) XP 150 Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Initiative +6 Senses Perception +1; darkvision
HP 43; Bloodied 21
AC 17; Fortitude 13, Reflex 16, Will 15
Speed 6, climb 6
m Claw (standard; at-will)
+8 vs. AC; 1d6 + 5 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; usable only while bloodied; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
Combat Advantage
The plagueborn slasher deals 1d6 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 11 (+1) Dex 17 (+4) Wis 11 (+1)
Con 11 (+1) Int 11 (+1) Cha 11 (+1)

ADCP2-1 The Paladins' Plague Page 19


Mission 1: "Save the People" Statistics (H2, Low Level)
Plagueborn Hulk (Level 5) Level 5 Brute Plagueborn Darter (Level 5) Level 5 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 200 Small natural humanoid (spellscarred) XP 50
Initiative +4 Senses Perception +3 Initiative +8 Senses Perception +8
HP 75; Bloodied 37 HP 1; a missed attack never damages a minion.
AC 17; Fortitude 18, Reflex 17, Will 16 AC 19; Fortitude 17, Reflex 18, Will 17
Speed 6 Resist 5 fire
m Slam (standard; at-will) Speed 6
+10 vs. AC; 2d8 + 7 damage. m Claw (standard; at-will)
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire +10 vs. AC; 5 damage (6 damage if the plagueborn darter has
Close blast 3; +8 vs. Reflex; 2d8 + 6 fire damage. After using this combat advantage against the target).
power, the plagueborn hulk is immobilized until the end of its next R Bluefire Bolt (standard; at-will) ✦ Fire
turn. Ranged 5; +8 vs. Reflex; 5 fire damage.
Alignment Unaligned Languages -- Flickering Fire (minor; at-will)
Str 18 (+6) Dex 15 (+4) Wis 13 (+4) The plagueborn darter shifts 1 square.
Con 15 (+4) Int 9 (+1) Cha 9 (+1) Alignment Unaligned Languages --
Skills Athletics +8
Plagueborn Slasher (Level 5) Level 5 Skirmisher Str 12 (+3) Dex 18 (+6) Wis 12 (+3)
Medium natural humanoid (spellscarred) XP 200 Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Initiative +8 Senses Perception +3; darkvision
HP 60; Bloodied 30
AC 19; Fortitude 15, Reflex 18, Will 17
Speed 6, climb 6
m Claw (standard; at-will)
+10 vs. AC; 1d8 + 6 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; usable only while bloodied; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
Combat Advantage
The plagueborn slasher deals 1d6 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 12 (+3) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)

ADCP2-1 The Paladins' Plague Page 20


Mission 1: "Save the People" Statistics (H2, High Level)
Plagueborn Hulk (Level 7) Level 7 Brute Plagueborn Darter (Level 5) Level 5 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 300 Small natural humanoid (spellscarred) XP 50
Initiative +5 Senses Perception +4 Initiative +8 Senses Perception +8
HP 96; Bloodied 48 HP 1; a missed attack never damages a minion.
AC 19; Fortitude 20, Reflex 19, Will 18 AC 19; Fortitude 17, Reflex 18, Will 17
Speed 6 Resist 5 fire
m Slam (standard; at-will) Speed 6
+12 vs. AC; 3d6 + 9 damage. m Claw (standard; at-will)
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire +10 vs. AC; 5 damage (6 damage if the plagueborn darter has
Close blast 3; +10 vs. Reflex; 2d8 + 8 fire damage. After using this combat advantage against the target).
power, the plagueborn hulk is immobilized until the end of its next R Bluefire Bolt (standard; at-will) ✦ Fire
turn. Ranged 5; +8 vs. Reflex; 5 fire damage.
Alignment Unaligned Languages -- Flickering Fire (minor; at-will)
Str 19 (+7) Dex 15 (+5) Wis 13 (+4) The plagueborn darter shifts 1 square.
Con 16 (+6) Int 10 (+3) Cha 10 (+3) Alignment Unaligned Languages --
Skills Athletics +8
Plagueborn Slasher (Level 7) Level 7 Skirmisher Str 12 (+3) Dex 18 (+6) Wis 12 (+3)
Medium natural humanoid (spellscarred) XP 300 Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Initiative +9 Senses Perception +4; darkvision
HP 77; Bloodied 38
AC 21; Fortitude 17, Reflex 20, Will 19
Speed 6, climb 6
m Claw (standard; at-will)
+12 vs. AC; 2d6 + 4 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; usable only while bloodied; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
Combat Advantage
The plagueborn slasher deals 1d6 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 13 (+4) Dex 19 (+7) Wis 13 (+4)
Con 13 (+4) Int 13 (+4) Cha 13 (+4)

ADCP2-1 The Paladins' Plague Page 21


Mission 1: "Save the People" Statistics (H3, Low Level)
Plagueborn Hulk (Level 8) Level 8 Brute Plagueborn Darter (Level 7) Level 7 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 350 Small natural humanoid (spellscarred) XP 75
Initiative +6 Senses Perception +6 Initiative +9 Senses Perception +9
HP 107; Bloodied 53 HP 1; a missed attack never damages a minion.
AC 20; Fortitude 21, Reflex 20, Will 19 AC 21; Fortitude 19, Reflex 20, Will 19
Speed 6 Resist 5 fire
m Slam (standard; at-will) Speed 6
+13 vs. AC; 3d6 + 10 damage. m Claw (standard; at-will)
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire +12 vs. AC; 6 damage (7 damage if the plagueborn darter has
Close blast 3; +11 vs. Reflex; 2d8 + 9 fire damage. After using this combat advantage against the target).
power, the plagueborn hulk is immobilized until the end of its next R Bluefire Bolt (standard; at-will) ✦ Fire
turn. Ranged 5; +10 vs. Reflex; 6 fire damage.
Alignment Unaligned Languages -- Flickering Fire (minor; at-will)
Str 20 (+9) Dex 15 (+6) Wis 14 (+6) The plagueborn darter shifts 1 square.
Con 17 (+7) Int 11 (+4) Cha 11 (+4) Alignment Unaligned Languages --
Skills Athletics +9
Plagueborn Slasher (Level 8) Level 8 Skirmisher Str 13 (+4) Dex 19 (+7) Wis 13 (+4)
Medium natural humanoid (spellscarred) XP 350 Con 13 (+4) Int 13 (+4) Cha 13 (+4)
Initiative +11 Senses Perception +6; darkvision
HP 86; Bloodied 43
AC 22; Fortitude 18, Reflex 21, Will 20
Speed 6, climb 6
m Claw (standard; at-will)
+13 vs. AC; 2d6 + 5 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; usable only while bloodied; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
Combat Advantage
The plagueborn slasher deals 1d6 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 14 (+6)

ADCP2-1 The Paladins' Plague Page 22


Mission 1: "Save the People" Statistics (H3, High Level)
Plagueborn Hulk (Level 10) Level 10 Brute Plagueborn Darter (Level 9) Level 9 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 500 Small natural humanoid (spellscarred) XP 100
Initiative +7 Senses Perception +7 Initiative +11 Senses Perception +11
HP 128; Bloodied 64 HP 1; a missed attack never damages a minion.
AC 22; Fortitude 23, Reflex 22, Will 21 AC 23; Fortitude 21, Reflex 22, Will 21
Speed 6 Resist 5 fire
m Slam (standard; at-will) Speed 6
+15 vs. AC; 3d6 + 12 damage. m Claw (standard; at-will)
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire +14 vs. AC; 7 damage (8 damage if the plagueborn darter has
Close blast 3; +13 vs. Reflex; 3d6 + 10 fire damage. After using this combat advantage against the target).
power, the plagueborn hulk is immobilized until the end of its next R Bluefire Bolt (standard; at-will) ✦ Fire
turn. Ranged 5; +12 vs. Reflex; 7 fire damage.
Alignment Unaligned Languages -- Flickering Fire (minor; at-will)
Str 21 (+10) Dex 15 (+7) Wis 15 (+7) The plagueborn darter shifts 1 square.
Con 18 (+9) Int 12 (+6) Cha 12 (+6) Alignment Unaligned Languages --
Skills Athletics +11
Plagueborn Slasher (Level 10) Level 10 Skirmisher Str 14 (+6) Dex 20 (+9) Wis 14 (+6)
Medium natural humanoid (spellscarred) XP 500 Con 14 (+6) Int 14 (+6) Cha 14 (+6)
Initiative +12 Senses Perception +7; darkvision
HP 103; Bloodied 51
AC 24; Fortitude 20, Reflex 23, Will 22
Speed 6, climb 6
m Claw (standard; at-will)
+15 vs. AC; 2d6 + 7 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; usable only while bloodied; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
Combat Advantage
The plagueborn slasher deals 1d8 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)

ADCP2-1 The Paladins' Plague Page 23


Mission 1: "Save the People" Statistics (P1, Low Level)
Plagueborn Hulk (Level 11) Level 11 Brute Plagueborn Darter (Level 11) Level 11 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 600 Small natural humanoid (spellscarred) XP 150
Initiative +7 Senses Perception +7 Initiative +12 Senses Perception +12
HP 141; Bloodied 70 HP 1; a missed attack never damages a minion.
AC 23; Fortitude 24, Reflex 23, Will 23 AC 25; Fortitude 23, Reflex 24, Will 23
Speed 6 Resist 10 fire
m Slam (standard; at-will) Speed 6
+16 vs. AC; 3d8 + 11 damage. m Claw (standard; at-will)
M Driving Assault (standard; at-will) +16 vs. AC; 8 damage (10 damage if the plagueborn darter has
+16 vs. AC; 3d8 + 11 damage, the plagueborn hulk pushes the combat advantage against the target).
target 2 squares, and the target is knocked prone. Miss: The R Bluefire Bolt (standard; at-will) ✦ Fire
plagueborn hulk makes a melee basic attack against an enemy
Ranged 5; +14 vs. Reflex; 8 fire damage.
adjacent to it other than the original target.
A Bluefire Burst (standard; at-will) ✦ Fire
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire
Area burst 1 within 10; +12 vs. Reflex; 6 fire and thunder damage.
Close blast 3; +14 vs. Reflex; 3d6 + 11 fire damage. After using this
Creatures hit by this attack are outlined in blue fire, losing all
power, the plagueborn hulk is immobilized until the end of its next
benefits of concealment (including total concealment) until the end
turn.
of the plagueborn darter’s next turn.
Battle Wrath (immediate reaction, when hit by a melee attack;
Flickering Fire (minor; at-will)
usable only while bloodied; at-will)
The plagueborn darter shifts 1 square.
The plagueborn hulk makes a melee basic attack against an
Alignment Unaligned Languages --
adjacent enemy.
Skills Athletics +12
Alignment Unaligned Languages --
Str 15 (+7) Dex 21 (+10) Wis 15 (+7)
Str 21 (+10) Dex 15 (+7) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Con 21 (+10) Int 15 (+7) Cha 15 (+7)

Plagueborn Slasher (Level 11) Level 11 Skirmisher


Medium natural humanoid (spellscarred) XP 600
Initiative +14 Senses Perception +12; darkvision
HP 111; Bloodied 55
AC 25; Fortitude 23, Reflex 24, Will 23
Speed 6, climb 6
m Claw (standard; at-will)
+16 vs. AC; 2d6 + 7 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
M Eviscerating Slash (standard; encounter)
+16 vs. AC; 3d8 + 11 damage, and ongoing 10 damage (save ends).
M Punishing Slash (immediate reaction, when an adjacent, marked
enemy shifts or makes an attack that does not include the
plagueborn slasher; at-will)
The plagueborn slasher shifts 1 square and makes a melee basic
attack against the triggering enemy.
Combat Advantage
The plagueborn slasher deals 2d6 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 15 (+7) Dex 24 (+12) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)

ADCP2-1 The Paladins' Plague Page 24


Mission 1: "Save the People" Statistics (P1, High Level)
Plagueborn Hulk (Level 13) Level 13 Brute Plagueborn Darter (Level 14) Level 14 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 800 Small natural humanoid (spellscarred) XP 250
Initiative +9 Senses Perception +9 Initiative +15 Senses Perception +15
HP 162; Bloodied 81 HP 1; a missed attack never damages a minion.
AC 25; Fortitude 26, Reflex 25, Will 25 AC 28; Fortitude 26, Reflex 27, Will 26
Speed 6 Resist 10 fire
m Slam (standard; at-will) Speed 6
+18 vs. AC; 3d8 + 14 damage. m Claw (standard; at-will)
M Driving Assault (standard; at-will) +19 vs. AC; 9 damage (11 damage if the plagueborn darter has
+18 vs. AC; 3d8 + 14 damage, the plagueborn hulk pushes the combat advantage against the target).
target 2 squares, and the target is knocked prone. Miss: The R Bluefire Bolt (standard; at-will) ✦ Fire
plagueborn hulk makes a melee basic attack against an enemy Ranged 5; +17 vs. Reflex; 9 fire damage.
adjacent to it other than the original target.
A Bluefire Burst (standard; at-will) ✦ Fire
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire
Area burst 1 within 10; +15 vs. Reflex; 7 fire and thunder damage.
Close blast 3; +16 vs. Reflex; 3d8 + 11 fire damage. After using this Creatures hit by this attack are outlined in blue fire, losing all
power, the plagueborn hulk is immobilized until the end of its next benefits of concealment (including total concealment) until the end
turn. of the plagueborn darter’s next turn.
Battle Wrath (immediate reaction, when hit by a melee attack; Flickering Fire (minor; at-will)
usable only while bloodied; at-will) The plagueborn darter shifts 1 square.
The plagueborn hulk makes a melee basic attack against an Alignment Unaligned Languages --
adjacent enemy.
Skills Athletics +15
Alignment Unaligned Languages --
Str 17 (+10) Dex 23 (+13) Wis 17 (+10)
Str 22 (+12) Dex 16 (+9) Wis 16 (+9)
Con 17 (+10) Int 17 (+10) Cha 17 (+10)
Con 22 (+12) Int 16 (+9) Cha 16 (+9)

Plagueborn Slasher (Level 13) Level 13 Skirmisher


Medium natural humanoid (spellscarred) XP 800
Initiative +15 Senses Perception +14; darkvision
HP 128; Bloodied 64
AC 27; Fortitude 25, Reflex 26, Will 25
Speed 6, climb 6
m Claw (standard; at-will)
+18 vs. AC; 2d8 + 7 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
M Eviscerating Slash (standard; encounter)
+18 vs. AC; 3d8 + 14 damage, and ongoing 10 damage (save ends).
M Punishing Slash (immediate reaction, when an adjacent, marked
enemy shifts or makes an attack that does not include the
plagueborn slasher; at-will)
The plagueborn slasher shifts 1 square and makes a melee basic
attack against the triggering enemy.
Combat Advantage
The plagueborn slasher deals 2d6 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 16 (+9) Dex 25 (+13) Wis 16 (+9)
Con 16 (+9) Int 16 (+9) Cha 16 (+9)

ADCP2-1 The Paladins' Plague Page 25


Mission 1: "Save the People" Statistics (P2, Low Level)
Plagueborn Hulk (Level 15) Level 15 Brute Plagueborn Darter (Level 14) Level 14 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 1,200 Small natural humanoid (spellscarred) XP 250
Initiative +10 Senses Perception +10 Initiative +15 Senses Perception +15
HP 183; Bloodied 91 HP 1; a missed attack never damages a minion.
AC 27; Fortitude 28, Reflex 27, Will 27 AC 28; Fortitude 26, Reflex 27, Will 26
Speed 6 Resist 10 fire
m Slam (standard; at-will) Speed 6
+20 vs. AC; 4d6 + 15 damage. m Claw (standard; at-will)
M Driving Assault (standard; at-will) +19 vs. AC; 9 damage (11 damage if the plagueborn darter has
+20 vs. AC; 4d6 + 15 damage, the plagueborn hulk pushes the combat advantage against the target).
target 2 squares, and the target is knocked prone. Miss: The R Bluefire Bolt (standard; at-will) ✦ Fire
plagueborn hulk makes a melee basic attack against an enemy Ranged 5; +17 vs. Reflex; 9 fire damage.
adjacent to it other than the original target.
A Bluefire Burst (standard; at-will) ✦ Fire
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire
Area burst 1 within 10; +15 vs. Reflex; 7 fire and thunder damage.
Close blast 3; +18 vs. Reflex; 3d8 + 13 fire damage. After using this Creatures hit by this attack are outlined in blue fire, losing all
power, the plagueborn hulk is immobilized until the end of its next benefits of concealment (including total concealment) until the end
turn. of the plagueborn darter’s next turn.
Battle Wrath (immediate reaction, when hit by a melee attack; Flickering Fire (minor; at-will)
usable only while bloodied; at-will) The plagueborn darter shifts 1 square.
The plagueborn hulk makes a melee basic attack against an Alignment Unaligned Languages --
adjacent enemy.
Skills Athletics +15
Alignment Unaligned Languages --
Str 17 (+10) Dex 23 (+13) Wis 17 (+10)
Str 23 (+13) Dex 17 (+10) Wis 17 (+10)
Con 17 (+10) Int 17 (+10) Cha 17 (+10)
Con 23 (+13) Int 17 (+10) Cha 17 (+10)

Plagueborn Slasher (Level 15) Level 15 Skirmisher


Medium natural humanoid (spellscarred) XP 1,200
Initiative +17 Senses Perception +15; darkvision
HP 145; Bloodied 72
AC 29; Fortitude 27, Reflex 28, Will 27
Speed 6, climb 6
m Claw (standard; at-will)
+20 vs. AC; 2d8 + 8 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
M Eviscerating Slash (standard; encounter)
+20 vs. AC; 4d6 + 15 damage, and ongoing 10 damage (save ends).
M Punishing Slash (immediate reaction, when an adjacent, marked
enemy shifts or makes an attack that does not include the
plagueborn slasher; at-will)
The plagueborn slasher shifts 1 square and makes a melee basic
attack against the triggering enemy.
Combat Advantage
The plagueborn slasher deals 2d8 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 17 (+10) Dex 26 (+15) Wis 17 (+10)
Con 17 (+10) Int 17 (+10) Cha 17 (+10)

ADCP2-1 The Paladins' Plague Page 26


Mission 1: "Save the People" Statistics (P2, High Level)
Plagueborn Hulk (Level 17) Level 17 Brute Plagueborn Darter (Level 18) Level 18 Minion Skirmisher
Medium natural humanoid (spellscarred) XP 1,600 Small natural humanoid (spellscarred) XP 500
Initiative +12 Senses Perception +12 Initiative +18 Senses Perception +18
HP 204; Bloodied 102 HP 1; a missed attack never damages a minion.
AC 29; Fortitude 30, Reflex 29, Will 29 AC 32; Fortitude 30, Reflex 31, Will 30
Speed 6 Resist 10 fire
m Slam (standard; at-will) Speed 6
+22 vs. AC; 4d6 + 18 damage. m Claw (standard; at-will)
M Driving Assault (standard; at-will) +23 vs. AC; 10 damage (12 damage if the plagueborn darter has
+22 vs. AC; 4d6 + 18 damage, the plagueborn hulk pushes the combat advantage against the target).
target 2 squares, and the target is knocked prone. Miss: The R Bluefire Bolt (standard; at-will) ✦ Fire
plagueborn hulk makes a melee basic attack against an enemy Ranged 5; +21 vs. Reflex; 10 fire damage.
adjacent to it other than the original target.
A Bluefire Burst (standard; at-will) ✦ Fire
C Bluefire Gut Rupture (standard; recharge 5 6) ✦ Fire
Area burst 1 within 10; +19 vs. Reflex; 8 fire and thunder damage.
Close blast 3; +20 vs. Reflex; 3d8 + 15 fire damage. After using this Creatures hit by this attack are outlined in blue fire, losing all
power, the plagueborn hulk is immobilized until the end of its next benefits of concealment (including total concealment) until the end
turn. of the plagueborn darter’s next turn.
Battle Wrath (immediate reaction, when hit by a melee attack; Flickering Fire (minor; at-will)
usable only while bloodied; at-will) The plagueborn darter shifts 1 square.
The plagueborn hulk makes a melee basic attack against an Alignment Unaligned Languages --
adjacent enemy.
Skills Athletics +18
Alignment Unaligned Languages --
Str 19 (+13) Dex 25 (+16) Wis 19 (+13)
Str 24 (+15) Dex 18 (+12) Wis 18 (+12)
Con 19 (+13) Int 19 (+13) Cha 19 (+13)
Con 24 (+15) Int 18 (+12) Cha 18 (+12)

Plagueborn Slasher (Level 17) Level 17 Skirmisher


Medium natural humanoid (spellscarred) XP 1,600
Initiative +18 Senses Perception +17; darkvision
HP 162; Bloodied 81
AC 31; Fortitude 29, Reflex 30, Will 29
Speed 6, climb 6
m Claw (standard; at-will)
+22 vs. AC; 3d6 + 9 damage, and the target is slowed (save ends).
Effect: The target is marked until the end of the plagueborn slasher’s
next turn.
M Claw Flurry (standard; at-will)
The plagueborn slasher makes two melee basic attacks. The
plagueborn slasher shifts 1 square before, between, or after the
attacks.
M Eviscerating Slash (standard; encounter)
+22 vs. AC; 4d6 + 18 damage, and ongoing 10 damage (save ends).
M Punishing Slash (immediate reaction, when an adjacent, marked
enemy shifts or makes an attack that does not include the
plagueborn slasher; at-will)
The plagueborn slasher shifts 1 square and makes a melee basic
attack against the triggering enemy.
Combat Advantage
The plagueborn slasher deals 2d8 extra damage against any
creature granting combat advantage to it.
Alignment Unaligned Languages --
Str 18 (+12) Dex 27 (+16) Wis 18 (+12)
Con 18 (+12) Int 18 (+12) Cha 18 (+12)

ADCP2-1 The Paladins' Plague Page 27


Mission 1: "Save the People" Map
Setup
The Temple of Torm takes up the entire southern side of the map (it is a very large building). The other three edges of
the map can be extended as needed, with buildings every 15 or 20 feet (the streets are wide in this part of the city).
The entrance to the Temple is marked on the map with the label "Temple of Torm." The PCs do not set up on the
map. The PCs all start off the map, inside the temple, and should move onto the map on their first turn. The doors of
the Temple are open, so the PCs can see down the streets ahead of and to either side (it does not matter exactly
where they stand when they are still inside the Temple). PCs may not make attacks from inside the Temple; they
must be on the battle map to make attacks or command NPCs. A PC's first square of movement from the Temple puts
him onto any one of the six squares indicated by the label "Temple of Torm." The labeled area is also the "safe zone"
where citizens can be rescued by the paladins once the PCs are able to order or bring them there.

Tile Sets Needed


Streets of Shadow (x2)

B = Plagueborn Hulk; S = Plagueborn Slasher; D = Plagueborn Darter; C = Innocent Citizen

ADCP2-1 The Paladins' Plague Page 28


Mission 2: Mind the Breach P1: EL 12 / 14 (3,500 / 5,000 XP)
This encounter includes the following creatures at the
Objective low tier:
2 Plaguechanged Knights (D)
The PCs' objective in this mission is to make their way
2 Plaguechanged Arcane Archers (A)
through the devastated southern section of Elturel,
1 Plaguechanged Warlord (L)
avoiding the ravages of the Spellplague, and regain
control of a section of the city walls. From this vantage
This encounter includes the following creatures at the
point it should be possible for the defending forces to
high tier:
gain an understanding of what they are up against.
2 Plaguechanged Knights (Level 14) (D)
Optionally, the PCs can try to save some transformed
2 Plaguechanged Arcane Archers (Level 14) (A)
knights of Elturgard who are not yet beyond recovery.
1 Plaguechanged Warlord (Level 14) (L)

H1: EL 2 / 4 (625 / 875 XP) P2: EL 15 / 17 (6,000 / 8,000 XP)


This encounter includes the following creatures at the
This encounter includes the following creatures at the
low tier:
low tier:
2 Plaguechanged Defenders (D)
2 Plaguechanged Knights (Level 15) (D)
2 Plaguechanged Archers (A)
2 Plaguechanged Arcane Archers (Level 15) (A)
1 Plaguechanged Patrol Leader (L)
1 Plaguechanged Warlord (Level 15) (L)
This encounter includes the following creatures at the
This encounter includes the following creatures at the
high tier:
high tier:
2 Plaguechanged Defenders (Level 4) (D)
2 Plaguechanged Knights (Level 17) (D)
2 Plaguechanged Archers (Level 4) (A)
2 Plaguechanged Arcane Archers (Level 17) (A)
1 Plaguechanged Patrol Leader (Level 4) (L)
1 Plaguechanged Warlord (Level 17) (L)

H2: EL 5 / 7 (1,000 / 1,500 XP) When you are ready to begin this mission, read:
This encounter includes the following creatures at the
low tier: The southernmost district of Elturel has been devastated
2 Plaguechanged Defenders (Level 5) (D) by the rain of blue fire. Most of the buildings are
2 Plaguechanged Archers (Level 5) (A) destroyed; some crushed to rubble, others cleanly sliced
1 Plaguechanged Patrol Leader (Level 5) (L) through as if by some giant blade, or melted away like
they were made out of wax instead of stone. Whole
This encounter includes the following creatures at the sections of the city streets have simply disappeared,
high tier: replaced with new terrain features from ... somewhere
2 Plaguechanged Defenders (Level 7) (D) else. It appears as though the missing sections have been
2 Plaguechanged Archers (Level 7) (A) randomly swapped with pieces of other locations, some
1 Plaguechanged Patrol Leader (Level 7) (L) of which look like they aren't even from Faerun at all.
Some distance away, the city's outer wall appears
H3: EL 8 / 10 (1,750 / 2,500 XP) largely intact. From that vantage point you could survey
the situation both inside and outside the city, which
This encounter includes the following creatures at the
low tier: would provide valuable information to the Knight-
2 Plaguechanged Defenders (Level 8) (D) Commander as he tries to plan the defenders' next
2 Plaguechanged Archers (Level 8) (A) move.
1 Plaguechanged Patrol Leader (Level 8) (L) Illuminated by the flickering fires that still dance
and blaze across the city even in the absence of anything
This encounter includes the following creatures at the left to burn, you see a number of armor-clad figures.
high tier: Their equipment and behavior suggest that they are
2 Plaguechanged Defenders (Level 10) (D) knights of Elturgard from the local garrison. Whether
2 Plaguechanged Archers (Level 10) (A) or not they have been transformed or corrupted by the
1 Plaguechanged Patrol Leader (Level 10) (L) chaos plague is hard to tell. If there is any hope of saving

ADCP2-1 The Paladins' Plague Page 29


them, however, the city will surely need as many of its sections of the city when the attack hit. They are normal,
soldiers as possible in the coming days. other than being out of place in their current location.
Unnatural Terrain: Sections of terrain that look
The "patrol" consists of a group of soldiers who were on like bursts of fire, glowing glyphs, etc. are pieces of other
duty when the attack came. They were blasted by blue planes that were randomly transposed here when the
fire and have been transformed. Most of them are attack hit. These squares are treated as damaging
beyond redemption and can only be released by death, terrain. A character may attempt a moderate Arcana,
but two of them (the warlord and one of the archers) Dungeoneering, or Nature check to understand the
might survive (albeit with permanent spellscars) if they characteristics of a piece of damaging terrain.
were to receive proper care. To save these NPCs the PCs When a creature enters one of these squares, roll
must simply choose to knock them unconscious instead 1d8 to determine the type of damage dealt by the
of killing them and then carry them back to the Temple terrain. (If a character makes a skill check to scout the
of Torm. However, the task is more complicated than terrain beforehand, roll 1d8 and define the energy type
simply knocking all the NPCs unconscious. If a at that moment. The energy type does not change once it
corrupted NPC (beyond redemption) is knocked has been established.)
unconscious instead of killed, the Spellplague within 1 - fire; 2 - cold; 3 - electricity; 4 - acid; 5 - radiant;
that NPC’s body erupts, causing an explosion (see the 6 - necrotic; 7 or 8 - roll 1d6 twice and the terrain deals
stat block for details). both of the rolled types of damage (ignore duplicates).
If the PCs wish to try and ascertain the level of A creature that enters a square of unnatural terrain
corruption of the soldiers, a character within 5 squares takes ongoing damage per tier (5 Heroic; 10 Paragon) of
can use a minor action to make a hard DC Arcana, Heal, the listed energy type (save ends) and is slowed until the
or Nature check. Spellscarred characters gain a +5 end of its next turn.
bonus on these checks due to their intimate familiarity The unnatural terrain exists only at ground level, so
with the subject matter. On a success, the PC knows at first glance, these squares may be jumped or flown
whether or not the NPC is beyond recovery. On a failure over safely. However, the elemental energies bubble and
by less than 5, the PC is unable to determine froth, and occasionally burst up in deadly geysers. If a
conclusively. On a failure by 5 or more, the PC comes to character attempts to move over (but not through) a
an incorrect conclusion. Multiple PCs can check the square of unnatural terrain, there is a 25% chance that
same NPC but the Aid Another action cannot be used the terrain's effects strike that character exactly as if the
on these checks as there is no time for a discussion. character had moved into the terrain. If a character
makes an Arcana, Dungeoneering, or Nature check to
Features of the Area study the terrain, be sure to mention that there is an
occasional eruption of energy that fills the air above the
This area has the following notable features:
terrain (about every 10-15 seconds... you don't need to
Illumination: Bright sunlight.
reveal the precise percentage chance, let them guess
Elemental Windchurn: Because of the turbulence and sweat it out).
caused by the plague storm, this entire area is under the The smaller areas of unnatural terrain (which look
effect of elemental windchurn (DMG2 59). Powerful, like a cloud of blood and a lighting bolt) are mobile.
swirling winds make flying dangerous. Any creature that They shift 1d2 squares in a random direction at the end
flies more than 2 squares above the ground must treat of each round. If an area of damaging terrain enters a
all squares as difficult terrain, and a creature that ends creature’s square, that creature is automatically affected.
its turn aloft (regardless of height) is blown 1d6 squares Powers and effects that create wind do not move these
in a random direction. This has no effect on ranged terrain features. (If you have pre-printed battle maps,
attacks, nor does the windchurn strike people climbing you may prefer not to make these terrain features
up or standing atop the city walls. mobile.)
Fog: The squares of fog provide concealment. Walls: The city wall squares are normal terrain (but
Although the fog flickers with blue energy, it is not they are elevated to a height of 6 squares / 30 feet at the
harmful. Areas of fog are mobile, floating 1d2 squares in Heroic tier and, 8 squares / 40 feet at the Paragon tier.
a random direction at the end of each combat round. The walls are made of worked stone (Athletics DC 20 to
Powers or effects that create wind can also move the fog. climb) but the archers have dropped a knotted rope at
Natural Terrain: Grass and forest terrain is exactly each corner (Athletics DC 10).
as shown on the map. These sections are from other
parts of the world and were randomly transposed with

ADCP2-1 The Paladins' Plague Page 30


Tactics Beyond the city walls, a number of strange
pyramid-shaped monoliths float silently. At the pinnacle
Give your best initiative roll to the archers, your second-
of each monolith is a nimbus of crackling blue fire, and
best roll to the leader, and your lowest roll to the
lines of energy stream between the monoliths. The lines
defenders.
of energy also stretch back out of sight toward the south,
in the direction of the plagueland. These devices are
Scaling the Encounter somehow connected, drawing the power of the
Make the following adjustments to the combat based on Spellplague across a distance of several miles and
the number of PCs present. turning it into a weapon to be used against the city of
Four PCs: Remove one of the archers. Elturel. This must be reported to the High Observer and
Six PCs: Add another archer. Knight-Commander Vessen at once.

Enemy Reinforcements If anybody asks whether the monoliths seem similar to


certain diagrams that they recently discovered (in
After the PCs defeat the second archer, one round later
SPEC2-1 H1), the answer is yes. This information will
another archer begins firing on them from a different
be quite valuable during the next mission.
vantage point (at ground level). When the PCs defeat
both of the defenders, a third defender comes around
Experience Points
the corner of a nearby building one round later. Also,
promote the leader to elite status (double his hit points, The PCs earn the full amount if they achieve a total
give him one action point, and he gets +2 on saving success or a success. They earn 75% of the listed amount
throws; his attacks and defenses do not change). for a partial success, and 50% for a failure.

H1: 125 / 175 XP per PC; H2: 200 / 300 XP per PC;
Ending the Encounter H3: 350 / 500 XP per PC; P1: 700 / 1,000 XP per PC;
The encounter ends when the PCs have defeated (or P2: 1,200 / 1,600 XP per PC.
been defeated by) the patrol. A secondary objective is for
at least one PC to reach any of the indicated "top of the Treasure
wall" squares and remain there for one full round, which The PCs are able to recover some magic weapons from
is long enough to get a decent view beyond the walls. the bodies of the defeated patrol members. These items
Total Success: The two patrol members who can be have been rendered unstable by their exposure to the
saved were taken alive, the others were killed, and the Spellplague, but they will last for the remainder of the
PCs reached the top of the wall. adventure. Each PC can recover a single weapon. Each
Success: The patrol was defeated (regardless of player may choose the specific type of weapon his or her
whether or not anyone was saved) and the PCs reached character discovers.
the top of the wall.
Partial Success: The PCs defeated the patrol, but H1: +1 generic weapon
did not reach the top of the wall, or at least one H2: +2 generic weapon
character reached the top of the wall, but the patrol was H3: +3 generic weapon
not defeated. P1: +4 generic weapon
Failure: The PCs did not defeat the patrol and did P2: +4 vicious weapon
not reach the top of the wall.
The Companion
If a PC makes it to the top of the city wall, read the
The Companion is active and has its normal effect
following before proceeding to Interlude 1.
against undead during this encounter. Undead PCs
What used to be the city's southern entrance is now
suffer a -1 penalty to attack rolls, ability and skill checks,
a massive crater filled with a whirling maelstrom of
saving throws, and damage rolls. None of the monsters
chaotic energy. Trying to go through that area would
are undead.
surely be incredibly dangerous if not suicidal. Of the
volunteer army that had assembled outside the gates to The Passage of Time
take part in the expedition, nothing remains. Bodies are
About 45 minutes pass between the end of Mission 2
strewn everywhere, but not as many as one would
and the beginning of Interlude 1, as the PCs return to
expect, implying that many who should have fallen have
the main Temple of Torm and make their report.
instead become plaguechanged creatures.
ADCP2-1 The Paladins' Plague Page 31
Mission 2: "Mind the Breach" Statistics (H1, Low Level)
Plaguechanged Defender (Level 2) Level 2 Soldier Plaguechanged Archer (Level 2) Level 2 Artillery
Medium natural humanoid (spellscarred) XP 125 Medium fey humanoid (elf, spellscarred) XP 125
Initiative +3 Senses Perception +1 Initiative +6 Senses Perception +8; low-light vision
HP 38; Bloodied 19 HP 32; Bloodied 16
AC 18; Fortitude 15, Reflex 14, Will 14 AC 14; Fortitude 15, Reflex 16, Will 15
Speed 5 Speed 6
m Longsword (standard; at-will) ✦ Weapon m Short Sword (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 + 5 damage, and the target is marked until the end +7 vs. AC; 1d6 + 3 damage.
of the plaguechanged defender’s next turn. r Longbow (standard; at-will) ✦ Weapon
M Leaping Charge (standard; at-will) ✦ Weapon Ranged 20/40; +8 vs. AC; 1d10 + 5 damage.
The plaguechanged defender makes a charge attack, ignoring Archer’s Mobility
difficult terrain; +8 vs. AC; 1d10 + 6 damage, and the target is If the archer moves at least 4 squares from its original position, it
marked until the end of the plaguechanged defender’s next turn. gains a +2 bonus to ranged attacks until the start of its next turn.
R Plague Lash (standard; encounter) ✦ Necrotic, Psychic Elven Accuracy (free; encounter)
Ranged 10; +5 vs. Fortitude; 1d6 + 3 psychic damage. Each time An elf can reroll an attack roll. It must use the second roll, even if
the target attacks on its next turn, it also coughs up sickly blue-black it’s lower.
blood, taking 5 necrotic damage. Not So Close (immediate reaction, when an enemy makes a melee
Alignment Unaligned Languages Common attack against the elf archer; encounter)
Skills Athletics +9, Intimidate +6 The elf archer shifts 1 square and makes a ranged attack against the
Str 17 (+4) Dex 11 (+1) Wis 11 (+1) triggering enemy.
Con 14 (+3) Int 11 (+1) Cha 11 (+1) Spelleater (immediate interrupt, when an attack targets the
Equipment scale armor, longsword plaguechanged archer; encounter)
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
defenses against the triggering attack. If the triggering attack misses,
Plaguechanged Patrol Leader (Level 2) the plaguechanged archer regains hits points equal to one-half the
Level 2 Soldier (Leader) level of the attacker or effect.
Medium natural humanoid (spellscarred) XP 125 Wild Step
Initiative +5 Senses Perception +6 An elf ignores difficult terrain when it shifts.
HP 38; Bloodied 19 Alignment Unaligned Languages Common, Elven
AC 18; Fortitude 15, Reflex 14, Will 14 Skills Nature +8, Stealth +11
Speed 5 Str 11 (+1) Dex 20 (+6) Wis 14 (+3)
m Spear (standard; at-will) ✦ Weapon Con 14 (+3) Int 11 (+1) Cha 11 (+1)
+7 vs. AC; 1d8 + 5 damage. If the patrol leader hits with an Equipment leather armor, shortsword, longbow, 30 arrows
opportunity attack, it shifts 1 square.
C Tactical Deployment (minor; recharge 5 6) Corrupted NPC Explosion: When the PCs reduce any
Close burst 5; allies in the burst shift 3 squares.
NPC to 0 hit points, ask if they want to knock the NPC
Lead from the Front
When the patrol leader’s melee attack hits an enemy, allies gain a unconscious or kill him. If they choose to knock an NPC
+2 bonus to attack rolls and damage rolls against that enemy until unconscious and that NPC is corrupted (beyond
the end of the patrol leader’s next turn. redemption), the NPC explodes in a burst of blue fire.
Larger than Life (free; daily)
The patrol leader adds 1 to the reach of an attack it makes.
Alignment Unaligned Languages Common Close burst 3: targets non-spellscarred creatures;
Skills Athletics +9, History +8, Intimidate +8 3d6 + 3 fire and necrotic damage.
Str 17 (+4) Dex 14 (+3) Wis 11 (+1)
Con 14 (+3) Int 11 (+1) Cha 14 (+3)
Equipment scale armor, heavy shield, spear

ADCP2-1 The Paladins' Plague Page 32


Mission 2: "Mind the Breach" Statistics (H1, High Level)
Plaguechanged Defender (Level 4) Level 4 Soldier Plaguechanged Archer (Level 4) Level 4 Artillery
Medium natural humanoid (spellscarred) XP 175 Medium fey humanoid (elf, spellscarred) XP 175
Initiative +5 Senses Perception +3 Initiative +7 Senses Perception +9; low-light vision
HP 55; Bloodied 27 HP 45; Bloodied 22
AC 20; Fortitude 17, Reflex 16, Will 16 AC 16; Fortitude 17, Reflex 18, Will 17
Speed 5 Speed 6
m Longsword (standard; at-will) ✦ Weapon m Short Sword (standard; at-will) ✦ Weapon
+9 vs. AC; 2d6 + 5 damage, and the target is marked until the end +9 vs. AC; 1d8 + 5 damage.
of the plaguechanged defender’s next turn. r Longbow (standard; at-will) ✦ Weapon
M Leaping Charge (standard; at-will) ✦ Weapon Ranged 20/40; +10 vs. AC; 1d10 + 7 damage.
The plaguechanged defender makes a charge attack, ignoring Archer’s Mobility
difficult terrain; +10 vs. AC; 2d8 + 6 damage, and the target is If the archer moves at least 4 squares from its original position, it
marked until the end of the plaguechanged defender’s next turn. gains a +2 bonus to ranged attacks until the start of its next turn.
R Plague Lash (standard; encounter) ✦ Necrotic, Psychic Elven Accuracy (free; encounter)
Ranged 10; +7 vs. Fortitude; 1d8 + 5 psychic damage. Each time An elf can reroll an attack roll. It must use the second roll, even if
the target attacks on its next turn, it also coughs up sickly blue-black it’s lower.
blood, taking 5 necrotic damage. Not So Close (immediate reaction, when an enemy makes a melee
Alignment Unaligned Languages Common attack against the elf archer; encounter)
Skills Athletics +11, Intimidate +8 The elf archer shifts 1 square and makes a ranged attack against the
Str 18 (+6) Dex 12 (+3) Wis 12 (+3) triggering enemy.
Con 15 (+4) Int 12 (+3) Cha 12 (+3) Spelleater (immediate interrupt, when an attack targets the
Equipment scale armor, longsword plaguechanged archer; encounter)
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
defenses against the triggering attack. If the triggering attack misses,
Plaguechanged Patrol Leader (Level 4) the plaguechanged archer regains hits points equal to one-half the
Level 4 Soldier (Leader) level of the attacker or effect.
Medium natural humanoid (spellscarred) XP 175 Wild Step
Initiative +6 Senses Perception +8 An elf ignores difficult terrain when it shifts.
HP 55; Bloodied 27 Alignment Unaligned Languages Common, Elven
AC 20; Fortitude 17, Reflex 16, Will 16 Skills Nature +9, Stealth +12
Speed 5 Str 12 (+3) Dex 21 (+7) Wis 15 (+4)
m Spear (standard; at-will) ✦ Weapon Con 15 (+4) Int 12 (+3) Cha 12 (+3)
+9 vs. AC; 2d6 + 5 damage. If the patrol leader hits with an Equipment leather armor, shortsword, longbow, 30 arrows
opportunity attack, it shifts 1 square.
C Tactical Deployment (minor; recharge 5 6) Corrupted NPC Explosion: When the PCs reduce any
Close burst 5; allies in the burst shift 3 squares.
NPC to 0 hit points, ask if they want to knock the NPC
Lead from the Front
When the patrol leader’s melee attack hits an enemy, allies gain a unconscious or kill him. If they choose to knock an NPC
+2 bonus to attack rolls and damage rolls against that enemy until unconscious and that NPC is corrupted (beyond
the end of the patrol leader’s next turn. redemption), the NPC explodes in a burst of blue fire.
Larger than Life (free; daily)
The patrol leader adds 1 to the reach of an attack it makes.
Alignment Unaligned Languages Common Close burst 3: targets non-spellscarred creatures;
Skills Athletics +11, History +10, Intimidate +9 3d6 + 4 fire and necrotic damage.
Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
Con 15 (+4) Int 12 (+3) Cha 15 (+4)
Equipment scale armor, heavy shield, spear

ADCP2-1 The Paladins' Plague Page 33


Mission 2: "Mind the Breach" Statistics (H2, Low Level)
Plaguechanged Defender (Level 5) Level 5 Soldier Plaguechanged Archer (Level 5) Level 5 Artillery
Medium natural humanoid (spellscarred) XP 200 Medium fey humanoid (elf, spellscarred) XP 200
Initiative +5 Senses Perception +3 Initiative +7 Senses Perception +9; low-light vision
HP 63; Bloodied 31 HP 51; Bloodied 25
AC 21; Fortitude 18, Reflex 17, Will 17 AC 17; Fortitude 18, Reflex 19, Will 18
Speed 5 Speed 6
m Longsword (standard; at-will) ✦ Weapon m Short Sword (standard; at-will) ✦ Weapon
+10 vs. AC; 2d6 + 6 damage, and the target is marked until the end +10 vs. AC; 1d8 + 6 damage.
of the plaguechanged defender’s next turn. r Longbow (standard; at-will) ✦ Weapon
M Leaping Charge (standard; at-will) ✦ Weapon Ranged 20/40; +11 vs. AC; 1d10 + 8 damage.
The plaguechanged defender makes a charge attack, ignoring Archer’s Mobility
difficult terrain; +11 vs. AC; 2d8 + 7 damage, and the target is If the archer moves at least 4 squares from its original position, it
marked until the end of the plaguechanged defender’s next turn. gains a +2 bonus to ranged attacks until the start of its next turn.
R Plague Lash (standard; encounter) ✦ Necrotic, Psychic Elven Accuracy (free; encounter)
Ranged 10; +8 vs. Fortitude; 1d8 + 6 psychic damage. Each time An elf can reroll an attack roll. It must use the second roll, even if
the target attacks on its next turn, it also coughs up sickly blue-black it’s lower.
blood, taking 5 necrotic damage. Not So Close (immediate reaction, when an enemy makes a melee
Alignment Unaligned Languages Common attack against the elf archer; encounter)
Skills Athletics +11, Intimidate +8 The elf archer shifts 1 square and makes a ranged attack against the
Str 18 (+6) Dex 12 (+3) Wis 12 (+3) triggering enemy.
Con 15 (+4) Int 12 (+3) Cha 12 (+3) Spelleater (immediate interrupt, when an attack targets the
Equipment scale armor, longsword plaguechanged archer; encounter)
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
defenses against the triggering attack. If the triggering attack misses,
Plaguechanged Patrol Leader (Level 5) the plaguechanged archer regains hits points equal to one-half the
Level 5 Soldier (Leader) level of the attacker or effect.
Medium natural humanoid (spellscarred) XP 200 Wild Step
Initiative +6 Senses Perception +8 An elf ignores difficult terrain when it shifts.
HP 63; Bloodied 31 Alignment Unaligned Languages Common, Elven
AC 21; Fortitude 18, Reflex 17, Will 17 Skills Nature +9, Stealth +12
Speed 5 Str 12 (+3) Dex 21 (+7) Wis 15 (+4)
m Spear (standard; at-will) ✦ Weapon Con 15 (+4) Int 12 (+3) Cha 12 (+3)
+10 vs. AC; 2d6 + 6 damage. If the patrol leader hits with an Equipment leather armor, shortsword, longbow, 30 arrows
opportunity attack, it shifts 1 square.
C Tactical Deployment (minor; recharge 5 6) Corrupted NPC Explosion: When the PCs reduce any
Close burst 5; allies in the burst shift 3 squares.
NPC to 0 hit points, ask if they want to knock the NPC
Lead from the Front
When the patrol leader’s melee attack hits an enemy, allies gain a unconscious or kill him. If they choose to knock an NPC
+2 bonus to attack rolls and damage rolls against that enemy until unconscious and that NPC is corrupted (beyond
the end of the patrol leader’s next turn. redemption), the NPC explodes in a burst of blue fire.
Larger than Life (free; daily)
The patrol leader adds 1 to the reach of an attack it makes.
Alignment Unaligned Languages Common Close burst 3: targets non-spellscarred creatures;
Skills Athletics +11, History +10, Intimidate +9 3d6 + 5 fire and necrotic damage.
Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
Con 15 (+4) Int 12 (+3) Cha 15 (+4)
Equipment scale armor, heavy shield, spear

ADCP2-1 The Paladins' Plague Page 34


Mission 2: "Mind the Breach" Statistics (H2, High Level)
Plaguechanged Defender (Level 7) Level 7 Soldier Plaguechanged Archer (Level 7) Level 7 Artillery
Medium natural humanoid (spellscarred) XP 300 Medium fey humanoid (elf, spellscarred) XP 300
Initiative +6 Senses Perception +4 Initiative +9 Senses Perception +11; low-light vision
HP 80; Bloodied 40 HP 64; Bloodied 32
AC 23; Fortitude 20, Reflex 19, Will 19 AC 19; Fortitude 20, Reflex 21, Will 20
Speed 5 Speed 6
m Longsword (standard; at-will) ✦ Weapon m Short Sword (standard; at-will) ✦ Weapon
+12 vs. AC; 2d8 + 6 damage, and the target is marked until the end +12 vs. AC; 2d6 + 4 damage.
of the plaguechanged defender’s next turn. r Longbow (standard; at-will) ✦ Weapon
M Leaping Charge (standard; at-will) ✦ Weapon Ranged 20/40; +13 vs. AC; 2d8 + 6 damage.
The plaguechanged defender makes a charge attack, ignoring Archer’s Mobility
difficult terrain; +13 vs. AC; 3d6 + 9 damage, and the target is If the archer moves at least 4 squares from its original position, it
marked until the end of the plaguechanged defender’s next turn. gains a +2 bonus to ranged attacks until the start of its next turn.
R Plague Lash (standard; encounter) ✦ Necrotic, Psychic Elven Accuracy (free; encounter)
Ranged 10; +10 vs. Fortitude; 2d6 + 4 psychic damage. Each time An elf can reroll an attack roll. It must use the second roll, even if
the target attacks on its next turn, it also coughs up sickly blue-black it’s lower.
blood, taking 5 necrotic damage. Not So Close (immediate reaction, when an enemy makes a melee
Alignment Unaligned Languages Common attack against the elf archer; encounter)
Skills Athletics +12, Intimidate +9 The elf archer shifts 1 square and makes a ranged attack against the
Str 19 (+7) Dex 13 (+4) Wis 13 (+4) triggering enemy.
Con 16 (+6) Int 13 (+4) Cha 13 (+4) Spelleater (immediate interrupt, when an attack targets the
Equipment scale armor, longsword plaguechanged archer; encounter)
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
defenses against the triggering attack. If the triggering attack misses,
Plaguechanged Patrol Leader (Level 7) the plaguechanged archer regains hits points equal to one-half the
Level 7 Soldier (Leader) level of the attacker or effect.
Medium natural humanoid (spellscarred) XP 300 Wild Step
Initiative +8 Senses Perception +9 An elf ignores difficult terrain when it shifts.
HP 80; Bloodied 40 Alignment Unaligned Languages Common, Elven
AC 23; Fortitude 20, Reflex 19, Will 19 Skills Nature +11, Stealth +14
Speed 5 Str 13 (+4) Dex 22 (+9) Wis 16 (+6)
m Spear (standard; at-will) ✦ Weapon Con 16 (+6) Int 13 (+4) Cha 13 (+4)
+12 vs. AC; 2d8 + 6 damage. If the patrol leader hits with an Equipment leather armor, shortsword, longbow, 30 arrows
opportunity attack, it shifts 1 square.
C Tactical Deployment (minor; recharge 5 6) Corrupted NPC Explosion: When the PCs reduce any
Close burst 5; allies in the burst shift 3 squares.
NPC to 0 hit points, ask if they want to knock the NPC
Lead from the Front
When the patrol leader’s melee attack hits an enemy, allies gain a unconscious or kill him. If they choose to knock an NPC
+2 bonus to attack rolls and damage rolls against that enemy until unconscious and that NPC is corrupted (beyond
the end of the patrol leader’s next turn. redemption), the NPC explodes in a burst of blue fire.
Larger than Life (free; daily)
The patrol leader adds 1 to the reach of an attack it makes.
Alignment Unaligned Languages Common Close burst 3: targets non-spellscarred creatures;
Skills Athletics +12, History +11, Intimidate +11 3d8 + 4 fire and necrotic damage.
Str 19 (+7) Dex 16 (+6) Wis 13 (+4)
Con 16 (+6) Int 13 (+4) Cha 16 (+6)
Equipment scale armor, heavy shield, spear

ADCP2-1 The Paladins' Plague Page 35


Mission 2: "Mind the Breach" Statistics (H3, Low Level)
Plaguechanged Defender (Level 8) Level 8 Soldier Plaguechanged Archer (Level 8) Level 8 Artillery
Medium natural humanoid (spellscarred) XP 350 Medium fey humanoid (elf, spellscarred) XP 350
Initiative +8 Senses Perception +6 Initiative +10 Senses Perception +12; low-light vision
HP 89; Bloodied 44 HP 71; Bloodied 35
AC 24; Fortitude 21, Reflex 20, Will 20 AC 20; Fortitude 21, Reflex 22, Will 21
Speed 5 Speed 6
m Longsword (standard; at-will) ✦ Weapon m Short Sword (standard; at-will) ✦ Weapon
+13 vs. AC; 2d8 + 7 damage, and the target is marked until the end +13 vs. AC; 2d6 + 5 damage.
of the plaguechanged defender’s next turn. r Longbow (standard; at-will) ✦ Weapon
M Leaping Charge (standard; at-will) ✦ Weapon Ranged 20/40; +14 vs. AC; 2d8 + 7 damage.
The plaguechanged defender makes a charge attack, ignoring Archer’s Mobility
difficult terrain; +14 vs. AC; 3d6 + 10 damage, and the target is If the archer moves at least 4 squares from its original position, it
marked until the end of the plaguechanged defender’s next turn. gains a +2 bonus to ranged attacks until the start of its next turn.
R Plague Lash (standard; encounter) ✦ Necrotic, Psychic Elven Accuracy (free; encounter)
Ranged 10; +11 vs. Fortitude; 2d6 + 5 psychic damage. Each time An elf can reroll an attack roll. It must use the second roll, even if
the target attacks on its next turn, it also coughs up sickly blue-black it’s lower.
blood, taking 5 necrotic damage. Not So Close (immediate reaction, when an enemy makes a melee
Alignment Unaligned Languages Common attack against the elf archer; encounter)
Skills Athletics +14, Intimidate +11 The elf archer shifts 1 square and makes a ranged attack against the
Str 20 (+9) Dex 14 (+6) Wis 14 (+6) triggering enemy.
Con 17 (+7) Int 14 (+6) Cha 14 (+6) Spelleater (immediate interrupt, when an attack targets the
Equipment scale armor, longsword plaguechanged archer; encounter)
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
defenses against the triggering attack. If the triggering attack misses,
Plaguechanged Patrol Leader (Level 8) the plaguechanged archer regains hits points equal to one-half the
Level 8 Soldier (Leader) level of the attacker or effect.
Medium natural humanoid (spellscarred) XP 350 Wild Step
Initiative +9 Senses Perception +11 An elf ignores difficult terrain when it shifts.
HP 89; Bloodied 44 Alignment Unaligned Languages Common, Elven
AC 24; Fortitude 21, Reflex 20, Will 20 Skills Nature +12, Stealth +15
Speed 5 Str 14 (+6) Dex 23 (+10) Wis 17 (+7)
m Spear (standard; at-will) ✦ Weapon Con 17 (+7) Int 14 (+6) Cha 14 (+6)
+13 vs. AC; 2d8 + 7 damage. If the patrol leader hits with an Equipment leather armor, shortsword, longbow, 30 arrows
opportunity attack, it shifts 1 square.
C Tactical Deployment (minor; recharge 5 6) Corrupted NPC Explosion: When the PCs reduce any
Close burst 5; allies in the burst shift 3 squares.
NPC to 0 hit points, ask if they want to knock the NPC
Lead from the Front
When the patrol leader’s melee attack hits an enemy, allies gain a unconscious or kill him. If they choose to knock an NPC
+2 bonus to attack rolls and damage rolls against that enemy until unconscious and that NPC is corrupted (beyond
the end of the patrol leader’s next turn. redemption), the NPC explodes in a burst of blue fire.
Larger than Life (free; daily)
The patrol leader adds 1 to the reach of an attack it makes.
Alignment Unaligned Languages Common Close burst 3: targets non-spellscarred creatures;
Skills Athletics +14, History +13, Intimidate +12 3d8 + 5 fire and necrotic damage.
Str 20 (+9) Dex 17 (+7) Wis 14 (+6)
Con 17 (+7) Int 14 (+6) Cha 17 (+7)
Equipment scale armor, heavy shield, spear

ADCP2-1 The Paladins' Plague Page 36


Mission 2: "Mind the Breach" Statistics (H3, High Level)
Plaguechanged Defender (Level 10) Level 10 Soldier Plaguechanged Archer (Level 10) Level 10 Artillery
Medium natural humanoid (spellscarred) XP 500 Medium fey humanoid (elf, spellscarred) XP 500
Initiative +9 Senses Perception +7 Initiative +12 Senses Perception +14; low-light vision
HP 106; Bloodied 53 HP 84; Bloodied 42
AC 26; Fortitude 23, Reflex 22, Will 22 AC 22; Fortitude 23, Reflex 24, Will 23
Speed 5 Speed 6
m Longsword (standard; at-will) ✦ Weapon m Short Sword (standard; at-will) ✦ Weapon
+15 vs. AC; 2d8 + 9 damage, and the target is marked until the end +15 vs. AC; 2d6 + 6 damage.
of the plaguechanged defender’s next turn. r Longbow (standard; at-will) ✦ Weapon
M Leaping Charge (standard; at-will) ✦ Weapon Ranged 20/40; +16 vs. AC; 2d8 + 9 damage.
The plaguechanged defender makes a charge attack, ignoring Archer’s Mobility
difficult terrain; +16 vs. AC; 3d6 + 12 damage, and the target is If the archer moves at least 4 squares from its original position, it
marked until the end of the plaguechanged defender’s next turn. gains a +2 bonus to ranged attacks until the start of its next turn.
R Plague Lash (standard; encounter) ✦ Necrotic, Psychic Elven Accuracy (free; encounter)
Ranged 10; +13 vs. Fortitude; 2d6 + 6 psychic damage. Each time An elf can reroll an attack roll. It must use the second roll, even if
the target attacks on its next turn, it also coughs up sickly blue-black it’s lower.
blood, taking 5 necrotic damage. Not So Close (immediate reaction, when an enemy makes a melee
Alignment Unaligned Languages Common attack against the elf archer; encounter)
Skills Athletics +15, Intimidate +12 The elf archer shifts 1 square and makes a ranged attack against the
Str 21 (+10) Dex 15 (+7) Wis 15 (+7) triggering enemy.
Con 18 (+9) Int 15 (+7) Cha 15 (+7) Spelleater (immediate interrupt, when an attack targets the
Equipment scale armor, longsword plaguechanged archer; encounter)
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
defenses against the triggering attack. If the triggering attack misses,
Plaguechanged Patrol Leader (Level 10) the plaguechanged archer regains hits points equal to one-half the
Level 10 Soldier (Leader) level of the attacker or effect.
Medium natural humanoid (spellscarred) XP 500 Wild Step
Initiative +11 Senses Perception +12 An elf ignores difficult terrain when it shifts.
HP 106; Bloodied 53 Alignment Unaligned Languages Common, Elven
AC 26; Fortitude 23, Reflex 22, Will 22 Skills Nature +14, Stealth +17
Speed 5 Str 15 (+7) Dex 24 (+12) Wis 18 (+9)
m Spear (standard; at-will) ✦ Weapon Con 18 (+9) Int 15 (+7) Cha 15 (+7)
+12 vs. AC; 2d8 + 9 damage. If the patrol leader hits with an Equipment leather armor, shortsword, longbow, 30 arrows
opportunity attack, it shifts 1 square.
C Tactical Deployment (minor; recharge 5 6) Corrupted NPC Explosion: When the PCs reduce any
Close burst 5; allies in the burst shift 3 squares.
NPC to 0 hit points, ask if they want to knock the NPC
Lead from the Front
When the patrol leader’s melee attack hits an enemy, allies gain a unconscious or kill him. If they choose to knock an NPC
+2 bonus to attack rolls and damage rolls against that enemy until unconscious and that NPC is corrupted (beyond
the end of the patrol leader’s next turn. redemption), the NPC explodes in a burst of blue fire.
Larger than Life (free; daily)
The patrol leader adds 1 to the reach of an attack it makes.
Alignment Unaligned Languages Common Close burst 3: targets non-spellscarred creatures;
Skills Athletics +15, History +14, Intimidate +14 3d10 + 5 fire and necrotic damage.
Str 21 (+10) Dex 18 (+9) Wis 15 (+7)
Con 18 (+9) Int 15 (+7) Cha 18 (+9)
Equipment scale armor, heavy shield, spear

ADCP2-1 The Paladins' Plague Page 37


Mission 2: "Mind the Breach" Statistics (P1, Low Level)
Plaguechanged Knight (Level 12) Level 12 Soldier Plaguechanged Arcane Archer (Level 12)
Medium natural humanoid (spellscarred) XP 700 Level 12 Artillery
Initiative +11 Senses Perception +10 Medium fey humanoid (eladrin, spellscarred) XP 700
HP 123; Bloodied 61 Initiative +12 Senses Perception +13; low-light vision
AC 28; Fortitude 25, Reflex 23, Will 24 HP 97; Bloodied 48
Saving Throws +2 against ongoing damage AC 24; Fortitude 23, Reflex 25, Will 23
Speed 5 Saving Throws +5 against charm effects
m Longsword (standard; at-will) ✦ Weapon Speed 6
+17 vs. AC; 3d6 + 10 damage, and the target is marked until the m Short Sword (standard; at-will) ✦ Weapon
end of the knight’s next turn; see also battlefield tactics +17 vs. AC; 2d8 + 6 damage.
C Knight’s Honor (standard; recharge 4 5 6)
r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Close burst 1; targets enemies; +17 vs. Will; 2d8 + 10 damage, and
The plaguechanged arcane archer makes the following attack twice:
ongoing 5 damage until the target attacks the knight.
Ranged 20/40; +18 vs. AC or Reflex (whichever is lower); 2d6 + 5
Battlefield Tactics
damage plus 10 fire damage.
The knight gains a +2 bonus to melee attacks if it has an ally
adjacent to the target. A Eldritch Burst (standard; recharge 4 5 6) ✦ Force

Spellplague Rejuvenation (minor; encounter) ✦ Healing Area burst 1 within 20; +16 vs. Fortitude; 3d6 + 12 force damage,
and the target is knocked prone.
The knight gains 12 temporary hit points and can make a saving
Spelleater (immediate interrupt, when an attack targets the
throw against an ongoing damage effect. If the knight uses this
plaguechanged archer; encounter)
power while bloodied, it also regains 12 hit points.
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
Alignment Unaligned Languages Common
defenses against the triggering attack. If the triggering attack misses,
Str 22 (+12) Dex 16 (+9) Wis 19 (+10)
the plaguechanged archer regains hits points equal to one-half the
Con 19 (+10) Int 13 (+7) Cha 13 (+7)
level of the attacker or effect.
Equipment Plate armor, heavy shield, longsword
Fey Step (move; encounter) ✦ Teleportation
The plaguechanged arcane archer teleports 5 squares.
Plaguechanged Warlord (Level 12)
Alignment Unaligned Languages Common, Elven
Level 12 Soldier (Leader) Str 16 (+9) Dex 22 (+12) Wis 15 (+8)
Medium natural humanoid (spellscarred) XP 700 Con 19 (+10) Int 21 (+11) Cha 19 (+10)
Initiative +11 Senses Perception +15 Equipment Chainmail, longbow, 40 arrows, shortsword
HP 123; Bloodied 61
AC 28; Fortitude 25, Reflex 23, Will 24
Speed 5 Corrupted NPC Explosion: When the PCs reduce any
m Halberd (standard; at-will) ✦ Weapon NPC to 0 hit points, ask if they want to knock the NPC
Reach 2; +17 vs. AC; 3d6 + 10 damage, and the warlord and one unconscious or kill him. If they choose to knock an NPC
ally adjacent to the warlord gain a +1 power bonus to AC until the unconscious and that NPC is corrupted (beyond
end of the warlord’s next turn.
redemption), the NPC explodes in a burst of blue fire.
M Warlord’s Favor (standard; recharge 5 6) ✦ Weapon
Reach 2; +17 vs. AC; 3d6 + 10 damage, and one ally within 5
squares gains a +3 power bonus to attack rolls against the target Close burst 3: targets non-spellscarred creatures;
until the end of the warlord’s next turn. 4d8 + 5 fire and necrotic damage.
M Bolstering Blow (standard; recharge 5 6) ✦ Weapon
Reach 2; +17 vs. AC; 3d6 +10 damage, and one ally within 5
squares gains 10 temporary hit points.
M Submission of the Earth (standard; encounter) ✦ Acid, Weapon
Reach 2; +17 vs. AC; 3d6 + 10 damage, and ongoing 10 acid
damage and the target is immobilized (save ends both). Miss: Half
damage, no ongoing damage, and the targeti s not immobilized.
Alignment Unaligned Languages Common
Skills Athletics +17, Intimidate +15
Str 22 (+12) Dex 16 (+9) Wis 19 (+10)
Con 19 (+10) Int 16 (+9) Cha 19 (+10)
Equipment Halberd, scale armor

ADCP2-1 The Paladins' Plague Page 38


Mission 2: "Mind the Breach" Statistics (P1, High Level)
Plaguechanged Knight (Level 14) Level 14 Soldier Plaguechanged Arcane Archer (Level 14)
Medium natural humanoid (spellscarred) XP 1,000 Level 14 Artillery
Initiative +12 Senses Perception +12 Medium fey humanoid (eladrin, spellscarred) XP 1,000
HP 140; Bloodied 70 Initiative +13 Senses Perception +15; low-light vision
AC 30; Fortitude 27, Reflex 25, Will 26 HP 110; Bloodied 55
Saving Throws +2 against ongoing damage AC 26; Fortitude 25, Reflex 27, Will 25
Speed 5 Saving Throws +5 against charm effects
m Longsword (standard; at-will) ✦ Weapon Speed 6
+19 vs. AC; 3d6 + 12 damage, and the target is marked until the m Short Sword (standard; at-will) ✦ Weapon
end of the knight’s next turn; see also battlefield tactics +19 vs. AC; 2d8 + 7 damage.
C Knight’s Honor (standard; recharge 4 5 6)
r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Close burst 1; targets enemies; +19 vs. Will; 3d6 + 10 damage, and
The plaguechanged arcane archer makes the following attack twice:
ongoing 5 damage until the target attacks the knight.
Ranged 20/40; +20 vs. AC or Reflex (whichever is lower); 2d8 + 6
Battlefield Tactics
damage plus 10 fire damage.
The knight gains a +2 bonus to melee attacks if it has an ally
adjacent to the target. A Eldritch Burst (standard; recharge 4 5 6) ✦ Force

Spellplague Rejuvenation (minor; encounter) ✦ Healing Area burst 1 within 20; +18 vs. Fortitude; 3d8 + 12 force damage,
and the target is knocked prone.
The knight gains 14 temporary hit points and can make a saving
Spelleater (immediate interrupt, when an attack targets the
throw against an ongoing damage effect. If the knight uses this
plaguechanged archer; encounter)
power while bloodied, it also regains 14 hit points.
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
Alignment Unaligned Languages Common
defenses against the triggering attack. If the triggering attack misses,
Str 23 (+13) Dex 17 (+10) Wis 20 (+12)
the plaguechanged archer regains hits points equal to one-half the
Con 20 (+12) Int 14 (+9) Cha 14 (+9)
level of the attacker or effect.
Equipment Plate armor, heavy shield, longsword
Fey Step (move; encounter) ✦ Teleportation
The plaguechanged arcane archer teleports 5 squares.
Plaguechanged Warlord (Level 14) Alignment Unaligned Languages Common, Elven
Level 14 Soldier (Leader) Str 17 (+10) Dex 23 (+13) Wis 16 (+10)
Medium natural humanoid (spellscarred) XP 1,000 Con 20 (+12) Int 22 (+13) Cha 20 (+12)
Initiative +12 Senses Perception +17 Equipment Chainmail, longbow, 40 arrows, shortsword
HP 140; Bloodied 70
AC 30; Fortitude 27, Reflex 25, Will 26
Speed 5 Corrupted NPC Explosion: When the PCs reduce any
m Halberd (standard; at-will) ✦ Weapon NPC to 0 hit points, ask if they want to knock the NPC
Reach 2; +19 vs. AC; 3d6 + 12 damage, and the warlord and one unconscious or kill him. If they choose to knock an NPC
ally adjacent to the warlord gain a +1 power bonus to AC until the unconscious and that NPC is corrupted (beyond
end of the warlord’s next turn.
redemption), the NPC explodes in a burst of blue fire.
M Warlord’s Favor (standard; recharge 5 6) ✦ Weapon
Reach 2; +19 vs. AC; 3d6 + 12 damage, and one ally within 5
squares gains a +3 power bonus to attack rolls against the target Close burst 3: targets non-spellscarred creatures;
until the end of the warlord’s next turn. 4d8 + 6 fire and necrotic damage.
M Bolstering Blow (standard; recharge 5 6) ✦ Weapon
Reach 2; +19 vs. AC; 3d6 + 12 damage, and one ally within 5
squares gains 10 temporary hit points.
M Submission of the Earth (standard; encounter) ✦ Acid, Weapon
Reach 2; +19 vs. AC; 3d6 + 12 damage, and ongoing 10 acid
damage and the target is immobilized (save ends both). Miss: Half
damage, no ongoing damage, and the targeti s not immobilized.
Alignment Unaligned Languages Common
Skills Athletics +18, Intimidate +17
Str 23 (+13) Dex 17 (+10) Wis 20 (+12)
Con 20 (+12) Int 17 (+10) Cha 20 (+12)
Equipment Halberd, scale armor

ADCP2-1 The Paladins' Plague Page 39


Mission 2: "Mind the Breach" Statistics (P2, Low Level)
Plaguechanged Knight (Level 15) Level 15 Soldier Plaguechanged Arcane Archer (Level 15)
Medium natural humanoid (spellscarred) XP 1,200 Level 15 Artillery
Initiative +12 Senses Perception +12 Medium fey humanoid (eladrin, spellscarred) XP 1,200
HP 148; Bloodied 74 Initiative +13 Senses Perception +15; low-light vision
AC 31; Fortitude 28, Reflex 26, Will 27 HP 116; Bloodied 58
Saving Throws +2 against ongoing damage AC 27; Fortitude 26, Reflex 28, Will 26
Speed 5 Saving Throws +5 against charm effects
m Longsword (standard; at-will) ✦ Weapon Speed 6
+20 vs. AC; 3d6 + 13 damage, and the target is marked until the m Short Sword (standard; at-will) ✦ Weapon
end of the knight’s next turn; see also battlefield tactics +20 vs. AC; 2d8 + 8 damage.
C Knight’s Honor (standard; recharge 4 5 6)
r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Close burst 1; targets enemies; +20 vs. Will; 3d6 + 11 damage, and
The plaguechanged arcane archer makes the following attack twice:
ongoing 5 damage until the target attacks the knight.
Ranged 20/40; +21 vs. AC or Reflex (whichever is lower); 2d8 + 7
Battlefield Tactics
damage plus 10 fire damage.
The knight gains a +2 bonus to melee attacks if it has an ally
adjacent to the target. A Eldritch Burst (standard; recharge 4 5 6) ✦ Force

Spellplague Rejuvenation (minor; encounter) ✦ Healing Area burst 1 within 20; +19 vs. Fortitude; 3d8 + 13 force damage,
and the target is knocked prone.
The knight gains 15 temporary hit points and can make a saving
Spelleater (immediate interrupt, when an attack targets the
throw against an ongoing damage effect. If the knight uses this
plaguechanged archer; encounter)
power while bloodied, it also regains 15 hit points.
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
Alignment Unaligned Languages Common
defenses against the triggering attack. If the triggering attack misses,
Str 23 (+13) Dex 17 (+10) Wis 20 (+12)
the plaguechanged archer regains hits points equal to one-half the
Con 20 (+12) Int 14 (+9) Cha 14 (+9)
level of the attacker or effect.
Equipment Plate armor, heavy shield, longsword
Fey Step (move; encounter) ✦ Teleportation
The plaguechanged arcane archer teleports 5 squares.
Plaguechanged Warlord (Level 15) Alignment Unaligned Languages Common, Elven
Level 15 Soldier (Leader) Str 17 (+10) Dex 23 (+13) Wis 16 (+10)
Medium natural humanoid (spellscarred) XP 1,200 Con 20 (+12) Int 22 (+13) Cha 20 (+12)
Initiative +12 Senses Perception +17 Equipment Chainmail, longbow, 40 arrows, shortsword
HP 148; Bloodied 74
AC 31; Fortitude 28, Reflex 26, Will 27
Speed 5 Corrupted NPC Explosion: When the PCs reduce any
m Halberd (standard; at-will) ✦ Weapon NPC to 0 hit points, ask if they want to knock the NPC
Reach 2; +20 vs. AC; 3d6 + 13 damage, and the warlord and one unconscious or kill him. If they choose to knock an NPC
ally adjacent to the warlord gain a +1 power bonus to AC until the unconscious and that NPC is corrupted (beyond
end of the warlord’s next turn.
redemption), the NPC explodes in a burst of blue fire.
M Warlord’s Favor (standard; recharge 5 6) ✦ Weapon
Reach 2; +20 vs. AC; 3d6 + 13 damage, and one ally within 5
squares gains a +3 power bonus to attack rolls against the target Close burst 3: targets non-spellscarred creatures;
until the end of the warlord’s next turn. 4d10 + 5 fire and necrotic damage.
M Bolstering Blow (standard; recharge 5 6) ✦ Weapon
Reach 2; +20 vs. AC; 3d6 + 13 damage, and one ally within 5
squares gains 10 temporary hit points.
M Submission of the Earth (standard; encounter) ✦ Acid, Weapon
Reach 2; +20 vs. AC; 3d6 + 13 damage, and ongoing 10 acid
damage and the target is immobilized (save ends both). Miss: Half
damage, no ongoing damage, and the targeti s not immobilized.
Alignment Unaligned Languages Common
Skills Athletics +18, Intimidate +17
Str 23 (+13) Dex 17 (+10) Wis 20 (+12)
Con 20 (+12) Int 17 (+10) Cha 20 (+12)
Equipment Halberd, scale armor

ADCP2-1 The Paladins' Plague Page 40


Mission 2: "Mind the Breach" Statistics (P2, High Level)
Plaguechanged Knight (Level 17) Level 17 Soldier Plaguechanged Arcane Archer (Level 17)
Medium natural humanoid (spellscarred) XP 1,600 Level 17 Artillery
Initiative +14 Senses Perception +13 Medium fey humanoid (eladrin, spellscarred) XP 1,600
HP 165; Bloodied 82 Initiative +15 Senses Perception +16; low-light vision
AC 33; Fortitude 30, Reflex 28, Will 29 HP 129; Bloodied 64
Saving Throws +2 against ongoing damage AC 29; Fortitude 28, Reflex 30, Will 28
Speed 5 Saving Throws +5 against charm effects
m Longsword (standard; at-will) ✦ Weapon Speed 6
+22 vs. AC; 3d8 + 12 damage, and the target is marked until the m Short Sword (standard; at-will) ✦ Weapon
end of the knight’s next turn; see also battlefield tactics +22 vs. AC; 3d6 + 9 damage.
C Knight’s Honor (standard; recharge 4 5 6)
r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Close burst 1; targets enemies; +22 vs. Will; 3d6 + 13 damage, and
The plaguechanged arcane archer makes the following attack twice:
ongoing 5 damage until the target attacks the knight.
Ranged 20/40; +23 vs. AC or Reflex (whichever is lower); 2d8 + 8
Battlefield Tactics
damage plus 10 fire damage.
The knight gains a +2 bonus to melee attacks if it has an ally
adjacent to the target. A Eldritch Burst (standard; recharge 4 5 6) ✦ Force

Spellplague Rejuvenation (minor; encounter) ✦ Healing Area burst 1 within 20; +21 vs. Fortitude; 3d8 + 15 force damage,
and the target is knocked prone.
The knight gains 17 temporary hit points and can make a saving
Spelleater (immediate interrupt, when an attack targets the
throw against an ongoing damage effect. If the knight uses this
plaguechanged archer; encounter)
power while bloodied, it also regains 17 hit points.
The plaguechanged archer adds 4 to its Fortitude, Reflex, and Will
Alignment Unaligned Languages Common
defenses against the triggering attack. If the triggering attack misses,
Str 24 (+15) Dex 18 (+12) Wis 21 (+13)
the plaguechanged archer regains hits points equal to one-half the
Con 21 (+13) Int 15 (+10) Cha 15 (+10)
level of the attacker or effect.
Equipment Plate armor, heavy shield, longsword
Fey Step (move; encounter) ✦ Teleportation
The plaguechanged arcane archer teleports 5 squares.
Plaguechanged Warlord (Level 17) Alignment Unaligned Languages Common, Elven
Level 17 Soldier (Leader) Str 18 (+12) Dex 24 (+15) Wis 17 (+11)
Medium natural humanoid (spellscarred) XP 1,600 Con 21 (+13) Int 23 (+14) Cha 21 (+13)
Initiative +14 Senses Perception +18 Equipment Chainmail, longbow, 40 arrows, shortsword
HP 165; Bloodied 82
AC 33; Fortitude 30, Reflex 28, Will 29
Speed 5 Corrupted NPC Explosion: When the PCs reduce any
m Halberd (standard; at-will) ✦ Weapon NPC to 0 hit points, ask if they want to knock the NPC
Reach 2; +22 vs. AC; 3d8 + 12 damage, and the warlord and one unconscious or kill him. If they choose to knock an NPC
ally adjacent to the warlord gain a +1 power bonus to AC until the unconscious and that NPC is corrupted (beyond
end of the warlord’s next turn.
redemption), the NPC explodes in a burst of blue fire.
M Warlord’s Favor (standard; recharge 5 6) ✦ Weapon
Reach 2; +22 vs. AC; 3d8 + 12 damage, and one ally within 5
squares gains a +3 power bonus to attack rolls against the target Close burst 3: targets non-spellscarred creatures;
until the end of the warlord’s next turn. 4d10 + 6 fire and necrotic damage.
M Bolstering Blow (standard; recharge 5 6) ✦ Weapon
Reach 2; +22 vs. AC; 3d8 + 12 damage, and one ally within 5
squares gains 10 temporary hit points.
M Submission of the Earth (standard; encounter) ✦ Acid, Weapon
Reach 2; +22 vs. AC; 3d8 + 12 damage, and ongoing 10 acid
damage and the target is immobilized (save ends both). Miss: Half
damage, no ongoing damage, and the targeti s not immobilized.
Alignment Unaligned Languages Common
Skills Athletics +20, Intimidate +18
Str 24 (+15) Dex 18 (+12) Wis 21 (+13)
Con 21 (+13) Int 18 (+12) Cha 21 (+13)
Equipment Halberd, scale armor

ADCP2-1 The Paladins' Plague Page 41


Mission 2: "Mind the Breach" Map
Setup
Squares that do not contain any terrain type are normal cobblestones. The city wall squares are also normal terrain
(but they are elevated to a height of 6 squares / 30 feet at Heroic tier, and 8 squares / 40 feet at Paragon tier). The
walls are made of worked stone (Athletics DC 20 to climb) but the archers have dropped a knotted rope at each
corner (Athletics DC 10).
For everything else, if something looks like it is natural terrain (grass, trees, fog, water) then it is intended to be
natural terrain and does not damage creatures passing through it. If something looks like it is unnatural terrain (blood
mist, fire, glyphs, lightning) then it follows the rules for unnatural terrain described in the Features of the Area section
of the main encounter. The two areas of fog, the cloud of red blood, and the area of lightning are mobile; each of these
terrain features shifts 1d2 squares per round in a random direction (roll 1d8 to determine the direction).
One of the two archers is atop the city wall, while the other is on the ground in the “forest” terrain (above the area
of lightning). The melee attackers are on the ground in the central open area picking through the remains of a
destroyed building. (You can add some difficult terrain in this area to represent the rubble if you want, but the map is
already pretty complicated from a terrain standpoint.)

Tile Sets Needed


Arcane Corridors (x1), Ruins of the Wild (x1), Arcane Towers (x1)

ADCP2-1 The Paladins' Plague Page 42


surely without Torm's blessing and protection upon us,
Interlude 1: The Companion our situation would be far more precarious.
“Indeed, I have recently learned of a most unusual
Objective resource that might be available to us, if we are willing
The PCs as a whole do not have a specific objective in to take the risk. This person” -- here, the High Observer
this interlude. It is an opportunity for the players to do a motions to an eladrin dressed in scholar's robes – “was
bit of roleplaying while making their report to Knight- recently enjoying the hospitality of the Dungeon of the
Commander Vessen. The High Observer of Torm then Inquisitor. He was placed there because he refused to
poses an interesting question: a prisoner who was stop meddling with the Companion. In light of these
recently freed from the Dungeon of the Inquisitor (and events, however, theories that once would have seemed
whose captivity was a matter of some controversy) outlandish if not blasphemous must be given serious
claims to be able to modify the Companion so that its consideration.
divine energies will attack the corruption of the “This man says that he can create a ritual that will
Spellplague instead of the corruption of undeath. alter the Companion so that it targets the corruption of
However, tampering with the Companion could be a the Spellplague instead of the corruption of undeath.
risky proposition, since Amaunator's Gift was created by We have tested his words and know them to be sincere.
no mortal hand (at least, as far as anyone knows, and if What we cannot know, for we have already sought
by chance he knows differently, the High Observer isn't Torm's guidance and received no answer, is whether or
saying). It's possible that attempting the proposed not his theories are correct.
modifications could simply fail, or cause the ritual “If we cast this ritual and turn the Companion's
casters to suffer a horrible death... but it is also possible holy power against the Spellplague, it will surely make
that the artifact could be damaged or even destroyed in your task much easier. However, there is risk that we
the process. Each player must decide individually will damage or even destroy the holy gift of Amaunator
whether his or her PC will vote to enact the in the process, or that we will be unable to reverse the
modifications. ritual and return the Companion to its normal
functioning. Furthermore, the ritual itself requires a
Explaining the Options significant amount of life energy. As you can imagine,
The council members who are present and accounted manipulating the power of an artifact to make it do
for seem to be arguing. One faction, led by a man in something other than its creator intended is no small
priestly vestments, debates vehemently with a second feat. I will not command anyone to take part in this.
faction, led by Knight-Commander Vessen. The High Indeed I am not sure myself whether it is wise.
Observer does not seem to have taken a side as of yet. “Our army has been devastated and our city is in
Realizing that all eyes are on their small but heated danger of annihilation. You are the ones who will have
discussion, the High Observer clears his throat to take the fight to the enemy. You are the ones who will
meaningfully, causing the others to fall silent. have to brave the rain of blue fire to drive our foes out
The High Observer once more ascends to the lectern and destroy these strange monoliths. So I think it is only
in front of the austere altar of Torm. His voice carries fair to ask you: what do you think we should do?”
clearly to all corners of the massive Temple.
“My friends, this is a situation that none of us could Gathering Information
have imagined. We do not know who has perpetrated Naturally, the PCs (and the players) are going to have a
this vile attack upon our fair city, or why. We do not lot of questions. Those characters who participated in
know by what means our attackers have been able to SPEC2-1 P1 Burning Eye of Fire recognize the eladrin
channel the power of the Spellplague, a power that even scholar (whose name is Sikulis). He is very happy to see
the Gods themselves cannot control. any of his rescuers and gladly answers questions about
“All of these things, we must learn in order to fully the ritual. The High Observer and the other leaders of
comprehend the magnitude of what has happened here Elturel have been questioning Sikulis quite closely for
today. But for now, we have a more immediate concern, the last few hours, so they also have an understanding of
and that is to drive these invaders back and remove the the basic concept behind the ritual and its likely effects.
corruption that they have inflicted upon Elturel. We will Either from talking directly with Sikulis or from
have justice for those who have fallen, and I am certain listening to the conversations of the other NPCs as they
that Torm looks down upon our struggles with favor, for debate the matter, the PCs can learn the following
information:

ADCP2-1 The Paladins' Plague Page 43


• The purpose of the ritual is to modify the energy If it makes the players feel better, allow them to confirm
of the Companion, through a combination of the veracity of each of the above facts with a moderate
arcane magic, divine prayers, and alchemical DC check against Arcana, Religion, or Nature (since all
transmutations. three of those skills are involved in ritual casting).
• The ritual's effect should be temporary, but no The PCs may also make an easy DC Insight check
one has ever tried anything like this before, so it's against Sikulis to realize that he is completely sincere
possible that the effect could be permanent, or and believes that his ritual will work.
that other, unforeseen consequences could occur. The High Observer (Insight, moderate DC) is
• The High Observer and other clerics of Torm and uncertain about the wisdom of tampering with
Amaunator have attempted to divine the will of Amaunator's Gift, but believes that there is little choice
the gods, but have received no clear guidance. If if Elturel is to be saved.
any of the PCs attempt to use similar rituals, they Knight-Commander Vessen (Insight, hard DC)
receive ambivalent answers. It would seem that appears firmly opposed and indeed the idea of the ritual
this decision is to be left in the hands of mortals. targeting spellscarred creatures seems to make him
• If it works, the ritual will cause the Companion's uncomfortable. Perhaps he has a spellscar that he has
light to become harmful to plaguechanged and never told anyone about?
spellscarred creatures. At the same time, the light
will lose its ability to burn the undead.
• The ritual also requires a temporary sacrifice of
Discussion and Voting
life energy (healing surges) to use as a power If time permits and there are passionate advocates on
source. Any number of individuals may both sides, consider allowing representatives of those
voluntarily sacrifice their life energy to help who are in favor of the ritual and those who are opposed
empower the ritual. to have a few minutes each to address the crowd. Any
• For as long as the ritual lasts, this life energy will such speeches should be given in character, of course.
not be available to those who sacrifice it, but Or, you can simply let each table debate the question
when the ritual ends, the energy will return. amongst themselves and their neighbors.
• If it works, the ritual should last for at least a Allow a few minutes for the discussion and
couple of days, which will either be long enough roleplaying to proceed, and then each player must cast a
to defeat the plaguechanged army or for Elturel vote (yes, no, or abstain). Furthermore, each player must
to be overrun. decide if his or her character will offer any healing
• The Companion's light is visible throughout surges to power the ritual (should the vote be in favor of
Elturgard, but the second sun's direct influence using the ritual). Note that a PC can offer up healing
only extends to the city and its immediate surges even if he or she votes no. The surges are only
envrionment; the light reaches beyond the city consumed if the overall vote is in favor of enacting the
gates, but does not extend all the way to the true ritual. Make sure the players understand that any surges
plagueland, some miles south of the city. they put into the Companion are removed from their
• Spellscarred PCs will suffer the same negative character until the end of the battle interactive. These
effects as the plaguechanged monsters. surges do not come back even after an extended rest,
• In addition to the effect upon the Companion's until the ritual ends and the Companion (hopefully)
light, those who contribute life energy to the returns to its normal function. Characters may only
ritual will also be strengthened directly (it’s okay contribute surges that they haven't spent yet on this day,
to tell the players exactly what the game- and there will definitely be another combat encounter
mechanical effects of the ritual will be, as before they get an extended rest, so the players should
described under “Effects of the Ritual”). keep that in mind as well.
• The magnitude of this benefit will depend on the If the High Observer is asked what he thinks, he
amount of life energy and the number of says that he has not made up his mind, and that there
contributors (explain out of character the rules are good arguments on both sides. The clerics of
for how the ritual bonus will be calculated, so the Amaunator are strongly opposed, saying that it would be
players can make an informed decision about the height of hubris for mortals to tamper with the
how many surges each of them will contribute). Companion. Most of the paladins believe that the city
• Even a spellscarred PC would get this benefit if needs all the help it can get at this point, and if the
they contributed life energy, which would help Companion can be turned into a weapon, so be it.
offset the penalties that the Companion's light
will impose.

ADCP2-1 The Paladins' Plague Page 44


If the PCs talk to Knight-Commander Vessen, he The bonus to attack and damage rolls is equal to 0 +
seems to be having trouble making a decision. At first, the average number of surges per PC that were invested
he is opposed, but about halfway through the debate, he into the Companion (round down). So if the average is
seems to have a sudden change of heart and begins less than 1, there is no effect. If the average is at least 1
advocating for performing the ritual. Finally, he falls but less than 2, the effect of the ritual is a +1 bonus to
silent, seeming to be deep in thought, almost as if he is at their rolls during Mission 3. If the average is at least 2
war with himself about which option is truly the right but less than 3, the effect of the ritual is a +2 bonus, and
decision. so forth. Only those PCs who invested surges into the
Collect all the votes. Simple majority rules. In case ritual gain this bonus. If there are "leftover" surges (for
of a tie, the High Observer casts the tie-breaking vote, example, 6 PCs contribute a total of 7 surges, for an
deciding to go forward with the ritual. Upon hearing average of 1 surge, with 1 extra surge) then you should
this, the Knight-Commander suddenly ends up back on take the same baseline number of surges from each
the side of those who are opposed, warning darkly that if contributing PC, and then let those who contributed
the Companion is destroyed by this "meddling," there extra surges get them back so that they are not wasted.
can be no doubt that Torm and Amaunator together will (In no way should this mechanic be interpreted to allow
unleash the righteous fury of heaven upon those who PCs to transfer extra surges to other PCs.)
dared to tamper with the divine gift. For those PCs who In a large group setting with many tables, if the
have met him previously, mention that it seems very group's total contribution is very close to the level
much out of character for the Knight-Commander to be needed to bump the bonus up (say 30 PCs are playing
so indecisive, but there is nothing more that the PCs can and 57 surges are contributed, which is 3 less than the
learn at this time. 60 needed to bump the bonus up a point) the event
organizer should go around to each table to ask if there
Effects of the Ritual are any PCs who can donate the additional few surges
that are needed to push everyone over the top. Sikulis
The immediate effect of the ritual is that during Mission
can gauge the ritual's strength and estimate
3, all of the plaguechanged undead creatures suffer the
approximately how much more energy is needed to
effects of the Companion (a -1 penalty to attack rolls,
increase the Companion's power to the next level.
ability and skill checks, and damage rolls) exactly as if
Unfortunately for spellscarred PCs, with the
they were undead player characters. Undead PCs no
Companion’s energy tuned to target the Spellplague,
longer suffer the effects of the Companion (and will not
they now suffer the ill effects that undead PCs were
suffer those effects for the rest of this adventure).
previously suffering. During Mission 3, spellscarred PCs
The spellscarred undead monsters in Mission 3 also
suffer a -1 penalty to attack rolls, ability and skill checks,
lose all their undead resistances, and gain the listed
saving throws, and damage rolls. That is in addition to
vulnerabilities in their stat block (they lose immunity to
the normal effects of Spellplague Susceptibility that
poison and disease, lose resistance to necrotic damage,
these PCs are already suffering when fighting the
and gain vulnerability to radiant damage). Their
spellscarred and plaguechanged monsters.
plaguechanged nature, bolstered by the presence of the
However, if a spellscarred PC contributed healing
monoliths and the active Spellplague energy they
surges to the Companion, then that PC gets the same
generate, was masking these creatures’ usual undead
bonus as everyone else, which should cancel out this
vulnerabilities, protecting them from the Companion’s
penalty at a minimum and might even cancel out the
energy. With the Companion's energy tuned to
effects of Spellscarred Susceptibility if the total is high
counteract the effects of the Spellplague, those
enough.
protections no longer apply.
There will also be an effect on the Companion later
Furthermore, each PC gets an untyped bonus to
in the adventure, one that will not be so fortuitous for
attack rolls, ability and skill checks, saving throws, and
the PCs, but there is no way for anyone to know about
damage rolls during Mission 3, because they are fighting
that at this time. Details are explained in Mission 7.
within range of the Companion. Add up the total
Every choice has its consequences, and this ritual is very
number of surges invested and divide by the total
much a double-edged sword.
number of players participating in the BI. (This means
that those who don't contribute any surges bring the
average down, while those who contribute more than
one bring the average up.)

ADCP2-1 The Paladins' Plague Page 45


All in Favor... wherever they came from, the monoliths clearly serve as
the focus for the Spellplague energy. Destroy them and
If the vote is in favor of enacting the ritual, read the
Elturel may yet triumph on this day!”
following:
Run Mission 3 as normal, but the plaguechanged
After listening to your arguments, as well as the
undead retain their listed resistances and do not have
opinions of his advisors, the High Observer agrees to
vulnerability to radiant energy. Undead PCs continue to
allow the ritual to proceed. suffer the Companion’s effects during Mission 3, and
Sikulis, the eladrin who was so recently a prisoner nothing changes for spellscarred PCs. None of the
in the Dungeon of the Inquisitor, is now the center of healing surges that PCs were willing to commit to the
attention. The scholar is taken to the top of the highest Companion are taken away.
tower of the Temple of Torm and allowed to cast his
ritual directly upon Amaunator’s Gift. Though many
seem skeptical, even outraged, the assembled clerics and
Ending the Encounter
paladins of Torm do not question the High Observer’s Regardless of whether the ritual was enacted or not, it is
command. They take their assigned places, chanting a time for the PCs to head back out into the city. The
strange invocation while the mysterious alchemist invading forces are still in control of the southern gate,
infuses the Companion with various powders and and the monoliths outside the city walls represent a
liquids. clear and present danger which must be eliminated if
As the ritual proceeds, the steady yellow glow of Elturgard is to survive the night. Proceed to Mission 3.
Elturel’s second sun slowly changes hue. Blue energy
begins mixing with the yellow, bathing everything in a
Experience Points
sickly green light. The PCs do not earn any XP for this encounter, and it
does not count towards a milestone.
At this point, all PCs who agreed to commit healing
surges to the Companion feel a burst of pain as the Treasure
green light intensifies, seeming to pass directly through There is no treasure in this encounter.
their bodies. The healing surges are now deducted from
each character’s current total, as well as his or her The Companion
maximum, and will not return until the end of the This encounter is all about the Companion, but it isn't a
adventure, even after an extended rest. combat encounter, so any effects would be limited to
roleplaying only. If an undead character gets up to give
“To the southern gate!” shouts Knight-Commander a speech in front of a large group of clerics and paladins
Vessen. “We do not know how long the Companion’s of Amaunator and Torm, that could make for an
energy can sustain this change, so we must strike now. interesting and entertaining moment.
With Torm’s blessing and Amaunator’s generosity,
along with your glorious sacrifice, our foes will feel pain The Passage of Time
such as they could never have imagined. It is the pain of The debate on whether or not to enact the ritual lasts for
holy justice, and you are the spear of Elturel’s about 30 minutes. If the vote is to proceed with the
retribution. Destroy the monoliths, rout these foul ritual, then it takes another hour of game time to
invaders, and free our fair city from this madness!” complete the ritual. If the vote is not to proceed with the
ritual, then the PCs are asked to head back out to the
... Those Opposed? southern gate right away. The passage of time has no
effect on the details of the next mission, however.
If the vote is not in favor of the ritual, read the following:

After listening to your arguments, as well as the


opinions of his advisors, the High Observer decides that
trying to manipulate the Companion is too risky.
“You must fight your way through the
plaguechanged horde beyond the city’s southern wall
and destroy as many of those monoliths as you can,”
says Knight-Commander Vessen. “Whatever they are,

ADCP2-1 The Paladins' Plague Page 46


Mission 3: The Monolith H3: EL 11 / 13 (2,900 / 4,000 XP)
This encounter includes the following creatures at the
Objective low tier:
2 Plagueborn Skeleton Archers (Level 7) (A)
The PCs' objective in this mission is to fight their way
3 Plagueborn Zombies (Level 7) (Z)
out of the city, through the shattered southern gates, and
8 Spellplague Motes (Level 7) (S)
engage the strange monoliths that float outside the city
1 Monolith (Level 9) (M)
walls. These artifacts are channeling the energy of the
plagueland far to the south, extending its boundaries so
This encounter includes the following creatures at the
that it overlaps with the southern portion of Elturel. If
high tier:
the PCs can destroy enough of the monoliths, then the
2 Plagueborn Skeleton Archers (Level 9) (A)
Spellplague channel breaks, and the invading army is
3 Plagueborn Zombies (Level 9) (Z)
forced to retreat. If the PCs are not able to destroy
8 Spellplague Motes (Level 9) (S)
enough of the monoliths, then the plagueland continues
1 Monolith (Level 11) (M)
to grow, consuming more of Elturel with each passing
hour, while waves of plaguechanged monstrosities
continue to pour into the city. P1: EL 15 / 17 (5,800 / 8,000 XP)
To be clear, this is intended to be a difficult This encounter includes the following creatures at the
encounter. The monolith is a hard target, with more hit low tier:
points than a typical elite creature (but less than a solo), 2 Plagueborn Skeleton Archers (Level 11) (A)
and the PCs must deal with the equivalent of 7 other 3 Plague-changed Ghouls (Level 11) (Z)
standard monsters at the same time. 10 Spellplague Motes (Level 11) (S)
1 Greater Monolith (M)
H1: EL 5 / 7 (1,000 / 1,450 XP)
This encounter includes the following creatures traps at
This encounter includes the following creatures at the
the high tier:
low tier:
2 Plagueborn Skeleton Archers (Level 13) (A)
2 Plagueborn Skeleton Archers (A)
3 Plague-changed Ghouls (Level 13) (Z)
3 Plagueborn Zombies (Z)
10 Spellplague Motes (Level 13) (S)
8 Spellplague Motes (S)
1 Greater Monolith (Level 15) (M)
1 Monolith (M)

This encounter includes the following creatures at the P2: EL 18 / 20 (9,800 / 13,800 XP)
high tier: This encounter includes the following creatures at the
2 Plagueborn Skeleton Archers (Level 3) (A) low tier:
3 Plagueborn Zombies (Level 3) (Z) 2 Plagueborn Skeleton Archers (Level 14) (A)
8 Spellplague Motes (Level 3) (S) 3 Plague-changed Ghouls (Level 14) (Z)
1 Monolith (Level 5) (M) 10 Spellplague Motes (Level 14) (S)
1 Greater Monolith (Level 16) (M)
H2: EL 8 / 10 (1,725 / 2,450 XP)
This encounter includes the following creatures at the
This encounter includes the following creatures at the
high tier:
low tier:
2 Plagueborn Skeleton Archers (Level 16) (A)
2 Plagueborn Skeleton Archers (Level 4) (A)
3 Plague-changed Ghouls (Level 16) (Z)
3 Plagueborn Zombies (Level 4) (Z)
10 Spellplague Motes (Level 16) (S)
8 Spellplague Motes (Level 4) (S)
1 Greater Monolith (Level 18) (M)
1 Monolith (Level 6) (M)

When you are ready to begin this mission, read the


This encounter includes the following creatures at the
following if the ritual was enacted:
high tier:
The whirling maelstrom of chaotic energy that
2 Plagueborn Skeleton Archers (Level 6) (A)
covered the southern gate of Elturel seems to have
3 Plagueborn Zombies (Level 6) (Z)
weakened thanks to the effects of the modified
8 Spellplague Motes (Level 6) (S)
Companion. Still, as you pass through the gates, you feel
1 Monolith (Level 8) (M)
ADCP2-1 The Paladins' Plague Page 47
your skin crawl, as powerful forces attempt to mold and attacking a different monolith. The success or failure of
reshape your flesh into alien forms. the overall effort to drive the plagueborn army back
from Elturel is based on whether or not at least half of
If the ritual was not enacted, instead read the following: the monoliths are destroyed, so the monolith is the PCs’
The whirling maelstrom of chaotic energy that primary target. If they can also destroy the monsters,
covers the southern gates of the city looks incredibly then that will weaken the plagueborn army, which is
dangerous. Raw magical energy screams through the also a significant benefit, but the monoliths are what
air. Within, images flash past nearly faster than the eye really matters, since they’re responsible for the
can follow. The border of this new plagueland is Spellplague effects.
connected to other lands and even other planes, some
seemingly normal, others completely alien. It is not a Features of the Area
place any sane person would willingly venture. This area has the following notable features:
Fortunately, a large breach in the city walls enables you Illumination: Blue fire from the monoliths and
to exit the city without needing to risk the gates green or yellow light from the Companion (depending
themselves. on whether the ritual was enacted) provide bright
illumination.
Regardless, continue with the following: Elemental Windchurn: Because of the turbulence
Beyond the walls, the open field to the south of the caused by the plague storm, this entire area is under the
city is a shattered wasteland. Where once a thousand effect of elemental windchurn (DMG2 59). Powerful,
banners flew as eager sellswords and brave paladins swirling winds make flying dangerous. Any creature that
prepared for the exploration of the plagueland, now you flies more than 2 squares above the ground must treat
see only scattered bodies, ravaged campsites, and all squares as difficult terrain, and a creature that ends
blazing pyres of blue fire. The sky above is filled with its turn aloft (regardless of height) is blown 1d6 squares
clouds, flickering with unnatural lightning, an ocean of in a random direction. This has no effect on ranged
chaotic magic that has gathered to wash Elturel attacks.
completely off the map. Rubble: There is a lot of rubble scattered around
A line of ominous pyramids floats a few hundred the battlefield due to the destruction caused by the
yards outside the city walls. Crackling lines of energy invading army. These squares are difficult terrain.
stream from the golden tip of each monolith, forming a Energy Nodes: The four blue runes at the corners
line that streaks across the sky towards the plagueland of the monolith are energy nodes. These special terrain
far to the south. Monsters shamble around the features are dangerous to reach (because a PC must
battlefield, some mindlessly gnawing on corpses, others stand next to the monolith) but provide a substantial
more alert and seeming to guard the monoliths. boon. The characters may recognize what the energy
The monoliths themselves are twisted constructions nodes are and what they do with a successful Arcana
of stone and flesh. Bodies jut at odd angles out of the check against the moderate DC.
stone sides of each pyramid. Some still have skin, while A PC that begins his or her turn standing on an
others are merely bones. All are held together with energy node may spend a minor action while in the
bonds of blue fire. Despite the ghastly wounds that have square to choose one of the following benefits:
been inflicted on them, the spasmodic twitching and • Regain the use of an expended encounter power
pitiful wails make it clear that these tortured beings are (this can also include Second Wind, class feature
still alive. In their eyes you can see agony and terror as powers such as Healing Word, or racial
their souls are slowly consumed to channel the power of encounter powers)
the Spellplague. Swirling runes of blue-black energy • Gain a number of hit points equal to his/her
blaze in the ground near the base of each pyramid. healing surge value without expending a surge
There can be no doubt that these malign artifacts
are the focus of the attack on Elturel. They must be Using a node for this purpose depletes its energy, so it
can’t be used again during the battle. The monsters
destroyed, and their legion of plaguespawned monsters
cannot benefit from the energy nodes (but can occupy
with them!
those squares, thereby making it harder for the PCs to
take advantage of the nodes). Please make sure you
Remember to apply the effects of the ritual to modify the
point out the energy nodes to the players and give them
Companion (described in Interlude 1) if it was enacted.
the opportunity to make Arcana checks to guess what
In a multi-table environment, each table of PCs is

ADCP2-1 The Paladins' Plague Page 48


the runes might be. The nodes are a valuable resource able to enjoy the benefits of their cool powers, and
(though difficult to reach) and can make the difference dazing the monolith was deliberately left open as an
between success or failure in this encounter. option to give the PCs a bit of breathing room to try and
activate the energy nodes or deal with some of the other
Tactics monsters.
Give your best initiative roll to the monolith, your
The Monolith’s Weakness
second-best roll to the spellplague motes, your third-best
roll to the skeletal archers, and your lowest roll to the Those characters who have played the adventure
zombies or ghouls. SPEC2-1 H1 Scourge of Scornubel may have recovered
The spellplague motes swarm and harass creatures some special documents (the architectural diagrams and
that try to stay back and attack the monolith with ranged plans for the monoliths’ construction). If time permits, it
attacks. Their damage output increases drastically when would be fun to allow the players of these characters to
they gang up on a single PC, but clustering together also go around the room and share this knowledge with
makes them much easier to kill with area attacks. In everyone else in character. If time is tight, just announce
general it is probably best not to clump more than 3-4 that the paladins have come into possession of the
motes together on a single PC. The archers fire on documents and as a result, everyone in the BI will find it
whoever is dealing the most damage to the monolith. easier to strike the monoliths at their weak points. In
The zombies/ghouls focus on characters that get into game terms, the benefit of the documents is that PCs
melee range of the monolith, particularly those who end can score critical hits against the monoliths with a roll of
up being grabbed by its grasping claws attack. 19-20. (If a character uses a power that normally scores
The monolith has absolutely no sense of self- a critical hit on a 19-20, there’s no additional benefit.)
preservation. It does not move around the battlefield
(although it can move if it has to). It does not try to fly
Skill Checks against the Monolith
out of melee range, nor will it try to flee no matter how Because the monoliths are constructed objects that
damaged it gets. It floats only a foot or so above the involve stone, flesh, and magic, PCs may use appropriate
ground, and is unaffected by the elemental windchurn. skills to deal damage. As a standard action, an adjacent
All the undead fight to the death. None of them can character may make an Athletics or Thievery check to
be saved, recovered, or rescued in any way so the PCs physically damage the monolith. A character up to 10
should feel no compunctions about killing them. These squares away may channel arcane, divine, or natural
creatures are part of the army that was raised by the power (Arcana, Religion, or Nature) to try and disrupt
Masters of Absolute Accord, rather than being turned or the monolith’s energy. Success with any skill against the
transformed soldiers of Elturel. The unfortunate souls moderate DC deals damage equal to one-half the
that are embedded in the monolith were once pilgrims character’s check result; failure deals no damage. Other
who heeded the lies of the Order of Blue Fire, but there skills may be used for similar effects, at the DM’s
is no help for them now other than the release of death. discretion.
Note that the monolith is immune to a great many
things. It cannot be pushed, pulled, slid, knocked prone, Scaling the Encounter
put to sleep, knocked unconscious, flanked, stunned, Make the following adjustments to the combat based on
teleported, or removed from play. It can, however, be the number of PCs present.
dazed, and this is intentional. Also note that the Four PCs: Remove a plagueborn skeleton archer,
monolith has no basic attacks and cannot make unless the PCs have two or more leaders, in which case
opportunity attacks. remove a plagueborn zombie or ghoul instead.
The monolith is the key combatant in this Six PCs: Add another plagueborn skeleton archer,
encounter, and the PCs shouldn't be able to take it out unless the PCs only have one leader (or zero leaders), in
without a tough fight. If the PCs have some crazy which case add another set of spellplague motes (4 at
combination of powers that allows them to completely heroic tier / 5 at paragon tier) instead.
"lock down" the monolith without any ongoing
expenditure of resources on their part, then the
monolith will eventually adapt. It can sacrifice a
Enemy Reinforcements
spellplague mote as a free action to automatically end Add another plagueborn archer, another plagueborn
any single condition affecting it. Only do this if the zombie or ghoul, and another wave of spellplague motes
situation is really unfair, however. The PCs should be (4 at heroic tier / 5 at paragon tier) when the monolith
becomes bloodied. These creatures come onto the battle
ADCP2-1 The Paladins' Plague Page 49
map from different sides (wandering over from another instead choose to voluntarily take on a second monolith,
part of the battlefield where there are no PCs). as described under Reinforcements. Make sure to
If the PCs defeat their monolith and there is still at publicly recognize any tables that pull off the truly
least half of the allotted time remaining in the heroic feat of destroying two monoliths before time
encounter, they can go after a second monolith. Use the expires. These characters’ adventuring companies will
undead stat blocks from the same tier, but use the surely gain great prestige as a result of their actions.
monolith stats from the next-higher tier (at P2 high tier,
use the same stats but give it double hit points, +2 to all Experience Points
defenses, +2 to attacks, and +5 to damage). The PCs earn the full amount if they achieve a total
success or a success. They earn 75% of the listed amount
Ending the Encounter for a partial success, and 50% for a failure.
The encounter ends when the PCs have destroyed the
monolith or are forced to retreat. It is not necessary to H1: 200 / 290 XP per PC; H2: 345 / 490 XP per PC;
destroy all the other monsters, but doing so will weaken H3: 580 / 800 XP per PC; P1: 1,160 / 1,600 XP per PC;
the force threatening Elturel, so those tables who wipe P2: 1,960 / 2,760 XP per PC.
out all the monsters are more successful than those who
only destroy the monolith.
Treasure
Total Success: The PCs destroyed their monolith The powerful combination of necrotic and Spellplague
and all the monsters. (Destroying extra monoliths can energy in this area, along with the valuable ritual
help make up for tables that don’t destroy one.) components used in the construction of the monoliths,
Success: The PCs destroyed their monolith, but fled means that the PCs are able to discover some magic
without destroying the remaining monsters. implements on the bodies and in the rubble. Each PC
Partial Success: The PCs were able to reduce the may recover a single implement. The player chooses
monolith below 50% of its maximum hit points what type of implement his or her character finds.
(bloodied), but were not able to destroy it. These items are corroded and damaged, and may
Failure: The PCs were not able to reduce the not be used as weapons even if they take the form of a
monolith below 50% of its hit points. weapon (such as a dagger or staff). These implements
will only retain their power for a few days before
When the monolith is destroyed, read the following: crumbling to dust, but they can be used for the
The monolith shudders and writhes like a living remainder of the adventure.
thing. Twenty spirits scream with one voice as the bonds
binding their souls to the terrible artifact shatter. Like H1: +1 generic implement
smoke, the ghostly forms of those who were entombed H2: +2 generic implement
within the monolith are released, curling up towards the H3: +3 generic implement
heavens and hopefully a better reward in the next life. P1: +4 generic implement
Surely even implacable Kelemvor must judge them P2: +4 vicious implement
kindly for their suffering.
The Companion
The capstone of the monolith cracks and shatters,
magical energy swirling in all directions. Overhead, a The PCs are fighting in the Companion's light during
portion of the sky clears, the blue-fire-tinged clouds this encounter. It affects undead PCs only if the ritual
rippling like a pebble thrown into a pond. There yet was not enacted; the undead monsters are protected by
remain more monoliths, but each one that is destroyed the Spellplague energy. If the ritual was enacted, then it
visibly weakens the others, loosening their hold on the affects spellscarred PCs and the monsters, but does not
Spellplague energy that they have somehow managed to affect undead PCs, and everyone gets the bonus (if any)
drag with them from the plagueland miles to the south. from the healing surges that were donated to the ritual.
Hopefully your allies are doing their part as well!
The Passage of Time
In a multi-table environment, when a table has This encounter represents the end of the first day of the
destroyed their monolith and there is still time battle. The PCs may take an extended rest upon
remaining on the mission clock, the event organizer returning to Elturel, regardless of whether they
might allow them the opportunity to aid other tables succeeded or failed at destroying their monolith.
that are struggling. If no one is in need, they might

ADCP2-1 The Paladins' Plague Page 50


Mission 3: "The Monolith" Statistics (H1, Low Level)
Plagueborn Skeletal Archer Level 1 Artillery Monolith Level 3 Elite Controller
Medium natural animate (spellscarred, undead) XP 100 Large natural animate (spellscarred) XP 300
Initiative +3 Senses Perception +1; darkvision Initiative +0 Senses Perception +6; all-around vision,
HP 24; Bloodied 12 truesight
AC 13; Fortitude 13, Reflex 14, Will 13 HP 127; Bloodied 63
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant AC 17; Fortitude 16, Reflex 14, Will 15
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+6 vs. AC; 1d6 + 3 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +7 vs. AC; 1d8 + 4 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +8 vs. AC; 1d8 + 6
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+7 vs. AC; 1d10 + 5 damage. the number of targets the monolith can grab, and the monolith can
Prime Shot sustain a grab against any number of targets as a free action.
The skeletal archer gains a +1 bonus to ranged attack rolls against C Choking Claws (standard; at-will)
the closest enemy. Close burst 2; targets grabbed enemies only; the monolith’s clawed
Alignment Unaligned Languages -- hands choke the life out of those within its grasp; +7 vs. Fortitude;
Str 12 (+1) Dex 17 (+4) Wis 13 (+1) 1d8 + 6 damage, and the monolith sustains the grab against all
Con 12 (+1) Int 3 (-4) Cha 3 (-4) targets.
Equipment leather armor, longbow, short sword, 30 arrows R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Ranged 20; A bolt of black fire streaks out from the apex of the
Plagueborn Zombie Level 1 Soldier pyramid; +7 vs. Reflex; using this power does not provoke
Medium natural humanoid (spellscarred, undead) XP 100 opportunity attacks; 1d8 + 4 fire and necrotic damage, and
Initiative +2 Senses Perception -1; darkvision ongoing 5 fire and necrotic damage (save ends).
HP 31; Bloodied 15 A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
AC 17; Fortitude 15, Reflex 13, Will 12 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant from the ground; +7 vs. Reflex; 1d6 + 5 cold and thunder
Speed 6, climb 4 damage, and the target is slowed (save ends).
m Claw (standard; at-will) Backlash (immediate reaction, when the monolith is struck by an
+6 vs. AC; 1d8 + 4 damage, and the zombie can make a attack; at-will)
plagueborn zombie grab attempt as a free action. The monolith makes a blackfire bolt attack against the triggering
M Plagueborn Zombie Grab (standard; requires a free claw; at-will) creature. The monolith also creates a spellplague mote, which
+6 vs. Reflex; 1d6 + 3 damage, and the target is grabbed. Any appears in any square adjacent to the triggering creature.
escape attempt must target the zombie’s Fortitude, rather than its Monolithic
Reflex. The monolith lacks a melee or ranged basic attack, and cannot
M Plagueborn Zombie Bite (standard; at-will) make opportunity attacks. It has 30% more hit points than a normal
Targets an immobilized, stunned, or unconscious creature; creature of its type. The monolith cannot be pushed, pulled, slid,
+6 vs. AC; 2d6 + 3 damage, and the target is dazed (save ends). teleported, stunned, dominated, knocked prone, or knocked
Alignment Unaligned Languages Common unconscious, and enemies do not gain combat advantage for
Str 15 (+2) Dex 1 (+0) Wis 9 (-1) flanking it.
Con 15 (+2) Int 3 (-4) Cha 3 (-4) Alignment Unaligned Languages --
Str 14 (+3) Dex 8 (+0) Wis 11 (+1)
Spellplague Mote Level 1 Minion Lurker Con 17 (+4) Int 11 (+1) Cha 14 (+3)
Small natural animate (spellscarred) XP 25
Initiative +10 Senses Perception +5; darkvision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 14, Will 13
Immune disease, poison
Speed 6, fly 8 (perfect)
m Chaos Touch (standard; at-will)
+6 vs. AC; 3 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +11
Str 7 (-2) Dex 22 (+6) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)

ADCP2-1 The Paladins' Plague Page 51


Mission 3: "The Monolith" Statistics (H1, High Level)
Plagueborn Skeletal Archer (Level 3) Level 3 Artillery Monolith (Level 5) Level 5 Elite Controller
Medium natural animate (spellscarred, undead) XP 150 Large natural animate (spellscarred) XP 400
Initiative +5 Senses Perception +3; darkvision Initiative +1 Senses Perception +8; all-around vision,
HP 37; Bloodied 18 truesight
AC 15; Fortitude 15, Reflex 16, Will 15 HP 171; Bloodied 85
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant AC 19; Fortitude 18, Reflex 16, Will 17
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+8 vs. AC; 1d6 + 5 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +9 vs. AC; 1d8 + 6 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +10 vs. AC; 2d6 + 6
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+9 vs. AC; 1d10 + 7 damage. the number of targets the monolith can grab, and the monolith can
Prime Shot sustain a grab against any number of targets as a free action.
The skeletal archer gains a +1 bonus to ranged attack rolls against C Choking Claws (standard; at-will)
the closest enemy. Close burst 2; targets grabbed enemies only; the monolith’s clawed
Alignment Unaligned Languages -- hands choke the life out of those within its grasp; +9 vs. Fortitude;
Str 13 (+2) Dex 18 (+5) Wis 14 (+3) 2d6 + 6 damage, and the monolith sustains the grab against all
Con 13 (+2) Int 3 (-3) Cha 3 (-3) targets.
Equipment leather armor, longbow, short sword, 30 arrows R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Ranged 20; A bolt of black fire streaks out from the apex of the
Plagueborn Zombie (Level 3) Level 3 Soldier pyramid; +9 vs. Reflex; using this power does not provoke
Medium natural humanoid (spellscarred, undead) XP 150 opportunity attacks; 1d8 + 6 fire and necrotic damage, and
Initiative +4 Senses Perception +1; darkvision ongoing 5 fire and necrotic damage (save ends).
HP 48; Bloodied 24 A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
AC 19; Fortitude 17, Reflex 15, Will 14 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant from the ground; +9 vs. Reflex; 1d8 + 6 cold and thunder
Speed 6, climb 4 damage, and the target is slowed (save ends).
m Claw (standard; at-will) Backlash (immediate reaction, when the monolith is struck by an
+8 vs. AC; 1d8 + 6 damage, and the zombie can make a attack; at-will)
plagueborn zombie grab attempt as a free action. The monolith makes a blackfire bolt attack against the triggering
M Plagueborn Zombie Grab (standard; requires a free claw; at-will) creature. The monolith also creates a spellplague mote, which
+8 vs. Reflex; 1d6 + 5 damage, and the target is grabbed. Any appears in any square adjacent to the triggering creature.
escape attempt must target the zombie’s Fortitude, rather than its Monolithic
Reflex. The monolith lacks a melee or ranged basic attack, and cannot
M Plagueborn Zombie Bite (standard; at-will) make opportunity attacks. It has 30% more hit points than a normal
Targets an immobilized, stunned, or unconscious creature; creature of its type. The monolith cannot be pushed, pulled, slid,
+8 vs. AC; 2d6 + 5 damage, and the target is dazed (save ends). teleported, stunned, dominated, knocked prone, or knocked
Alignment Unaligned Languages Common unconscious, and enemies do not gain combat advantage for
Str 16 (+4) Dex 12 (+2) Wis 10 (+1) flanking it.
Con 16 (+4) Int 4 (-2) Cha 4 (-2) Alignment Unaligned Languages --
Str 15 (+4) Dex 9 (+1) Wis 12 (+3)
Spellplague Mote (Level 3) Level 3 Minion Lurker Con 18 (+6) Int 12 (+3) Cha 15 (+4)
Small natural animate (spellscarred) XP 38
Initiative +12 Senses Perception +7; darkvision
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 16, Will 15
Immune disease, poison
Speed 6, fly 8 (perfect)
m Chaos Touch (standard; at-will)
+8 vs. AC; 3 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +13
Str 9 (+0) Dex 24 (+8) Wis 12 (+2)
Con 12 (+2) Int 12 (+2) Cha 12 (+2)

ADCP2-1 The Paladins' Plague Page 52


Mission 3: "The Monolith" Statistics (H2, Low Level)
Plagueborn Skeletal Archer (Level 4) Level 4 Artillery Monolith (Level 6) Level 6 Elite Controller
Medium natural animate (spellscarred, undead) XP 175 Large natural animate (spellscarred) XP 500
Initiative +6 Senses Perception +4; darkvision Initiative +3 Senses Perception +9; all-around vision,
HP 44; Bloodied 22 truesight
AC 16; Fortitude 16, Reflex 17, Will 16 HP 195; Bloodied 97
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant AC 20; Fortitude 19, Reflex 17, Will 18
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+9 vs. AC; 1d8 + 5 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +10 vs. AC; 2d6 + 5 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +11 vs. AC; 2d6 + 7
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+10 vs. AC; 2d8 + 6 damage. the number of targets the monolith can grab, and the monolith can
Prime Shot sustain a grab against any number of targets as a free action.
The skeletal archer gains a +1 bonus to ranged attack rolls against C Choking Claws (standard; at-will)
the closest enemy. Close burst 2; targets grabbed enemies only; the monolith’s clawed
Alignment Unaligned Languages -- hands choke the life out of those within its grasp; +10 vs. Fortitude;
Str 14 (+4) Dex 19 (+6) Wis 15 (+4) 2d6 + 7 damage, and the monolith sustains the grab against all
Con 14 (+4) Int 4 (-1) Cha 4 (-1) targets.
Equipment leather armor, longbow, short sword, 30 arrows R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Ranged 20; A bolt of black fire streaks out from the apex of the
Plagueborn Zombie (Level 4) Level 4 Soldier pyramid; +10 vs. Reflex; using this power does not provoke
Medium natural humanoid (spellscarred, undead) XP 175 opportunity attacks; 2d6 + 5 fire and necrotic damage, and
Initiative +5 Senses Perception +2; darkvision ongoing 5 fire and necrotic damage (save ends).
HP 57; Bloodied 28 A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
AC 20; Fortitude 18, Reflex 16, Will 15 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant from the ground; +10 vs. Reflex; 1d8 + 7 cold and thunder
Speed 6, climb 4 damage, and the target is slowed (save ends).
m Claw (standard; at-will) Backlash (immediate reaction, when the monolith is struck by an
+9 vs. AC; 2d6 + 5 damage, and the zombie can make a attack; at-will)
plagueborn zombie grab attempt as a free action. The monolith makes a blackfire bolt attack against the triggering
M Plagueborn Zombie Grab (standard; requires a free claw; at-will) creature. The monolith also creates a spellplague mote, which
+9 vs. Reflex; 1d8 + 5 damage, and the target is grabbed. Any appears in any square adjacent to the triggering creature.
escape attempt must target the zombie’s Fortitude, rather than its Monolithic
Reflex. The monolith lacks a melee or ranged basic attack, and cannot
M Plagueborn Zombie Bite (standard; at-will) make opportunity attacks. It has 30% more hit points than a normal
Targets an immobilized, stunned, or unconscious creature; creature of its type. The monolith cannot be pushed, pulled, slid,
+9 vs. AC; 2d8 + 6 damage, and the target is dazed (save ends). teleported, stunned, dominated, knocked prone, or knocked
Alignment Unaligned Languages Common unconscious, and enemies do not gain combat advantage for
Str 17 (+5) Dex 13 (+3) Wis 11 (+2) flanking it.
Con 17 (+5) Int 5 (-1) Cha 5 (-1) Alignment Unaligned Languages --
Str 16 (+6) Dex 10 (+3) Wis 13 (+4)
Spellplague Mote (Level 4) Level 4 Minion Lurker Con 19 (+7) Int 13 (+4) Cha 16 (+6)
Small natural animate (spellscarred) XP 44
Initiative +13 Senses Perception +8; darkvision
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 16, Reflex 17, Will 16
Immune disease, poison
Speed 6, fly 8 (perfect)
m Chaos Touch (standard; at-will)
+9 vs. AC; 4 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +14
Str 9 (+1) Dex 24 (+9) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)

ADCP2-1 The Paladins' Plague Page 53


Mission 3: "The Monolith" Statistics (H2, High Level)
Plagueborn Skeletal Archer (Level 6) Level 6 Artillery Monolith (Level 8) Level 8 Elite Controller
Medium natural animate (spellscarred, undead) XP 250 Large natural animate (spellscarred) XP 700
Initiative +8 Senses Perception +6; darkvision Initiative +4 Senses Perception +11; all-around vision,
HP 57; Bloodied 28 truesight
AC 18; Fortitude 18, Reflex 19, Will 18 HP 239; Bloodied 119
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant AC 22; Fortitude 21, Reflex 19, Will 20
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+11 vs. AC; 1d8 + 6 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +12 vs. AC; 2d6 + 7 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +13 vs. AC; 2d8 + 7
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+12 vs. AC; 2d8 + 9 damage. the number of targets the monolith can grab, and the monolith can
Prime Shot sustain a grab against any number of targets as a free action.
The skeletal archer gains a +1 bonus to ranged attack rolls against C Choking Claws (standard; at-will)
the closest enemy. Close burst 2; targets grabbed enemies only; the monolith’s clawed
Alignment Unaligned Languages -- hands choke the life out of those within its grasp; +12 vs. Fortitude;
Str 15 (+5) Dex 20 (+8) Wis 16 (+6) 2d8 + 7 damage, and the monolith sustains the grab against all
Con 15 (+5) Int 5 (+0) Cha 5 (+0) targets.
Equipment leather armor, longbow, short sword, 30 arrows R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Ranged 20; A bolt of black fire streaks out from the apex of the
Plagueborn Zombie (Level 6) Level 6 Soldier pyramid; +12 vs. Reflex; using this power does not provoke
Medium natural humanoid (spellscarred, undead) XP 250 opportunity attacks; 2d6 + 7 fire and necrotic damage, and
Initiative +7 Senses Perception +4; darkvision ongoing 5 fire and necrotic damage (save ends).
HP 74; Bloodied 37 A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
AC 22; Fortitude 20, Reflex 18, Will 17 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant from the ground; +12 vs. Reflex; 2d6 + 5 cold and thunder damage,
Speed 6, climb 4 and the target is slowed (save ends).
m Claw (standard; at-will) Backlash (immediate reaction, when the monolith is struck by an
+11 vs. AC; 2d6 + 7 damage, and the zombie can make a attack; at-will)
plagueborn zombie grab attempt as a free action. The monolith makes a blackfire bolt attack against the triggering
M Plagueborn Zombie Grab (standard; requires a free claw; at-will) creature. The monolith also creates a spellplague mote, which
+11 vs. Reflex; 1d8 + 6 damage, and the target is grabbed. Any appears in any square adjacent to the triggering creature.
escape attempt must target the zombie’s Fortitude, rather than its Monolithic
Reflex. The monolith lacks a melee or ranged basic attack, and cannot
M Plagueborn Zombie Bite (standard; at-will) make opportunity attacks. It has 30% more hit points than a normal
Targets an immobilized, stunned, or unconscious creature; creature of its type. The monolith cannot be pushed, pulled, slid,
+11 vs. AC; 2d8 + 9 damage, and the target is dazed (save ends). teleported, stunned, dominated, knocked prone, or knocked
Alignment Unaligned Languages Common unconscious, and enemies do not gain combat advantage for
Str 18 (+7) Dex 14 (+5) Wis 11 (+4) flanking it.
Con 18 (+7) Int 6 (+1) Cha 6 (+1) Alignment Unaligned Languages --
Str 17 (+7) Dex 11 (+4) Wis 14 (+6)
Spellplague Mote (Level 6) Level 6 Minion Lurker Con 20 (+9) Int 14 (+6) Cha 17 (+7)
Small natural animate (spellscarred) XP 63
Initiative +14 Senses Perception +9; darkvision
HP 1; a missed attack never damages a minion.
AC 20; Fortitude 18, Reflex 19, Will 18
Immune disease, poison
Speed 6, fly 8 (perfect)
m Chaos Touch (standard; at-will)
+11 vs. AC; 4 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +15
Str 10 (+3) Dex 25 (+10) Wis 13 (+4)
Con 13 (+4) Int 13 (+4) Cha 13 (+4)

ADCP2-1 The Paladins' Plague Page 54


Mission 3: "The Monolith" Statistics (H3, Low Level)
Plagueborn Skeletal Archer (Level 7) Level 7 Artillery Monolith (Level 9) Level 9 Elite Controller
Medium natural animate (spellscarred, undead) XP 300 Large natural animate (spellscarred) XP 800
Initiative +8 Senses Perception +6; darkvision Initiative +4 Senses Perception +11; all-around vision,
HP 63; Bloodied 31 truesight
AC 19; Fortitude 19, Reflex 20, Will 19 HP 260; Bloodied 130
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant AC 23; Fortitude 22, Reflex 20, Will 21
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+12 vs. AC; 2d6 + 4 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +13 vs. AC; 2d8 + 6 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +14 vs. AC; 2d8 + 8
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+13 vs. AC; 3d6 + 9 damage. the number of targets the monolith can grab, and the monolith can
Prime Shot sustain a grab against any number of targets as a free action.
The skeletal archer gains a +1 bonus to ranged attack rolls against C Choking Claws (standard; at-will)
the closest enemy. Close burst 2; targets grabbed enemies only; the monolith’s clawed
Alignment Unaligned Languages -- hands choke the life out of those within its grasp; +13 vs. Fortitude;
Str 15 (+5) Dex 20 (+8) Wis 16 (+6) 2d8 + 8 damage, and the monolith sustains the grab against all
Con 15 (+5) Int 5 (+0) Cha 5 (+0) targets.
Equipment leather armor, longbow, short sword, 30 arrows R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Ranged 20; A bolt of black fire streaks out from the apex of the
Plagueborn Zombie (Level 7) Level 7 Soldier pyramid; +13 vs. Reflex; using this power does not provoke
Medium natural humanoid (spellscarred, undead) XP 300 opportunity attacks; 2d8 + 6 fire and necrotic damage, and
Initiative +7 Senses Perception +4; darkvision ongoing 5 fire and necrotic damage (save ends).
HP 82; Bloodied 41 A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
AC 23; Fortitude 21, Reflex 19, Will 18 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant from the ground; +13 vs. Reflex; 2d6 + 6 cold and thunder damage,
Speed 6, climb 4 and the target is slowed (save ends).
m Claw (standard; at-will) Backlash (immediate reaction, when the monolith is struck by an
+12 vs. AC; 2d8 + 6 damage, and the zombie can make a attack; at-will)
plagueborn zombie grab attempt as a free action. The monolith makes a blackfire bolt attack against the triggering
M Plagueborn Zombie Grab (standard; requires a free claw; at-will) creature. The monolith also creates a spellplague mote, which
+12 vs. Reflex; 2d6 + 4 damage, and the target is grabbed. Any appears in any square adjacent to the triggering creature.
escape attempt must target the zombie’s Fortitude, rather than its Monolithic
Reflex. The monolith lacks a melee or ranged basic attack, and cannot
M Plagueborn Zombie Bite (standard; at-will) make opportunity attacks. It has 30% more hit points than a normal
Targets an immobilized, stunned, or unconscious creature; creature of its type. The monolith cannot be pushed, pulled, slid,
+12 vs. AC; 3d6 + 9 damage, and the target is dazed (save ends). teleported, stunned, dominated, knocked prone, or knocked
Alignment Unaligned Languages Common unconscious, and enemies do not gain combat advantage for
Str 18 (+7) Dex 14 (+5) Wis 11 (+4) flanking it.
Con 18 (+7) Int 6 (+1) Cha 6 (+1) Alignment Unaligned Languages --
Str 17 (+7) Dex 11 (+4) Wis 14 (+6)
Spellplague Mote (Level 7) Level 7 Minion Lurker Con 20 (+9) Int 14 (+6) Cha 17 (+7)
Small natural animate (spellscarred) XP 75
Initiative +14 Senses Perception +9; darkvision
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 19, Reflex 20, Will 19
Immune disease, poison
Speed 6, fly 8 (perfect)
m Chaos Touch (standard; at-will)
+12 vs. AC; 5 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +15
Str 10 (+3) Dex 25 (+10) Wis 13 (+4)
Con 13 (+4) Int 13 (+4) Cha 13 (+4)

ADCP2-1 The Paladins' Plague Page 55


Mission 3: "The Monolith" Statistics (H3, High Level)
Plagueborn Skeletal Archer (Level 9) Level 9 Artillery Monolith (Level 11) Level 11 Elite Controller
Medium natural animate (spellscarred, undead) XP 400 Large natural animate (spellscarred) XP 1,200
Initiative +9 Senses Perception +7; darkvision Initiative +6 Senses Perception +12; all-around vision,
HP 76; Bloodied 38 truesight
AC 21; Fortitude 21, Reflex 22, Will 21 HP 304; Bloodied 152
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant AC 25; Fortitude 24, Reflex 22, Will 23
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+14 vs. AC; 2d6 + 6 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +15 vs. AC; 2d8 + 8 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +16 vs. AC; 3d6 + 9
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+15 vs. AC; 3d6 + 11 damage. the number of targets the monolith can grab, and the monolith can
Prime Shot sustain a grab against any number of targets as a free action.
The skeletal archer gains a +1 bonus to ranged attack rolls against C Choking Claws (standard; at-will)
the closest enemy. Close burst 2; targets grabbed enemies only; the monolith’s clawed
Alignment Unaligned Languages -- hands choke the life out of those within its grasp; +15 vs. Fortitude;
Str 16 (+7) Dex 21 (+9) Wis 17 (+7) 3d6 + 9 damage, and the monolith sustains the grab against all
Con 16 (+7) Int 6 (+2) Cha 6 (+2) targets.
Equipment leather armor, longbow, short sword, 30 arrows R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Ranged 20; A bolt of black fire streaks out from the apex of the
Plagueborn Zombie (Level 9) Level 9 Soldier pyramid; +15 vs. Reflex; using this power does not provoke
Medium natural humanoid (spellscarred, undead) XP 400 opportunity attacks; 2d8 + 8 fire and necrotic damage, and
Initiative +8 Senses Perception +5; darkvision ongoing 5 fire and necrotic damage (save ends).
HP 99; Bloodied 49 A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
AC 25; Fortitude 23, Reflex 21, Will 20 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant from the ground; +15 vs. Reflex; 2d6 + 7 cold and thunder damage,
Speed 6, climb 4 and the target is slowed (save ends).
m Claw (standard; at-will) Backlash (immediate reaction, when the monolith is struck by an
+14 vs. AC; 2d8 + 8 damage, and the zombie can make a attack; at-will)
plagueborn zombie grab attempt as a free action. The monolith makes a blackfire bolt attack against the triggering
M Plagueborn Zombie Grab (standard; requires a free claw; at-will) creature. The monolith also creates a spellplague mote, which
+14 vs. Reflex; 2d6 + 6 damage, and the target is grabbed. Any appears in any square adjacent to the triggering creature.
escape attempt must target the zombie’s Fortitude, rather than its Monolithic
Reflex. The monolith lacks a melee or ranged basic attack, and cannot
M Plagueborn Zombie Bite (standard; at-will) make opportunity attacks. It has 30% more hit points than a normal
Targets an immobilized, stunned, or unconscious creature; creature of its type. The monolith cannot be pushed, pulled, slid,
+14 vs. AC; 3d6 + 11 damage, and the target is dazed (save ends). teleported, stunned, dominated, knocked prone, or knocked
Alignment Unaligned Languages Common unconscious, and enemies do not gain combat advantage for
Str 19 (+8) Dex 15 (+6) Wis 13 (+5) flanking it.
Con 19 (+8) Int 7 (+2) Cha 7 (+2) Alignment Unaligned Languages --
Str 18 (+9) Dex 12 (+6) Wis 15 (+7)
Spellplague Mote (Level 9) Level 9 Minion Lurker Con 21 (+10) Int 15 (+7) Cha 18 (+9)
Small natural animate (spellscarred) XP 100
Initiative +16 Senses Perception +11; darkvision
HP 1; a missed attack never damages a minion.
AC 23; Fortitude 21, Reflex 22, Will 21
Immune disease, poison
Speed 6, fly 8 (perfect)
m Chaos Touch (standard; at-will)
+14 vs. AC; 5 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +17
Str 11 (+4) Dex 26 (+12) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 14 (+6)

ADCP2-1 The Paladins' Plague Page 56


Mission 3: "The Monolith" Statistics (P1, Low Level)
Plagueborn Skeletal Archer (Level 11) Level 11 Artillery Greater Monolith (Level 13) Level 13 Elite Controller
Medium natural animate (spellscarred, undead) XP 600 Large natural animate (spellscarred) XP 1,600
Initiative +11 Senses Perception +9; darkvision Initiative +7 Senses Perception +14; all-around vision,
HP 89; Bloodied 44 truesight
AC 23; Fortitude 23, Reflex 24, Will 23 HP 348; Bloodied 174
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant AC 27; Fortitude 26, Reflex 24, Will 25
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+16 vs. AC; 2d6 + 7 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +17 vs. AC; 3d6 + 9 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +18 vs. AC; 3d6 + 11
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+17 vs. AC; 3d8 + 11 damage. the number of targets the monolith can grab, and the monolith can
R Triple Volley (standard; recharge 5 6) ✦ Weapon
sustain a grab against any number of targets as a free action.
C Choking Claws (standard; at-will)
Ranged 20/40; three attacks; +15 vs. AC; 2d6 + 7 damage.
Close burst 2; targets grabbed enemies only; the monolith’s clawed
Prime Shot
hands choke the life out of those within its grasp; +17 vs. Fortitude;
The skeletal archer gains a +1 bonus to ranged attack rolls against
3d6 + 11 damage, and the monolith sustains the grab against all
the closest enemy.
targets.
Alignment Unaligned Languages --
Grasp and Choke (standard; recharge 4 5 6)
Str 17 (+8) Dex 22 (+11) Wis 18 (+9)
The monolith makes a grasping claws attack and a choking claws
Con 17 (+8) Int 7 (+3) Cha 7 (+3)
attack with a single standard action. No creature may be targeted
Equipment leather armor, longbow, short sword, 30 arrows
by both attacks.
R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Plague-Changed Ghoul Eater (Level 11) Level 11 Soldier
Ranged 20; A bolt of black fire streaks out from the apex of the
Medium natural humanoid (spellscarred, undead) XP 600
pyramid; +17 vs. Reflex; using this power does not provoke
Initiative +11 Senses Perception +5; darkvision
opportunity attacks; 3d6 + 9 fire and necrotic damage, and
HP 112; Bloodied 56
ongoing 10 fire and necrotic damage (save ends).
AC 27; Fortitude 23, Reflex 23, Will 22
A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6, climb 4 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
m Claws (standard; at-will) from the ground; +17 vs. Reflex; 2d8 + 7 cold and thunder damage,
+16 vs. AC; 3d6 + 9 damage, and the target is immobilized (save and the target is slowed (save ends).
ends). Black and Blue (standard; recharge 4 5 6)
The monolith makes a blackfire bolt attack and a bluefrost
Gut Tongue ✦ Acid
explosion attack, or two blackfire bolt attacks against two different
When the plague-changed ghoul eater damages an immobilized,
creatures.
stunned, or unconscious target with its claws attack, the target also
Backlash (immediate reaction, when the monolith is struck by an
takes ongoing 10 acid damage (save ends).
attack; at-will)
Alignment Unaligned Languages Common
The monolith makes a blackfire bolt attack against the triggering
Skills Stealth +14
creature. The monolith also creates a spellplague mote, which
Str 18 (+9) Dex 18 (+9) Wis 10 (+5)
appears in any square adjacent to the triggering creature.
Con 16 (+8) Int 9 (+4) Cha 11 (+5)
Monolithic
The monolith lacks a melee or ranged basic attack, and cannot
Spellplague Mote (Level 11) Level 11 Minion Lurker make opportunity attacks. It has 30% more hit points than a normal
Small natural animate (spellscarred) XP 150 creature of its type. The monolith cannot be pushed, pulled, slid,
Initiative +17 Senses Perception +12; darkvision teleported, stunned, dominated, knocked prone, or knocked
HP 1; a missed attack never damages a minion. unconscious, and enemies do not gain combat advantage for
AC 25; Fortitude 23, Reflex 24, Will 23 flanking it.
Immune disease, poison Alignment Unaligned Languages --
Speed 6, fly 8 (perfect) Str 19 (+10) Dex 13 (+7) Wis 16 (+9)
m Chaos Touch (standard; at-will) Con 22 (+12) Int 16 (+9) Cha 19 (+10)
+16 vs. AC; 5 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +18
Str 12 (+6) Dex 27 (+13) Wis 15 (+7)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)

ADCP2-1 The Paladins' Plague Page 57


Mission 3: "The Monolith" Statistics (P1, High Level)
Plagueborn Skeletal Archer (Level 13) Level 13 Artillery Greater Monolith (Level 15) Level 15 Elite Controller
Medium natural animate (spellscarred, undead) XP 800 Large natural animate (spellscarred) XP 2,400
Initiative +12 Senses Perception +10; darkvision Initiative +9 Senses Perception +15; all-around vision,
HP 102; Bloodied 51 truesight
AC 25; Fortitude 25, Reflex 26, Will 25 HP 392; Bloodied 196
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant AC 29; Fortitude 28, Reflex 26, Will 27
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+18 vs. AC; 2d8 + 7 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +19 vs. AC; 3d6 + 11 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +20 vs. AC; 3d6 + 13
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+19 vs. AC; 3d8 + 14 damage. the number of targets the monolith can grab, and the monolith can
R Triple Volley (standard; recharge 5 6) ✦ Weapon
sustain a grab against any number of targets as a free action.
C Choking Claws (standard; at-will)
Ranged 20/40; three attacks; +17 vs. AC; 2d8 + 7 damage.
Close burst 2; targets grabbed enemies only; the monolith’s clawed
Prime Shot
hands choke the life out of those within its grasp; +19 vs. Fortitude;
The skeletal archer gains a +1 bonus to ranged attack rolls against
3d6 + 13 damage, and the monolith sustains the grab against all
the closest enemy.
targets.
Alignment Unaligned Languages --
Grasp and Choke (standard; recharge 4 5 6)
Str 18 (+10) Dex 23 (+12) Wis 19 (+10)
The monolith makes a grasping claws attack and a choking claws
Con 18 (+10) Int 8 (+5) Cha 8 (+5)
attack with a single standard action. No creature may be targeted
Equipment leather armor, longbow, short sword, 30 arrows
by both attacks.
R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Plague-Changed Ghoul Eater (Level 13) Level 13 Soldier
Ranged 20; A bolt of black fire streaks out from the apex of the
Medium natural humanoid (spellscarred, undead) XP 800
pyramid; +19 vs. Reflex; using this power does not provoke
Initiative +12 Senses Perception +6; darkvision
opportunity attacks; 3d6 + 11 fire and necrotic damage, and
HP 129; Bloodied 64
ongoing 10 fire and necrotic damage (save ends).
AC 29; Fortitude 25, Reflex 25, Will 24
A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6, climb 4 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
m Claws (standard; at-will) from the ground; +19 vs. Reflex; 2d8 + 8 cold and thunder damage,
+18 vs. AC; 3d6 + 11 damage, and the target is immobilized (save and the target is slowed (save ends).
ends). Black and Blue (standard; recharge 4 5 6)
The monolith makes a blackfire bolt attack and a bluefrost
Gut Tongue ✦ Acid
explosion attack, or two blackfire bolt attacks against two different
When the plague-changed ghoul eater damages an immobilized,
creatures.
stunned, or unconscious target with its claws attack, the target also
Backlash (immediate reaction, when the monolith is struck by an
takes ongoing 10 acid damage (save ends).
attack; at-will)
Alignment Unaligned Languages Common
The monolith makes a blackfire bolt attack against the triggering
Skills Stealth +15
creature. The monolith also creates a spellplague mote, which
Str 19 (+10) Dex 19 (+10) Wis 11 (+6)
appears in any square adjacent to the triggering creature.
Con 17 (+9) Int 10 (+6) Cha 12 (+7)
Monolithic
The monolith lacks a melee or ranged basic attack, and cannot
Spellplague Mote (Level 13) Level 13 Minion Lurker make opportunity attacks. It has 30% more hit points than a normal
Small natural animate (spellscarred) XP 200 creature of its type. The monolith cannot be pushed, pulled, slid,
Initiative +19 Senses Perception +14; darkvision teleported, stunned, dominated, knocked prone, or knocked
HP 1; a missed attack never damages a minion. unconscious, and enemies do not gain combat advantage for
AC 27; Fortitude 25, Reflex 26, Will 25 flanking it.
Immune disease, poison Alignment Unaligned Languages --
Speed 6, fly 8 (perfect) Str 20 (+12) Dex 14 (+9) Wis 17 (+10)
m Chaos Touch (standard; at-will) Con 23 (+13) Int 17 (+10) Cha 20 (+12)
+18 vs. AC; 6 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +20
Str 13 (+7) Dex 28 (+15) Wis 16 (+9)
Con 16 (+9) Int 16 (+9) Cha 16 (+9)

ADCP2-1 The Paladins' Plague Page 58


Mission 3: "The Monolith" Statistics (P2, Low Level)
Plagueborn Skeletal Archer (Level 14) Level 14 Artillery Greater Monolith (Level 16) Level 16 Elite Controller
Medium natural animate (spellscarred, undead) XP 1,000 Large natural animate (spellscarred) XP 2,800
Initiative +14 Senses Perception +12; darkvision Initiative +10 Senses Perception +17; all-around vision,
HP 109; Bloodied 54 truesight
AC 26; Fortitude 26, Reflex 27, Will 26 HP 416; Bloodied 208
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant AC 30; Fortitude 29, Reflex 27, Will 28
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+19 vs. AC; 2d8 + 7 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +20 vs. AC; 3d6 + 12 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +21 vs. AC; 3d8 + 11
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+20 vs. AC; 3d8 + 15 damage. the number of targets the monolith can grab, and the monolith can
R Triple Volley (standard; recharge 5 6) ✦ Weapon
sustain a grab against any number of targets as a free action.
C Choking Claws (standard; at-will)
Ranged 20/40; three attacks; +18 vs. AC; 2d8 + 7 damage.
Close burst 2; targets grabbed enemies only; the monolith’s clawed
Prime Shot
hands choke the life out of those within its grasp; +20 vs. Fortitude;
The skeletal archer gains a +1 bonus to ranged attack rolls against
3d8 + 11 damage, and the monolith sustains the grab against all
the closest enemy.
targets.
Alignment Unaligned Languages --
Grasp and Choke (standard; recharge 4 5 6)
Str 19 (+11) Dex 24 (+14) Wis 20 (+12)
The monolith makes a grasping claws attack and a choking claws
Con 19 (+11) Int 9 (+6) Cha 9 (+6)
attack with a single standard action. No creature may be targeted
Equipment leather armor, longbow, short sword, 30 arrows
by both attacks.
R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Plague-Changed Ghoul Eater (Level 14) Level 14 Soldier
Ranged 20; A bolt of black fire streaks out from the apex of the
Medium natural humanoid (spellscarred, undead) XP 1,000
pyramid; +20 vs. Reflex; using this power does not provoke
Initiative +14 Senses Perception +8; darkvision
opportunity attacks; 3d6 + 12 fire and necrotic damage, and
HP 138; Bloodied 69
ongoing 10 fire and necrotic damage (save ends).
AC 30; Fortitude 26, Reflex 26, Will 25
A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6, climb 4 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
m Claws (standard; at-will) from the ground; +20 vs. Reflex; 3d6 + 8 cold and thunder damage,
+19 vs. AC; 3d6 + 12 damage, and the target is immobilized (save and the target is slowed (save ends).
ends). Black and Blue (standard; recharge 4 5 6)
The monolith makes a blackfire bolt attack and a bluefrost
Gut Tongue ✦ Acid
explosion attack, or two blackfire bolt attacks against two different
When the plague-changed ghoul eater damages an immobilized,
creatures.
stunned, or unconscious target with its claws attack, the target also
Backlash (immediate reaction, when the monolith is struck by an
takes ongoing 10 acid damage (save ends).
attack; at-will)
Alignment Unaligned Languages Common
The monolith makes a blackfire bolt attack against the triggering
Skills Stealth +17
creature. The monolith also creates a spellplague mote, which
Str 20 (+12) Dex 20 (+12) Wis 12 (+8)
appears in any square adjacent to the triggering creature.
Con 18 (+11) Int 11 (+7) Cha 13 (+8)
Monolithic
The monolith lacks a melee or ranged basic attack, and cannot
Spellplague Mote (Level 14) Level 14 Minion Lurker make opportunity attacks. It has 30% more hit points than a normal
Small natural animate (spellscarred) XP 250 creature of its type. The monolith cannot be pushed, pulled, slid,
Initiative +20 Senses Perception +15; darkvision teleported, stunned, dominated, knocked prone, or knocked
HP 1; a missed attack never damages a minion. unconscious, and enemies do not gain combat advantage for
AC 28; Fortitude 26, Reflex 27, Will 26 flanking it.
Immune disease, poison Alignment Unaligned Languages --
Speed 6, fly 8 (perfect) Str 21 (+13) Dex 15 (+10) Wis 18 (+12)
m Chaos Touch (standard; at-will) Con 24 (+15) Int 18 (+12) Cha 21 (+13)
+19 vs. AC; 6 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +21
Str 14 (+9) Dex 29 (+16) Wis 17 (+10)
Con 17 (+10) Int 17 (+10) Cha 17 (+10)

ADCP2-1 The Paladins' Plague Page 59


Mission 3: "The Monolith" Statistics (P2, High Level)
Plagueborn Skeletal Archer (Level 16) Level 16 Artillery Greater Monolith (Level 18) Level 18 Elite Controller
Medium natural animate (spellscarred, undead) XP 1,400 Large natural animate (spellscarred) XP 4,000
Initiative +15 Senses Perception +13; darkvision Initiative +12 Senses Perception +18; all-around vision,
HP 122; Bloodied 61 truesight
AC 28; Fortitude 28, Reflex 29, Will 28 HP 460; Bloodied 230
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant AC 32; Fortitude 31, Reflex 29, Will 30
Speed 6 Immune disease, fear, forced movement, poison, sleep, teleportation
m Short Sword (standard; at-will) ✦ Weapon Saving Throws +2
+21 vs. AC; 3d6 + 8 damage. Speed fly 4 (perfect)
Action Points 1
r Longbow (standard; at-will) ✦ Weapon
C Grasping Claws (standard; at-will)
Ranged 20/40; +22 vs. AC; 3d8 + 11 damage. Close burst 2; targets non-grabbed enemies only; clawed hands
R Double Shot (standard; encounter) ✦ Weapon reach out from all sides of the pyramid; +23 vs. AC; 3d8 + 13
Ranged 20/40; two attacks, each against a different target; damage, and the target is grabbed (until escape). There is no limit to
+22 vs. AC; 4d6 + 17 damage. the number of targets the monolith can grab, and the monolith can
R Triple Volley (standard; recharge 5 6) ✦ Weapon
sustain a grab against any number of targets as a free action.
C Choking Claws (standard; at-will)
Ranged 20/40; three attacks; +20 vs. AC; 3d6 + 8 damage.
Close burst 2; targets grabbed enemies only; the monolith’s clawed
Prime Shot
hands choke the life out of those within its grasp; +22 vs. Fortitude;
The skeletal archer gains a +1 bonus to ranged attack rolls against
3d8 + 13 damage, and the monolith sustains the grab against all
the closest enemy.
targets.
Alignment Unaligned Languages --
Grasp and Choke (standard; recharge 4 5 6)
Str 20 (+13) Dex 25 (+15) Wis 21 (+13)
The monolith makes a grasping claws attack and a choking claws
Con 20 (+13) Int 10 (+8) Cha 10 (+8)
attack with a single standard action. No creature may be targeted
Equipment leather armor, longbow, short sword, 30 arrows
by both attacks.
R Blackfire Bolt (standard; at-will) ✦ Fire, Necrotic
Plague-Changed Ghoul Eater (Level 16) Level 16 Soldier
Ranged 20; A bolt of black fire streaks out from the apex of the
Medium natural humanoid (spellscarred, undead) XP 1,400
pyramid; +22 vs. Reflex; using this power does not provoke
Initiative +15 Senses Perception +9; darkvision
opportunity attacks; 3d8 + 11 fire and necrotic damage, and
HP 155; Bloodied 77
ongoing 10 fire and necrotic damage (save ends).
AC 32; Fortitude 28, Reflex 28, Will 27
A Bluefrost Explosion (standard; at-will) ✦ Cold, Thunder
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 6, climb 4 Area burst 1 within 10; a burst of chilling Spellplague energy erupts
m Claws (standard; at-will) from the ground; +22 vs. Reflex; 3d6 + 9 cold and thunder damage,
+21 vs. AC; 3d8 + 11 damage, and the target is immobilized (save and the target is slowed (save ends).
ends). Black and Blue (standard; recharge 4 5 6)
The monolith makes a blackfire bolt attack and a bluefrost
Gut Tongue ✦ Acid
explosion attack, or two blackfire bolt attacks against two different
When the plague-changed ghoul eater damages an immobilized,
creatures.
stunned, or unconscious target with its claws attack, the target also
Backlash (immediate reaction, when the monolith is struck by an
takes ongoing 10 acid damage (save ends).
attack; at-will)
Alignment Unaligned Languages Common
The monolith makes a blackfire bolt attack against the triggering
Skills Stealth +18
creature. The monolith also creates a spellplague mote, which
Str 21 (+13) Dex 21 (+13) Wis 13 (+9)
appears in any square adjacent to the triggering creature.
Con 19 (+12) Int 12 (+9) Cha 14 (+10)
Monolithic
The monolith lacks a melee or ranged basic attack, and cannot
Spellplague Mote (Level 16) Level 16 Minion Lurker make opportunity attacks. It has 30% more hit points than a normal
Small natural animate (spellscarred) XP 350 creature of its type. The monolith cannot be pushed, pulled, slid,
Initiative +22 Senses Perception +17; darkvision teleported, stunned, dominated, knocked prone, or knocked
HP 1; a missed attack never damages a minion. unconscious, and enemies do not gain combat advantage for
AC 30; Fortitude 28, Reflex 29, Will 28 flanking it.
Immune disease, poison Alignment Unaligned Languages --
Speed 6, fly 8 (perfect) Str 22 (+15) Dex 16 (+12) Wis 19 (+13)
m Chaos Touch (standard; at-will) Con 25 (+16) Int 19 (+13) Cha 22 (+15)
+21 vs. AC; 7 damage.
Chaotic Resonance
For each additional spellscarred creature adjacent to the target
(beyond itself), the spellplague mote deals +1 damage with its
chaos touch attack. If the target is spellscarred, then the target
counts as an “additional spellscarred creature” for this purpose.
Alignment Unaligned Languages --
Skills Acrobatics +23
Str 15 (+10) Dex 30 (+18) Wis 18 (+12)
Con 18 (+12) Int 18 (+12) Cha 18 (+12)

ADCP2-1 The Paladins' Plague Page 60


Mission 3: "The Monolith" Map
Setup
The monolith is in the center of the map. The PCs can approach from any direction they want, and different PCs can
approach from different directions (it's an open battlefield). The monsters are patrolling the area, but they are
disorganized, so they could be found in any reasonable configuration surrounding the monolith. The letters indicated
on the map are just suggestions of reasonable positions for the various types of monsters to start. Feel free to place
them as you deem appropriate. The blue runes indicate the locations of energy nodes (see text for details).

Tile Sets Needed


Fane of the Forgotten Gods (x2), Halls of the Giant King (x2), Arcane Towers (x1)

ADCP2-1 The Paladins' Plague Page 61


Interlude 2: Night Light to attack Elturel. Something that no one could have
imagined waits beyond the edge of chaos. Tomorrow,
you must find out what – and destroy it before it can
Objective threaten anyone else with the reality-warping power of
Regardless of the success or failure of the previous the Spellplague.
missions, night falls on Elturel. Thanks to the As the true sun sinks beneath the horizon, heralding
Companion’s eternal glow, however, night in Elturel the end of a very long day, the Companion’s light
does not actually involve darkness. This effect is quite continues to twinkle, keeping darkness at bay. In its
disconcerting for those who have never experienced it, own way, it too is a hero, ever vigilant in defense of its
but for the city’s residents, it is just a fact of life. All of the chosen people.
buildings have thick shutters or curtains so that the
Companion’s light can be blocked out when it is time to Elturel Beseiged (Failure)
sleep.
If less than half of the monoliths were destroyed, read
The situation facing the city the next morning
the following:
depends on whether or not the PCs were able to destroy
at least half of the monoliths. If they succeeded, then the
Despite the valiant efforts of the city’s defenders, the
leaders of Elturel ask the PCs to journey a few miles
south to the plagueland and see if they can figure out army of plaguechanged monstrosities has proven too
how to prevent another attack like this from occurring. powerful. As the last of Elturel’s allies is forced to retreat
If the PCs were not able to destroy at least half of the back to the relative safety of the city center, the strange
monoliths, then the plagueland they enter is the pyramidal monoliths float slowly forward, blasting
temporary plagueland that has now consumed a through what remains of the southern walls with
significant portion of the city. Either way, the missions powerful explosions of blue fire. As the monoliths
are identical; it's just the location and severity of the advance, they drag the borders of the plagueland with
damage to Elturel that change. them, until fully one-quarter of the city is engulfed by
their energy. A new plagueland has been created where
the southern district of Elturel stood only hours ago.
To the Plagueland! (Victory) Although the situation is grim, the paladins of
If at least half of the monoliths were destroyed during Torm are stoic. “All is not yet lost,” says the High
Mission 3, then the temporary plagueland they created Observer as he surveys the devastation. “Those
is not able to sustain itself and the field of Spellplague monoliths are unlike anything we have seen before, and
energy collapses. The remaining monsters retreat back their powers confounded us. But now we have seen the
to the original borders of the true plagueland, several
worst of what they can do, and tomorrow we will be
miles to the south. Read the following:
ready for them. The line is drawn here. Not one more
inch of our city will fall to these invaders!”
As each monolith is destroyed, its energy fades, no
As the true sun sinks beneath the horizon, heralding
longer contributing to the Spellplague channel that
the end of a very long day, the Companion’s light
envelops Elturel. Suddenly, a massive sonic boom rattles
continues to twinkle, bathing Elturel in perpetual
windows throughout the city. Instead of another rain of
daylight even as the city’s exhausted residents and
blue fire, however, this explosion heralds the city’s
defenders prepare to get what rest they can. Tomorrow,
deliverance, as the Companion’s light flares brilliantly
you must enter this newly-created plagueland and see if
in the sky above the Temple of Torm. The plagueland
you can find a way to undo the chaos that has been
vanishes, chaos returning to order. The few remaining
unleashed. Should you fail again, Elturel and all its
monoliths seem to lose their animating force, crashing
residents will surely be wiped from the map.
to the ground and shattering. Those plaguechanged
monsters that have not already been killed are quickly
routed. They flee south toward the true plagueland, End of Round One
from which this threat so unexpectedly emerged. This is the end of the first part of the adventure. We
Although the damage to the southern part of the city recommend that you take a break, if you haven’t done so
is extensive, it is not beyond repair. The task of already, so the players and DM can stretch, get a bite to
rebuilding can be left to the citizens, under the guidance eat, and prepare for the next round. Remind the players
of Torm. But you have a more important mission to that their characters do get to take an extended rest at
perform. Someone sent that army out of the plagueland this point.

ADCP2-1 The Paladins' Plague Page 62


The Passage of Time Note: These XP totals exceed the standard amounts that
When Mission 4 begins, it is early morning on the PCs can earn in a typical adventure. This is by design.
second day of the battle. The PCs gain the benefit of an The PCs are fighting a huge battle and facing encounters
extended rest. However, any healing surges that PCs that are much more difficult than what they would go
placed into the Companion as part of enacting the ritual up against in a standard adventure. The PCs may earn
(if it was enacted) do not return at this time. the full amount listed if they meet the criteria specified
in each mission.
Round One Rewards The PCs do not earn any gold or get to choose any
Each mission specifies the conditions for a total success, treasure bundles until the end of the entire adventure,
success, partial success, or failure, as well as the XP but they can continue to use any potions or temporary
awards that the PCs earn for each outcome. Please magic items they received during the first three
review the individual missions for details. The amounts missions.
listed are the maximums that the PCs can gain assuming
they achieve the highest possible award on each
mission.
How to Present Round Two
If you have enough time between the two parts of The location of the second half of the adventure is
this adventure, consider allowing PCs who have earned determined by whether or not the PCs were successful
enough XP to level up, but only if they remain within the in destroying enough monoliths to drive back the
same level band where they started the adventure. (For plaguechanged army.
example, a 4th-level PC playing in the levels 1-4 band If the PCs were successful in Mission 3, then they
cannot advance to 5th level halfway through this will be heading to the "true" plagueland south of Elturel.
adventure, because that would require the PC to play in A group of high-level arcane spellcasters who serve in
the levels 4-7 band.) the army of Elturgard assemble outside the city gates at
dawn and perform a massive group casting of the
Mission 1: Save the People! Phantom Steed ritual, creating enough mounts to supply
H1: 125 / 175 XP the entire expedition. Their collective Arcana check
H2: 250 / 350 XP result is well above 40, meaning that all the steeds have
H3: 405 / 600 XP a speed of 20 squares and can fly up to 10 squares
P1: 720 / 1,000 XP above the ground. With this conveyance, the expedition
P2: 1,400 / 2,000 XP is easily able to reach the edge of the plagueland in less
than an hour. Unfortunately, the phantom steeds are
Mission 2: Mind the Breach destroyed as soon as the PCs cross the border into the
H1: 125 / 175 XP plagueland itself.
H2: 200 / 300 XP If the PCs were not successful in Mission 3, then the
H3: 350 / 500 XP plagueland is right outside their door. During the night,
P1: 700 / 1,000 XP the spirit of Vraith uses the energy of the monoliths to
P2: 1,200 / 1,600 XP transfer herself from the true plagueland to the new
temporary plagueland outside the city's southern gates.
The PCs will be fighting to save themselves and
Mission 3: The Monolith
everyone in the city by going through the border of this
H1: 200 / 290 XP
new plagueland and trying to stop Vraith before she is
H2: 345 / 490 XP
able to make the new boundaries permanent,
H3: 580 / 800 XP
obliterating Elturel in an endless rain of blue fire.
P1: 1,160 / 1,600 XP
The missions are identical regardless of where the
P2: 1,960 / 2,760 XP
PCs are fighting (in the true plagueland or the
temporary plagueland). However, the boxed text has
Total Possible Experience (Round 1)
mostly been written assuming that the PCs do succeed
H1: 450 / 640 XP
at Mission 3 and therefore are fighting in the true
H2: 795 / 1,140 XP
plagueland. Make adjustments as needed to the read-
H3: 1,335 / 1,900 XP
aloud text and other details if this is not the case.
P1: 2,580 / 3,600 XP
P2: 4,560 XP / 6,360 XP

ADCP2-1 The Paladins' Plague Page 63


Interlude 3: The Expedition The Change Deck
As explained in the Forgotten Realms Campaign Guide, the
Objective normal effects of taking an extended rest in a
plagueland are a -1 penalty to Fortitude defense and the
This is a brief interlude to set the stage for the second
loss of a healing surge. The PCs will not take an
half of the adventure (the second day of the battle). The
extended rest in the plagueland during this adventure,
players must also make their first draw from the Change
so those effects do not apply. However, every hour that
Deck, which represents the unpredictable energies of
a non-spellscarred creature spends within a plagueland
the Spellplague itself.
carries the chance that the creature is subjected to a
wrenching transformation. We represent this by means
Advancing to the Plagueland of the Change Deck (see Appendix 2).
If the PCs were successful in Mission 3, they now take At the beginning of Mission 4, Mission 5, and
the fight to the south, entering the true plagueland. Read Mission 6, each player must draw a card (or roll dice) to
the following: determine whether his or her character is stricken with
a temporary spellscar. The effects are cumulative, but
As dawn breaks on the second day of the battle, you and the probability of any effect happening on a single draw
the few surviving members of the expedition have been is about 50-50, with half of the effects being harmful
ordered to head south, to the true plagueland. and half being beneficial (at least in some way).
Additional paladins and other reinforcements from PCs that already have spellscars would normally be
across Elurgard were called up during the night, so that immune, but due to the heightened energy levels in the
the remains of the plaguechanged army can be plagueland during this adventure, they also run the risk
destroyed. Your assignment is to avoid the main of suffering further changes. However, to represent the
engagement and slip across the border of the greater experience and control that comes from
plagueland to try and find out who or what is behind the familiarity, such characters get to draw twice and choose
attack on Elturel. If the mastermind is not stopped, then the result they prefer.
surely it is only a matter of time before another
plaguechanged army attacks. You must discover the Crossing the Border
truth and end this threat. Regardless of whether the PCs are crossing the border
of the true plagueland or the newly-created border
Fighting for Survival generated by the power of the monoliths, the effects are
If the PCs failed at Mission 3, then they have one last identical. As the PCs pass through the boundary
separating the plagueland from the world, they are
chance to assail the borders of the temporary
plagueland, fight their way to the center, and save struck by the pure chaotic energy of the Spellplague.
Read the following:
Elturel. Read the following:

As you step across the border of the plagueland,


As dawn breaks on the second day of the battle, Elturel
everything changes. The sense of wrongness that
finds itself in a dire situation. The southern half of the
city has been engulfed in a plagueland created by the pervades this place is overwhelming. Everything – the
strange monoliths. The remaining armies of Elturgard ground, the sky, even the very air – is twisted into a cruel
mockery of its natural shape and texture. Colors, smells,
have been brought to the city during the night, and
sounds, none of them are as they should be. The energies
today these forces will launch a counterattack against
the plaguechanged army. You, however, have been of this place wrack your body from one moment to the
ordered to avoid the main engagement and make your next, seeking to tear you apart and remake you into
something totally different.
way into the plagueland itself. The paladins’ direct
Although true chaos is mindless, there is something
assault is merely a diversion to buy time for you to find
the source of the Spellplague energy and somehow deal more than mere entropy lurking beneath the surface
with it. Should you fail, the entire city may vanish here. You can feel a faint, slow pulse, like the beating of
a giant, evil heart.
forever into an ocean of blue fire.

Each player should now draw from the Change Deck


and deal with the effects (if any). When everyone is
ready to proceed, begin Mission 4.
ADCP2-1 The Paladins' Plague Page 64
Mission 4: Chaotic Incursion This encounter includes the following creatures at the
high tier:
2 lesser gray slaad havocs (level 10) (H1, H2)
Objective 2 lesser blood (red) slaads (level 10) (R)
The PCs' objective in this mission is to cross the border 2 flux slaads (level 10) (F)
of the plagueland and scout out the source of the
plaguechanged army. However, the recent unnatural P1: EL 13 / 15 (4,200 / 6,000 XP)
activity caused by the Order of Blue Fire has created a
This encounter includes the following creatures at the
large area of uncontrolled chaos, and this has drawn the
low tier:
attention of some creatures from the Elemental Chaos
1 blue (talon) slaad spawner (level 12) (S)
who have a particular affinity for such things. The PCs
2 red (blood) slaads (level 12) (R)
must deal with a group of slaad raiders while also
1 gray slaad havoc (level 12) (H)
contending with the powerful terrain effects that exist
1 green (curse) slaad (level 12) (C)
within the plagueland.
This encounter includes the following creatures at the
H1: EL 3 / 5 (750 / 1,050 XP) high tier:
This encounter includes the following creatures at the 1 blue (talon) slaad spawner (level 14) (S)
low tier: 2 red (blood) slaads (level 14) (R)
2 lesser gray slaad havocs (level 2) (H) 1 gray slaad havoc (level 14) (H)
2 lesser blood (red) slaads (level 2) (R) 1 green (curse) slaad (level 14) (C)
2 flux slaads (level 2) (F)
P2: EL 16 / 17 (7,200 / 8,400 XP)
This encounter includes the following creatures at the
This encounter includes the following creatures and
high tier:
traps at the low tier:
2 lesser gray slaad havocs (level 4) (H)
1 blue (talon) slaad spawner (level 15) (S)
2 lesser blood (red) slaads (level 4) (R)
2 red (blood) slaads (level 15) (R)
2 flux slaads (level 4) (F)
1 gray slaad havoc (level 15) (H)
1 green (curse) slaad (level 15) (C)
H2: EL 6 / 8 (1,200 / 1,800 XP)
This encounter includes the following creatures at the This encounter includes the following creatures and
low tier: traps at the high tier:
2 lesser gray slaad havocs (level 5) (H) 1 blue (talon) slaad spawner (level 16) (S)
2 lesser blood (red) slaads (level 5) (R) 2 red (blood) slaads (level 16) (R)
2 flux slaads (level 5) (F) 1 gray slaad havoc (level 16) (H)
1 green (curse) slaad (level 16) (C)
This encounter includes the following creatures at the 4 slaad spawns (level 16) (already in play, but not
high tier: shown on the map; place these creatures within 5
2 lesser gray slaad havocs (level 7) (H1, H2) squares of the blue slaad spawner)
2 lesser blood (red) slaads (level 7) (R)
2 flux slaads (level 7) (F) When you are ready to begin this mission, read:

H3: EL 9 / 11 (2,100 / 3,000 XP) You make your way through the strange, unnatural
terrain inside the plagueland. After a short but
This encounter includes the following creatures at the
harrowing journey, you discover an area where geysers
low tier:
of elemental energy surround a whirling vortex of pure
2 lesser gray slaad havocs (level 8) (H)
chaos. A group of strange creatures [describe the
2 lesser blood (red) slaads (level 8) (R)
various slaad] appear to be studying this abyssal
2 flux slaads (level 8) (F)
wellspring, jabbering excitedly to one another in
Primordial.

The PCs can either attack immediately, in which case


combat ensues, or they can attempt to communicate
ADCP2-1 The Paladins' Plague Page 65
with the slaads, in which case they get a brief taste of the 4 - Magma: 5 fire damage per tier, and ongoing 5
slaads' strange view of the universe, similar to the fire damage per tier (save ends).
“Reasoning with the Unreasonable” sidebar on page 26 5 - Poison Gas: 5 poison damage per tier, and the
of Plane Below. This bizarre conversation inevitably ends target is weakened (save ends).
with the slaads shouting something utterly nonsensical 6 - Thunder: 5 thunder damage per tier, and the
and then attacking. target is pushed 2 squares from the spout's origin
square.
Features of the Area Tactical note: At either tier, if a PC gets caught in an
elemental spout, that could be a good time to use a
This area has the following notable features:
nearby red slaad's horrid croak power to immobilize the
Illumination: Bright illumination from a variety of
PC, giving the elemental spout another chance to hit
energy bursts, sheets of fire racing across the sky, etc.
that same character.
Abyssal Wellspring: The 4x4 fiery area in the
Elemental Windchurn: Powerful winds and
lower right-hand corner of the map is an abyssal
sheets of blue fire sweep across the sky throughout the
wellspring, and is the phenomenon that is currently
plagueland. The entire area is under the effect of
captured the slaads' interest. An abyssal wellspring
elemental windchurn (DMG2 59).
(Manual of the Planes, page 21) is a suppurating wound in
Powerful, swirling winds make flying dangerous.
reality. It is a place where the raw madness and evil of
Any creature that flies more than 2 squares above the
the Abyss bulges into another plane.
ground must treat all squares as difficult terrain, and a
A chaotic evil creature (note, all slaad are chaotic
creature that ends its turn aloft (regardless of height) is
evil) starting its turn in any of these spaces takes 5
blown 1d6 squares in a random direction. This has no
damage per tier, but it gains a +1 bonus to attack rolls
effect on ranged attacks.
per tier and a +2 bonus to damage rolls per tier until the
end of its turn. These squares are treated as normal
terrain, and have no effect on the PCs (who are not Tactics (Heroic Tier)
allowed to be chaotic evil). At your option, the monsters Give your best initiative roll to the lesser gray slaad
may take advantage of this terrain to increase their havoc, then the flux slaads, and finally the blood slaads.
attack and damage rolls, at the cost of taking damage. The blood slaads attempt to team up with the other
Elemental Spout: The four pieces of terrain that slaads to deal damage and lock down PC melee fighters.
look like braziers are elemental spouts (The Plane Below, The leaping pounce ability is very useful if the PCs can be
page 14). This terrain represents an eruption of kept reasonably close together.
elemental energy drawn from other planes. The flux slaads try to partner with a blood slaad
The spouts in this encounter erupt at random (which can mark a target, making it harder for the target
intervals. Roll initiative for each elemental spout (1d20 to hit the flux slaad) and use their claw slash. If attacked,
with no modifications). When a spout's turn comes up in piercing reaction allows the flux slaad to get out of the way
the initiative order, roll a saving throw. On a successful before a second attack hits. (This is especially useful
saving throw (11+ on 1d20), the spout erupts. When not against characters with the ability to make multiple
erupting, the spouts are treated as difficult terrain, but attacks with an at-will power.) If multiple PCs stay close
they do not erupt due to creatures' movement. together, then flux rage might be useful, but its range is
When a spout erupts, it fills a burst of 1 square per limited since the slaad can only shift 2 squares.
tier, centered on the areas indicated on the map. (All of The gray slaad havoc is the star of this encounter. Its
the "brazier" squares are treated as origin squares, so the damage output is strong, but most importantly, it can
size of an eruption will be a 4x4 area at Heroic tier and slide PCs all over the place with havoc bolt and reality
a 6x6 area at Paragon tier.) Roll 1d6 to determine its shift. The flux slaad tries to use these powers to force PCs
effect. Creatures caught in the burst automatically suffer into range of the chaos breath or elemental spouts, or to
the listed effects (no attack roll needed). modify the tactical situation (depriving PCs of good
1 - Acid: 5 acid damage per tier, and ongoing 5 acid positions, or giving its allies better positions). Fog of chaos
damage per tier (save ends). is great fun to use against those pesky PCs who target
2 - Frost: 5 cold damage per tier, and the target is the gray slaad havoc with ranged attacks. Note that the
slowed (save ends). affected PC gets to choose the new target, not the slaad.
3 - Lightning: 5 lightning damage per tier, and the
target is dazed (save ends). If the target is already dazed,
it is instead stunned (save ends).

ADCP2-1 The Paladins' Plague Page 66


Tactics (Paragon Tier) Scaling the Encounter
The blue talon slaad spawner engages a lightly-armored Make the following adjustments to the combat based on
PC if possible. Ideally it gets into a one-on-one fight; it the number of PCs present.
can only generate one spawn per round, since the ability Heroic - Four PCs: Remove a gray slaad havoc.
is an immediate reaction. So, it wants to be hit once per Heroic - Six PCs: Add another flux slaad.
round, but only once per round. To facilitate this, use the Paragon - Four PCs: Remove a red slaad.
red slaads to draw off additional PCs that might Paragon - Six PCs: Increase the blue slaad spawner's
otherwise attack the blue slaad, using the red slaads' hit points by 50%.
ability to mark.
The gray slaad has multiple ways to slide and Enemy Reinforcements
teleport PCs around the battle field. It uses those to best
Reinforcements teleport in at the beginning of the round
effect, either setting up advantageous situations for the
after the creature they are replacing has been killed.
other slaad, or forcing the PCs into the hazardous
They can appear in any square of your choosing within 5
terrain. With its natural teleport speed and powers like
squares of the creature that was slain.
fog of chaos and reality shift, PCs trying to attack the gray
At the heroic tier, add another blood slaad and
slaad should have a rough time of it.
another flux slaad whenever the first of the two slaads of
The green slaad's best position is close to the front
the same type are killed. Do not reinforce the gray slaad.
lines, where it can use its croak of chaos (which targets
At the paragon tier, when the blue slaad spawner
enemies only). The green slaad's at-will chaos bolt is very
has been defeated, add another red slaad. Whenever the
useful for locking down a troublesome PC (since the
green slaad or the gray slaad is defeated, whichever
daze effect does not allow a saving throw, many of the
comes first, add another slaad of the same type and do
party's usual ways of removing conditions will not help).
not reinforce the other type.

Teleportation Ending the Encounter


If a creature uses a teleportation power to try and
The encounter ends when the PCs have defeated all the
teleport an unwilling target into damaging terrain, the
slaads. If time is called before all the slaads have been
target receives a saving throw to resist the effect. On a
defeated, the remaining slaads begin gibbering excitedly
successful save, the teleportation fails. However, note
and jumping up and down. All their heads then explode,
that the elemental spouts are not hazardous terrain.
simultaneously. Unfazed by the loss of their collective
They are more like traps, which only deal damage when
crania, the slaads then teleport en masse back to the
they erupt (and it is not certain when they will erupt,
Elemental Chaos. (If the PCs have been having an easy
due to the random element). Moving into the area
time of things thus far in the BI, you can also treat this
where a spout might erupt at some point in the future is
like a roll on the wandering damage table: the exploding
not the same as being moved into terrain that has an
slaad heads count as an area burst 2 attack emanating
immediate negative effect. Therefore, PCs do not get
from each slaad, attacking each individual PC’s Reflex at
saving throws to resist being teleported into the blast
a bonus of [targeted character’s level + 3] and dealing
radius of the elemental spouts.
area damage appropriate to the character’s level as
To be clear, the author of this adventure does not
specified by the core rules. This damage should not,
consider teleporting creatures straight up in the air so
under any circumstances, be used to kill PCs, but many
that they will take falling damage to be a valid tactic.
DMs have reported that both they and their players
DMs are free to rule however they want on what PCs
found this effect to be a highly entertaining way to end
are allowed to do, but the monsters in this adventure
the encounter and burn a few healing surges.)
will never use their teleportation powers to fling PCs
Total Success: All the slaads (including
into the air, period. (The recent rules updates for the
reinforcements, if any) were killed.
D&D Essentials line do suggest that teleporting a creature
Success: At least four out of the initial slaads
into the air is supported by the rules, but your humble
(including the elite blue slaad at Paragon tier) were
scribe still disagrees with that tactic.) Teleporting a
killed.
flying PC down to ground level so that the PC can be
Partial Success: At least three out of the initial
attacked is a perfectly legitimate tactic, however.
slaads (not necessarily including the elite blue slaad at
Paragon tier) were killed.

ADCP2-1 The Paladins' Plague Page 67


Failure: Less than three of the initial slaads were so the Spellplague Sense and Spellscarred Susceptibility
killed. characteristics do not apply during this encounter. Of
course, any spellscarred PC's senses are being
PCs that are slain in this encounter are given a Raise completely overloaded by the fact that they are in an
Dead ritual on the battlefield by a high-level cleric of active plagueland, so it's debatable whether Spellplague
Torm. Loyalty's Sacrifice was sent with the expedition, so Sense would be any help at all. (The character is always
the ritual can be completed in time for the PC to within 5 squares of an active pocket of Spellplague.)
participate in the next mission.
Read the following when the slaads have been The Passage of Time
defeated: This is the first encounter on the second day of the
battle. The PCs had to travel a few miles to the south of
As the last of the strange toad-like creatures falls to the Elturel, but thanks to the Phantom Steed ritual provided
ground, the plagueland absorbs and amplifies their by the clerics of Torm, that journey would have taken no
chaotic energy. The sky erupts with color and sound. more than half an hour (flying at speed 20, the PCs were
High above, a whirling earthmote pauses in its flight, moving at least 10 miles per hour). So, it is still early
then changes course and comes hurtling toward the morning when this encounter ends.
ground. It crashes into the center of the abyssal
wellspring, creating a thunderous explosion. When the
smoke clears, the planar rift has disappeared. Your path
toward the center of the plagueland is now clear.

Experience Points
The PCs earn the full amount if they achieve a total
success or a success. They earn 75% of the listed amount
for a partial success, and 50% for a failure.

H1: 150 / 210 XP per PC; H2: 240 / 360 XP per PC;
H3: 420 / 600 XP per PC; P1: 840 / 1,200 XP per PC;
P2: 1,440 / 1,680 XP per PC.

Treasure
As each slaad dies, its energy coalesces into a single
gemstone that swirls with chaotic power. The PCs may
acquire these items after the battle is over and use them
later in the adventure. If the PCs did not defeat all the
monsters, then there are only a number of gems equal to
the number of monsters that were defeated, and the PCs
must decide who will carry them.
All PCs may make use of these items, regardless of
the fact that the gem of valor is a level 20 consumable
and by definition, none of the PCs in this adventure are
level 20. This is a special benefit for this adventure only.
These items may not be sold, and disappear at the end of
the adventure regardless of whether they have been
used.

Heroic and Paragon tier: 1 gem of valor per PC

The Companion
The PCs are out of range of the Companion. It has no
effects, good or bad, for any creatures in this encounter.
Also note that the slaads are not spellscarred creatures,

ADCP2-1 The Paladins' Plague Page 68


Mission 4: "Chaotic Incursion" Statistics (H1, Low Level)
Flux Slaad (Level 2) Level 2 Skirmisher Lesser Red (Blood) Slaad (Level 2) Level 2 Soldier
Medium elemental humanoid XP 125 Large elemental humanoid XP 125
Initiative +5 Senses Perception +7; low-light vision Initiative +7 Senses Perception +2; low-light vision
HP 42; Bloodied 21 HP 42; Bloodied 21
AC 16; Fortitude 16, Reflex 14, Will 14 AC 16; Fortitude 15, Reflex 16, Will 12
Resist 5 variable; Vulnerable 10 variable Immune chaos phage
Speed 7, teleport 2 Speed 8, teleport 4
m Claw Slash (standard; at-will) m Bite (standard; at-will)
+7 vs. AC; 1d8 + 5 damage. Reach 2; +7 vs. AC; 1d10 + 6 damage.
M Flux Rage (standard; recharges when first bloodied) m Claw (standard; at-will)
The flux slaad shifts 2 squares and makes one claw slash attack Reach 2; +7 vs. AC; 1d8 + 5 damage, and the target is marked until
against each creature it moves adjacent to during the shift. the end of the red slaad's next turn.
Piercing Reaction (immediate reaction, when the flux slaad takes M Leaping Pounce (standard; recharge 5 6)
damage from an attack; at-will) The red slaad shifts 4 squares and makes two claw attacks. If either
The slaad shifts 1 square. claw attack hits, the target is marked until the end of the red slaad's
Slaad Vulnerability Shift next turn.
A flux slaad starts the encounter with vulnerable 10 to one of the C Horrid Croak (standard; at-will) ✦ Fear
following six damage types, randomly determined: 1 - cold, 2 - fire, Close blast 5; +5 vs. Fortitude; the target is immobilized until the
3 - lightning, 4 - necrotic, 5 - psychic, or 6 - thunder. It has resist 5 end of the red slaad's next turn.
to the other five types. When the slaad takes damage of the type to Alignment Chaotic Evil Languages Primordial
which it's vulnerable, its vulnerability changes to one of the other
Skills Athletics +9, Stealth +10
five damage types, randomly determined, and it gains resistance to
Str 17 (+4) Dex 19 (+5) Wis 12 (+2)
the type it was previously vulnerable to.
Con 18 (+5) Int 11 (+1) Cha 15 (+3)
Alignment Chaotic Evil Languages Common, Primordial
Str 16 (+4) Dex 15 (+3) Wis 13 (+2)
Con 18 (+5) Int 7 (–1) Cha 14 (+3) Lesser Gray Slaad Havoc (Level 2) Level 2 Artillery (Leader)
Medium elemental humanoid XP 125
Initiative +4 Senses Perception +5; low-light vision
Note: In this adventure, the slaads are not able to HP 38; Bloodied 19
implant embryos due to the effects of the plagueland, so AC 14; Fortitude 14, Reflex 15, Will 13
their stat blocks have been modified. Immune chaos phage
Speed 6, teleport 6
The red slaad's claw damage has been increased and
m Havoc Claw (standard; at-will)
given a marking ability to compensate for the removal of +7 vs. AC; 1d6 + 4 damage, and the gray slaad havoc slides the
the disease. The lesser gray slaad havoc's havoc claw target 2 squares.
damage has likewise been increased. R Havoc Bolt (standard; at-will)
Ranged 20; +7 vs. Reflex; 1d8 + 5 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +7 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +7 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +8, Stealth +9
Str 14 (+3) Dex 17 (+4) Wis 19 (+5)
Con 20 (+6) Int 23 (+7) Cha 16 (+4)

ADCP2-1 The Paladins' Plague Page 69


Mission 4: "Chaotic Incursion" Statistics (H1, High Level)
Flux Slaad (Level 4) Level 4 Skirmisher Lesser Red (Blood) Slaad (Level 4) Level 4 Soldier
Medium elemental humanoid XP 175 Large elemental humanoid XP 175
Initiative +6 Senses Perception +8; low-light vision Initiative +8 Senses Perception +3; low-light vision
HP 58; Bloodied 29 HP 58; Bloodied 29
AC 18; Fortitude 18, Reflex 16, Will 16 AC 18; Fortitude 17, Reflex 18, Will 14
Resist 5 variable; Vulnerable 10 variable Immune chaos phage
Speed 7, teleport 2 Speed 8, teleport 4
m Claw Slash (standard; at-will) m Bite (standard; at-will)
+9 vs. AC; 2d6 + 5 damage. Reach 2; +9 vs. AC; 2d8 + 6 damage.
M Flux Rage (standard; recharges when first bloodied) m Claw (standard; at-will)
The flux slaad shifts 2 squares and makes one claw slash attack Reach 2; +9 vs. AC; 2d6 + 5 damage, and the target is marked
against each creature it moves adjacent to during the shift. until the end of the red slaad's next turn.
Piercing Reaction (immediate reaction, when the flux slaad takes M Leaping Pounce (standard; recharge 5 6)
damage from an attack; at-will) The red slaad shifts 4 squares and makes two claw attacks. If either
The slaad shifts 1 square. claw attack hits, the target is marked until the end of the red slaad's
Slaad Vulnerability Shift next turn.
A flux slaad starts the encounter with vulnerable 10 to one of the C Horrid Croak (standard; at-will) ✦ Fear
following six damage types, randomly determined: 1 - cold, 2 - fire, Close blast 5; +7 vs. Fortitude; the target is immobilized until the
3 - lightning, 4 - necrotic, 5 - psychic, or 6 - thunder. It has resist 5 end of the red slaad's next turn.
to the other five types. When the slaad takes damage of the type to Alignment Chaotic Evil Languages Primordial
which it's vulnerable, its vulnerability changes to one of the other
Skills Athletics +10, Stealth +11
five damage types, randomly determined, and it gains resistance to
Str 17 (+5) Dex 19 (+6) Wis 12 (+3)
the type it was previously vulnerable to.
Con 18 (+6) Int 11 (+2) Cha 15 (+4)
Alignment Chaotic Evil Languages Common, Primordial
Str 16 (+5) Dex 15 (+4) Wis 13 (+3)
Con 18 (+6) Int 7 (+0) Cha 14 (+4) Lesser Gray Slaad Havoc (Level 4) Level 4 Artillery (Leader)
Medium elemental humanoid XP 175
Initiative +5 Senses Perception +6; low-light vision
Note: In this adventure, the slaads are not able to HP 50; Bloodied 25
implant embryos due to the effects of the plagueland, so AC 16; Fortitude 16, Reflex 17, Will 15
their stat blocks have been modified. Immune chaos phage
Speed 6, teleport 6
The red slaad's claw damage has been increased and
m Havoc Claw (standard; at-will)
given a marking ability to compensate for the removal of +9 vs. AC; 1d8 + 5 damage, and the gray slaad havoc slides the
the disease. The lesser gray slaad havoc's havoc claw target 2 squares.
damage has likewise been increased. R Havoc Bolt (standard; at-will)
Ranged 20; +9 vs. Reflex; 2d6 + 5 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +9 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +9 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +9, Stealth +10
Str 14 (+4) Dex 17 (+5) Wis 19 (+6)
Con 20 (+7) Int 23 (+8) Cha 16 (+5)

ADCP2-1 The Paladins' Plague Page 70


Mission 4: "Chaotic Incursion" Statistics (H2, Low Level)
Flux Slaad (Level 5) Level 5 Skirmisher Lesser Red (Blood) Slaad (Level 5) Level 5 Soldier
Medium elemental humanoid XP 200 Large elemental humanoid XP 200
Initiative +6 Senses Perception +8; low-light vision Initiative +8 Senses Perception +3; low-light vision
HP 66; Bloodied 33 HP 66; Bloodied 33
AC 19; Fortitude 19, Reflex 17, Will 17 AC 19; Fortitude 18, Reflex 19, Will 15
Resist 5 variable; Vulnerable 10 variable Immune chaos phage
Speed 7, teleport 2 Speed 8, teleport 4
m Claw Slash (standard; at-will) m Bite (standard; at-will)
+10 vs. AC; 2d6 + 6 damage. Reach 2; +10 vs. AC; 2d8 + 7 damage.
M Flux Rage (standard; recharges when first bloodied) m Claw (standard; at-will)
The flux slaad shifts 2 squares and makes one claw slash attack Reach 2; +10 vs. AC; 2d6 + 6 damage, and the target is marked
against each creature it moves adjacent to during the shift. until the end of the red slaad's next turn.
Piercing Reaction (immediate reaction, when the flux slaad takes M Leaping Pounce (standard; recharge 5 6)
damage from an attack; at-will) The red slaad shifts 4 squares and makes two claw attacks. If either
The slaad shifts 1 square. claw attack hits, the target is marked until the end of the red slaad's
Slaad Vulnerability Shift next turn.
A flux slaad starts the encounter with vulnerable 10 to one of the C Horrid Croak (standard; at-will) ✦ Fear
following six damage types, randomly determined: 1 - cold, 2 - fire, Close blast 5; +8 vs. Fortitude; the target is immobilized until the
3 - lightning, 4 - necrotic, 5 - psychic, or 6 - thunder. It has resist 5 end of the red slaad's next turn.
to the other five types. When the slaad takes damage of the type to Alignment Chaotic Evil Languages Primordial
which it's vulnerable, its vulnerability changes to one of the other
Skills Athletics +10, Stealth +11
five damage types, randomly determined, and it gains resistance to
Str 17 (+5) Dex 19 (+6) Wis 12 (+3)
the type it was previously vulnerable to.
Con 18 (+6) Int 11 (+2) Cha 15 (+4)
Alignment Chaotic Evil Languages Common, Primordial
Str 16 (+5) Dex 15 (+4) Wis 13 (+3)
Con 18 (+6) Int 7 (+0) Cha 14 (+4) Lesser Gray Slaad Havoc (Level 5) Level 5 Artillery (Leader)
Medium elemental humanoid XP 200
Initiative +5 Senses Perception +6; low-light vision
Note: In this adventure, the slaads are not able to HP 56; Bloodied 28
implant embryos due to the effects of the plagueland, so AC 17; Fortitude 17, Reflex 18, Will 16
their stat blocks have been modified. Immune chaos phage
Speed 6, teleport 6
The red slaad's claw damage has been increased and
m Havoc Claw (standard; at-will)
given a marking ability to compensate for the removal of +10 vs. AC; 1d8 + 6 damage, and the gray slaad havoc slides the
the disease. The lesser gray slaad havoc's havoc claw target 2 squares.
damage has likewise been increased. R Havoc Bolt (standard; at-will)
Ranged 20; +10 vs. Reflex; 2d6 + 6 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +10 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +10 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +9, Stealth +10
Str 14 (+4) Dex 17 (+5) Wis 19 (+6)
Con 20 (+7) Int 23 (+8) Cha 16 (+5)

ADCP2-1 The Paladins' Plague Page 71


Mission 4: "Chaotic Incursion" Statistics (H2, High Level)
Flux Slaad (Level 7) Level 7 Skirmisher Lesser Red (Blood) Slaad (Level 7) Level 7 Soldier
Medium elemental humanoid XP 300 Large elemental humanoid XP 300
Initiative +7 Senses Perception +9; low-light vision Initiative +9 Senses Perception +4; low-light vision
HP 82; Bloodied 41 HP 82; Bloodied 41
AC 21; Fortitude 21, Reflex 19, Will 19 AC 21; Fortitude 20, Reflex 21, Will 17
Resist 5 variable; Vulnerable 10 variable Immune chaos phage
Speed 7, teleport 2 Speed 8, teleport 4
m Claw Slash (standard; at-will) m Bite (standard; at-will)
+12 vs. AC; 2d8 + 6 damage. Reach 2; +12 vs. AC; 3d6 + 9 damage.
M Flux Rage (standard; recharges when first bloodied) m Claw (standard; at-will)
The flux slaad shifts 2 squares and makes one claw slash attack Reach 2; +12 vs. AC; 2d8 + 6 damage, and the target is marked
against each creature it moves adjacent to during the shift. until the end of the red slaad's next turn.
Piercing Reaction (immediate reaction, when the flux slaad takes M Leaping Pounce (standard; recharge 5 6)
damage from an attack; at-will) The red slaad shifts 4 squares and makes two claw attacks. If either
The slaad shifts 1 square. claw attack hits, the target is marked until the end of the red slaad's
Slaad Vulnerability Shift next turn.
A flux slaad starts the encounter with vulnerable 10 to one of the C Horrid Croak (standard; at-will) ✦ Fear
following six damage types, randomly determined: 1 - cold, 2 - fire, Close blast 5; +10 vs. Fortitude; the target is immobilized until the
3 - lightning, 4 - necrotic, 5 - psychic, or 6 - thunder. It has resist 5 end of the red slaad's next turn.
to the other five types. When the slaad takes damage of the type to Alignment Chaotic Evil Languages Primordial
which it's vulnerable, its vulnerability changes to one of the other
Skills Athletics +11, Stealth +12
five damage types, randomly determined, and it gains resistance to
Str 17 (+6) Dex 19 (+7) Wis 12 (+4)
the type it was previously vulnerable to.
Con 18 (+7) Int 11 (+3) Cha 15 (+5)
Alignment Chaotic Evil Languages Common, Primordial
Str 16 (+6) Dex 15 (+5) Wis 13 (+4)
Con 18 (+7) Int 7 (+1) Cha 14 (+5) Lesser Gray Slaad Havoc (Level 7) Level 7 Artillery (Leader)
Medium elemental humanoid XP 300
Initiative +6 Senses Perception +7; low-light vision
Note: In this adventure, the slaads are not able to HP 68; Bloodied 34
implant embryos due to the effects of the plagueland, so AC 19; Fortitude 19, Reflex 20, Will 18
their stat blocks have been modified. Immune chaos phage
Speed 6, teleport 6
The red slaad's claw damage has been increased and
m Havoc Claw (standard; at-will)
given a marking ability to compensate for the removal of +12 vs. AC; 2d6 + 4 damage, and the gray slaad havoc slides the
the disease. The lesser gray slaad havoc's havoc claw target 2 squares.
damage has likewise been increased. R Havoc Bolt (standard; at-will)
Ranged 20; +12 vs. Reflex; 2d8 + 6 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +12 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +12 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +10, Stealth +11
Str 14 (+5) Dex 17 (+6) Wis 19 (+7)
Con 20 (+8) Int 23 (+9) Cha 16 (+6)

ADCP2-1 The Paladins' Plague Page 72


Mission 4: "Chaotic Incursion" Statistics (H3, Low Level)
Flux Slaad (Level 8) Level 8 Skirmisher Lesser Red (Blood) Slaad (Level 8) Level 8 Soldier
Medium elemental humanoid XP 350 Large elemental humanoid XP 350
Initiative +8 Senses Perception +10; low-light vision Initiative +10 Senses Perception +5; low-light vision
HP 90; Bloodied 45 HP 90; Bloodied 45
AC 22; Fortitude 22, Reflex 20, Will 20 AC 22; Fortitude 21, Reflex 22, Will 18
Resist 5 variable; Vulnerable 10 variable Immune chaos phage
Speed 7, teleport 2 Speed 8, teleport 4
m Claw Slash (standard; at-will) m Bite (standard; at-will)
+13 vs. AC; 2d8 + 7 damage. Reach 2; +13 vs. AC; 3d6 + 10 damage.
M Flux Rage (standard; recharges when first bloodied) m Claw (standard; at-will)
The flux slaad shifts 2 squares and makes one claw slash attack Reach 2; +13 vs. AC; 2d8 + 7 damage, and the target is marked
against each creature it moves adjacent to during the shift. until the end of the red slaad's next turn.
Piercing Reaction (immediate reaction, when the flux slaad takes M Leaping Pounce (standard; recharge 5 6)
damage from an attack; at-will) The red slaad shifts 4 squares and makes two claw attacks. If either
The slaad shifts 1 square. claw attack hits, the target is marked until the end of the red slaad's
Slaad Vulnerability Shift next turn.
A flux slaad starts the encounter with vulnerable 10 to one of the C Horrid Croak (standard; at-will) ✦ Fear
following six damage types, randomly determined: 1 - cold, 2 - fire, Close blast 5; +11 vs. Fortitude; the target is immobilized until the
3 - lightning, 4 - necrotic, 5 - psychic, or 6 - thunder. It has resist 5 end of the red slaad's next turn.
to the other five types. When the slaad takes damage of the type to Alignment Chaotic Evil Languages Primordial
which it's vulnerable, its vulnerability changes to one of the other
Skills Athletics +12, Stealth +13
five damage types, randomly determined, and it gains resistance to
Str 17 (+7) Dex 19 (+8) Wis 12 (+5)
the type it was previously vulnerable to.
Con 18 (+8) Int 11 (+4) Cha 15 (+6)
Alignment Chaotic Evil Languages Common, Primordial
Str 16 (+7) Dex 15 (+6) Wis 13 (+5)
Con 18 (+8) Int 7 (+2) Cha 14 (+6) Lesser Gray Slaad Havoc (Level 8) Level 8 Artillery (Leader)
Medium elemental humanoid XP 350
Initiative +7 Senses Perception +8; low-light vision
Note: In this adventure, the slaads are not able to HP 74; Bloodied 37
implant embryos due to the effects of the plagueland, so AC 20; Fortitude 20, Reflex 21, Will 19
their stat blocks have been modified. Immune chaos phage
Speed 6, teleport 6
The red slaad's claw damage has been increased and
m Havoc Claw (standard; at-will)
given a marking ability to compensate for the removal of +13 vs. AC; 2d6 + 5 damage, and the gray slaad havoc slides the
the disease. The lesser gray slaad havoc's havoc claw target 2 squares.
damage has likewise been increased. R Havoc Bolt (standard; at-will)
Ranged 20; +13 vs. Reflex; 2d8 + 7 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +13 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +13 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +11, Stealth +12
Str 14 (+6) Dex 17 (+7) Wis 19 (+8)
Con 20 (+9) Int 23 (+10) Cha 16 (+7)

ADCP2-1 The Paladins' Plague Page 73


Mission 4: "Chaotic Incursion" Statistics (H3, High Level)
Flux Slaad (Level 10) Level 10 Skirmisher Lesser Red (Blood) Slaad (Level 10) Level 10 Soldier
Medium elemental humanoid XP 500 Large elemental humanoid XP 500
Initiative +9 Senses Perception +11; low-light vision Initiative +11 Senses Perception +6; low-light vision
HP 106; Bloodied 53 HP 106; Bloodied 53
AC 24; Fortitude 24, Reflex 22, Will 22 AC 24; Fortitude 23, Reflex 24, Will 20
Resist 5 variable; Vulnerable 10 variable Immune chaos phage
Speed 7, teleport 2 Speed 8, teleport 4
m Claw Slash (standard; at-will) m Bite (standard; at-will)
+15 vs. AC; 2d8 + 9 damage. Reach 2; +15 vs. AC; 3d6 + 12 damage.
M Flux Rage (standard; recharges when first bloodied) m Claw (standard; at-will)
The flux slaad shifts 2 squares and makes one claw slash attack Reach 2; +15 vs. AC; 2d8 + 9 damage, and the target is marked
against each creature it moves adjacent to during the shift. until the end of the red slaad's next turn.
Piercing Reaction (immediate reaction, when the flux slaad takes M Leaping Pounce (standard; recharge 5 6)
damage from an attack; at-will) The red slaad shifts 4 squares and makes two claw attacks. If either
The slaad shifts 1 square. claw attack hits, the target is marked until the end of the red slaad's
Slaad Vulnerability Shift next turn.
A flux slaad starts the encounter with vulnerable 10 to one of the C Horrid Croak (standard; at-will) ✦ Fear
following six damage types, randomly determined: 1 - cold, 2 - fire, Close blast 5; +13 vs. Fortitude; the target is immobilized until the
3 - lightning, 4 - necrotic, 5 - psychic, or 6 - thunder. It has resist 5
end of the red slaad's next turn.
to the other five types. When the slaad takes damage of the type to
Alignment Chaotic Evil Languages Primordial
which it's vulnerable, its vulnerability changes to one of the other
Skills Athletics +13, Stealth +14
five damage types, randomly determined, and it gains resistance to
Str 17 (+8) Dex 19 (+9) Wis 12 (+6)
the type it was previously vulnerable to.
Con 18 (+9) Int 11 (+5) Cha 15 (+7)
Alignment Chaotic Evil Languages Common, Primordial
Str 16 (+8) Dex 15 (+7) Wis 13 (+6)
Con 18 (+9) Int 7 (+3) Cha 14 (+7) Lesser Gray Slaad Havoc (Level 10) Level 10 Artillery (Leader)
Medium elemental humanoid XP 500
Initiative +8 Senses Perception +9; low-light vision
Note: In this adventure, the slaads are not able to HP 86; Bloodied 43
implant embryos due to the effects of the plagueland, so AC 22; Fortitude 22, Reflex 23, Will 21
their stat blocks have been modified. Immune chaos phage
Speed 6, teleport 6
The red slaad's claw damage has been increased and
m Havoc Claw (standard; at-will)
given a marking ability to compensate for the removal of +15 vs. AC; 2d6 + 6 damage, and the gray slaad havoc slides the
the disease. The lesser gray slaad havoc's havoc claw target 2 squares.
damage has likewise been increased. R Havoc Bolt (standard; at-will)
Ranged 20; +15 vs. Reflex; 2d8 + 9 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +15 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +15 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +12, Stealth +13
Str 14 (+7) Dex 17 (+8) Wis 19 (+9)
Con 20 (+10) Int 23 (+11) Cha 16 (+8)

ADCP2-1 The Paladins' Plague Page 74


Mission 4: "Chaotic Incursion" Statistics (P1, Low Level)
Blue (Talon) Slaad Spawner (Level 12) Level 12 Elite Brute Red (Blood) Slaad (Level 12) Level 12 Soldier
Large elemental humanoid XP 1,400 Large elemental humanoid XP 700
Initiative +8 Senses Perception +12; low-light vision Initiative +12 Senses Perception +7; low-light vision
HP 150; Bloodied 75 HP 122; Bloodied 61
AC 24; Fortitude 24, Reflex 20, Will 19 AC 26; Fortitude 25, Reflex 26, Will 22
Immune chaos phage Immune chaos phage
Saving Throws +2 Speed 8, teleport 4
Speed 6, teleport 2 m Bite (standard; at-will)
Action Points 1 Reach 2; +17 vs. AC; 3d8 + 13 damage.
m Claws (standard; at-will) m Claw (standard; at-will)
Reach 2; +17 vs. AC; 3d8 + 13 damage. Reach 2; +17 vs. AC; 3d6 + 10 damage, and the target is marked
M Double Attack (standard; at-will) until the end of the red slaad's next turn.
The blue slaad spawner makes two claw attacks against the same or M Leaping Pounce (standard; recharge 5 6)
different targets within reach. The red slaad shifts 4 squares and makes two claw attacks. If either
M Fling (standard; at-will) claw attack hits, the target is marked until the end of the red slaad's
Reach 2; +17 vs. AC; 3d8 + 13 damage, and the target slides 2 next turn.
squares and is knocked prone. C Horrid Croak (standard; at-will) ✦ Fear
C Ravager's Fury (standard; usable only while bloodied; encounter)
Close blast 5; +15 vs. Fortitude; the target is immobilized until the
The blue slaad rakes all enemies within its reach; Close burst 2; end of the red slaad's next turn.
+17 vs. AC; 3d6 + 12 damage, and the blue slaad gains 24 Alignment Chaotic Evil Languages Primordial
temporary hit points. Skills Athletics +14, Stealth +15
Spawn Slaad (immediate reaction, when the slaad spawner is hit by
Str 17 (+9) Dex 19 (+10) Wis 12 (+7)
an attack; at-will)
Con 18 (+10) Int 11 (+6) Cha 15 (+8)
A slaad spawn appears in a space adjacent to the slaad spawner. It
takes its turn in the initiative order after the slaad spawner. PCs do
not earn experience points for killing slaad spawns created by this Green (Curse) Slaad (Level 12) Level 12 Controller
power. Large elemental humanoid XP 700
Alignment Chaotic Evil Languages Primordial Initiative +8 Senses Perception +14; low-light vision
Skills Athletics +17, Stealth +13 HP 125; Bloodied 62
Str 22 (+12) Dex 15 (+8) Wis 13 (+7) AC 26; Fortitude 24, Reflex 23, Will 25
Con 20 (+11) Int 9 (+5) Cha 11 (+6) Immune chaos phage
Speed 6, teleport 6
m Claws (standard; at-will)
Slaad Spawn (Level 12) Level 12 Minion Skirmisher
Reach 2; +17 vs. AC; 3d6 + 10 damage.
Small elemental humanoid XP --
r Chaos Bolt (standard; at-will)
Initiative +15 Senses Perception +8; low-light vision
Ranged 10; +15 vs. Will; 2d8 + 6 damage, and the target is dazed
HP 1; a missed attack never damages a minion.
until the end of the green slaad's next turn.
AC 26; Fortitude 25, Reflex 26, Will 21
Speed 5, teleport 3 R Transpose Target (standard; recharge 6) ✦ Teleportation
m Bite (standard; at-will) Ranged 10; +15 vs. Reflex; 4d6 + 17 damage, and the target
+17 vs. AC; 11 damage teleports 10 squares to an unoccupied space of the green slaad's
M Chaotic Slam (standard; at-will) choosing (and in its line of sight).
The slaad spawn jumps a distance up to its speed and then attacks C Croak of Chaos (standard; at-will)
an adjacent enemy; +17 vs. AC; 10 damage and the target is Close burst 4; targets enemies; +15 vs. Fortitude; 2d8 + 6 damage,
knocked prone. and the target slides 4 squares.
Miss: The slaad spawn explodes and is reduced to 0 hit points. Alignment Chaotic Evil Languages Primordial
The spawn then makes the following close burst 1 attack: Skills Athletics +14, Bluff +15, Intimidate +15, Stealth +13
+15 vs. Reflex; 7 damage. Str 17 (+9) Dex 14 (+8) Wis 17 (+9)
Alignment Chaotic Evil Languages Primordial Con 21 (+11) Int 15 (+8) Cha 18 (+10)
Str 17 (+9) Dex 24 (+13) Wis 14 (+8)
Con 22 (+12) Int 3 (+2) Cha 7 (+4)

Note: In this adventure, the slaads are not able to implant embryos
due to the effects of the plagueland, so their stat blocks have been
modified. Attacks that inflict chaos phage have had that ability
removed. Where appropriate, damage was increased to compensate.
The blue slaad spawner has been given a double attack ability to
compensate for the removal of the disease, and because it is an elite
creature. The slaad spawner template comes from MM2. Unlike most
templates, it creates an elite creature, but does not double the
creature's hit points.

ADCP2-1 The Paladins' Plague Page 75


Gray Slaad Havoc (Level 12) Level 12 Artillery (Leader)
Medium elemental humanoid XP 700
Initiative +9 Senses Perception +10; low-light vision
HP 98; Bloodied 49
AC 24; Fortitude 24, Reflex 25, Will 23
Immune chaos phage
Speed 6, teleport 6
m Havoc Claw (standard; at-will)
+17 vs. AC; 2d8 + 6 damage, and the gray slaad havoc slides the
target 2 squares.
R Havoc Bolt (standard; at-will)
Ranged 20; +17 vs. Reflex; 3d6 + 10 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +17 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +17 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +13, Stealth +14
Str 14 (+8) Dex 17 (+9) Wis 19 (+10)
Con 20 (+11) Int 23 (+12) Cha 16 (+9)

ADCP2-1 The Paladins' Plague Page 76


Mission 4: "Chaotic Incursion" Statistics (P1, High Level)
Blue (Talon) Slaad Spawner (Level 14) Level 14 Elite Brute Red (Blood) Slaad (Level 14) Level 14 Soldier
Large elemental humanoid XP 2,000 Large elemental humanoid XP 1,000
Initiative +9 Senses Perception +13; low-light vision Initiative +13 Senses Perception +8; low-light vision
HP 170; Bloodied 85 HP 138; Bloodied 69
AC 26; Fortitude 26, Reflex 22, Will 21 AC 28; Fortitude 27, Reflex 28, Will 24
Immune chaos phage Immune chaos phage
Saving Throws +2 Speed 8, teleport 4
Speed 6, teleport 2 m Bite (standard; at-will)
Action Points 1 Reach 2; +19 vs. AC; 3d8 + 14 damage.
m Claws (standard; at-will) m Claw (standard; at-will)
Reach 2; +19 vs. AC; 3d8 + 15 damage. Reach 2; +19 vs. AC; 3d6 + 12 damage, and the target is marked
M Double Attack (standard; at-will) until the end of the red slaad's next turn.
The blue slaad spawner makes two claw attacks against the same or M Leaping Pounce (standard; recharge 5 6)
different targets within reach. The red slaad shifts 4 squares and makes two claw attacks. If either
M Fling (standard; at-will) claw attack hits, the target is marked until the end of the red slaad's
Reach 2; +19 vs. AC; 3d8 + 15 damage, and the target slides 2 next turn.
squares and is knocked prone. C Horrid Croak (standard; at-will) ✦ Fear
C Ravager's Fury (standard; usable only while bloodied; encounter)
Close blast 5; +17 vs. Fortitude; the target is immobilized until the
The blue slaad rakes all enemies within its reach; Close burst 2; end of the red slaad's next turn.
+19 vs. AC; 3d8 + 12 damage, and the blue slaad gains 28 Alignment Chaotic Evil Languages Primordial
temporary hit points. Skills Athletics +15, Stealth +16
Spawn Slaad (immediate reaction, when the slaad spawner is hit by
Str 17 (+10) Dex 19 (+11) Wis 12 (+8)
an attack; at-will)
Con 18 (+11) Int 11 (+7) Cha 15 (+9)
A slaad spawn appears in a space adjacent to the slaad spawner. It
takes its turn in the initiative order after the slaad spawner. PCs do
not earn experience points for killing slaad spawns created by this Green (Curse) Slaad (Level 14) Level 14 Controller
power. Large elemental humanoid XP 1,000
Alignment Chaotic Evil Languages Primordial Initiative +9 Senses Perception +15; low-light vision
Skills Athletics +18, Stealth +14 HP 141; Bloodied 70
Str 22 (+13) Dex 15 (+9) Wis 13 (+8) AC 28; Fortitude 26, Reflex 25, Will 27
Con 20 (+12) Int 9 (+6) Cha 11 (+7) Immune chaos phage
Speed 6, teleport 6
m Claws (standard; at-will)
Slaad Spawn (Level 14) Level 14 Minion Skirmisher
Reach 2; +19 vs. AC; 3d6 + 12 damage.
Small elemental humanoid XP --
r Chaos Bolt (standard; at-will)
Initiative +16 Senses Perception +9; low-light vision
Ranged 10; +17 vs. Will; 2d8 + 7 damage, and the target is dazed
HP 1; a missed attack never damages a minion.
until the end of the green slaad's next turn.
AC 28; Fortitude 27, Reflex 28, Will 23
Speed 5, teleport 3 R Transpose Target (standard; recharge 6) ✦ Teleportation
m Bite (standard; at-will) Ranged 10; +17 vs. Reflex; 4d8 + 16 damage, and the target
+19 vs. AC; 12 damage teleports 10 squares to an unoccupied space of the green slaad's
M Chaotic Slam (standard; at-will) choosing (and in its line of sight).
The slaad spawn jumps a distance up to its speed and then attacks C Croak of Chaos (standard; at-will)
an adjacent enemy; +19 vs. AC; 11 damage and the target is Close burst 4; targets enemies; +17 vs. Fortitude; 2d8 + 7 damage,
knocked prone. and the target slides 4 squares.
Miss: The slaad spawn explodes and is reduced to 0 hit points. Alignment Chaotic Evil Languages Primordial
The spawn then makes the following close burst 1 attack: Skills Athletics +15, Bluff +16, Intimidate +16, Stealth +14
+17 vs. Reflex; 8 damage. Str 17 (+10) Dex 14 (+9) Wis 17 (+10)
Alignment Chaotic Evil Languages Primordial Con 21 (+12) Int 15 (+9) Cha 18 (+11)
Str 17 (+10) Dex 24 (+14) Wis 14 (+9)
Con 22 (+13) Int 3 (+3) Cha 7 (+5)

Note: In this adventure, the slaads are not able to implant embryos
due to the effects of the plagueland, so their stat blocks have been
modified. Attacks that inflict chaos phage have had that ability
removed. Where appropriate, damage was increased to compensate.
The blue slaad spawner has been given a double attack ability to
compensate for the removal of the disease, and because it is an elite
creature. The slaad spawner template comes from MM2. Unlike most
templates, it creates an elite creature, but does not double the
creature's hit points.

ADCP2-1 The Paladins' Plague Page 77


Gray Slaad Havoc (Level 14) Level 14 Artillery (Leader)
Medium elemental humanoid XP 1,000
Initiative +10 Senses Perception +11; low-light vision
HP 110; Bloodied 55
AC 26; Fortitude 26, Reflex 27, Will 25
Immune chaos phage
Speed 6, teleport 6
m Havoc Claw (standard; at-will)
+19 vs. AC; 2d8 + 7 damage, and the gray slaad havoc slides the
target 2 squares.
R Havoc Bolt (standard; at-will)
Ranged 20; +19 vs. Reflex; 3d6 + 12 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +19 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +19 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +14, Stealth +15
Str 14 (+9) Dex 17 (+10) Wis 19 (+11)
Con 20 (+12) Int 23 (+13) Cha 16 (+10)

ADCP2-1 The Paladins' Plague Page 78


Mission 4: "Chaotic Incursion" Statistics (P2, Low Level)
Blue (Talon) Slaad Spawner (Level 15) Level 15 Elite Brute Red (Blood) Slaad (Level 15) Level 15 Soldier
Large elemental humanoid XP 2,400 Large elemental humanoid XP 1,200
Initiative +9 Senses Perception +13; low-light vision Initiative +13 Senses Perception +8; low-light vision
HP 180; Bloodied 90 HP 146; Bloodied 73
AC 27; Fortitude 27, Reflex 23, Will 22 AC 29; Fortitude 28, Reflex 29, Will 25
Immune chaos phage Immune chaos phage
Saving Throws +2 Speed 8, teleport 4
Speed 6, teleport 2 m Bite (standard; at-will)
Action Points 1 Reach 2; +20 vs. AC; 3d8 + 15 damage.
m Claws (standard; at-will) m Claw (standard; at-will)
Reach 2; +20 vs. AC; 4d6 + 15 damage. Reach 2; +20 vs. AC; 3d6 + 13 damage, and the target is marked
M Double Attack (standard; at-will) until the end of the red slaad's next turn.
The blue slaad spawner makes two claw attacks against the same or M Leaping Pounce (standard; recharge 5 6)
different targets within reach. The red slaad shifts 4 squares and makes two claw attacks. If either
M Fling (standard; at-will) claw attack hits, the target is marked until the end of the red slaad's
Reach 2; +20 vs. AC; 4d6 + 15 damage, and the target slides 2 next turn.
squares and is knocked prone. C Horrid Croak (standard; at-will) ✦ Fear
C Ravager's Fury (standard; usable only while bloodied; encounter)
Close blast 5; +18 vs. Fortitude; the target is immobilized until the
The blue slaad rakes all enemies within its reach; Close burst 2; end of the red slaad's next turn.
+20 vs. AC; 3d8 + 13 damage, and the blue slaad gains 30 Alignment Chaotic Evil Languages Primordial
temporary hit points. Skills Athletics +15, Stealth +16
Spawn Slaad (immediate reaction, when the slaad spawner is hit by
Str 17 (+10) Dex 19 (+11) Wis 12 (+8)
an attack; at-will)
Con 18 (+11) Int 11 (+7) Cha 15 (+9)
A slaad spawn appears in a space adjacent to the slaad spawner. It
takes its turn in the initiative order after the slaad spawner. PCs do
not earn experience points for killing slaad spawns created by this Green (Curse) Slaad (Level 15) Level 15 Controller
power. Large elemental humanoid XP 1,200
Alignment Chaotic Evil Languages Primordial Initiative +9 Senses Perception +15; low-light vision
Skills Athletics +18, Stealth +14 HP 149; Bloodied 74
Str 22 (+13) Dex 15 (+9) Wis 13 (+8) AC 29; Fortitude 27, Reflex 26, Will 28
Con 20 (+12) Int 9 (+6) Cha 11 (+7) Immune chaos phage
Speed 6, teleport 6
m Claws (standard; at-will)
Slaad Spawn (Level 15) Level 15 Minion Skirmisher
Reach 2; +20 vs. AC; 3d6 + 13 damage.
Small elemental humanoid XP --
r Chaos Bolt (standard; at-will)
Initiative +16 Senses Perception +9; low-light vision
Ranged 10; +18 vs. Will; 2d8 + 8 damage, and the target is dazed
HP 1; a missed attack never damages a minion.
until the end of the green slaad's next turn.
AC 29; Fortitude 28, Reflex 29, Will 24
Speed 5, teleport 3 R Transpose Target (standard; recharge 6) ✦ Teleportation
m Bite (standard; at-will) Ranged 10; +18 vs. Reflex; 4d8 + 17 damage, and the target
+20 vs. AC; 12 damage teleports 10 squares to an unoccupied space of the green slaad's
M Chaotic Slam (standard; at-will) choosing (and in its line of sight).
The slaad spawn jumps a distance up to its speed and then attacks C Croak of Chaos (standard; at-will)
an adjacent enemy; +20 vs. AC; 11 damage and the target is Close burst 4; targets enemies; +18 vs. Fortitude; 2d8 + 8 damage,
knocked prone. and the target slides 4 squares.
Miss: The slaad spawn explodes and is reduced to 0 hit points. Alignment Chaotic Evil Languages Primordial
The spawn then makes the following close burst 1 attack: Skills Athletics +15, Bluff +16, Intimidate +16, Stealth +14
+18 vs. Reflex; 8 damage. Str 17 (+10) Dex 14 (+9) Wis 17 (+10)
Alignment Chaotic Evil Languages Primordial Con 21 (+12) Int 15 (+9) Cha 18 (+11)
Str 17 (+10) Dex 24 (+14) Wis 14 (+9)
Con 22 (+13) Int 3 (+3) Cha 7 (+5)

Note: In this adventure, the slaads are not able to implant embryos
due to the effects of the plagueland, so their stat blocks have been
modified. Attacks that inflict chaos phage have had that ability
removed. Where appropriate, damage was increased to compensate.
The blue slaad spawner has been given a double attack ability to
compensate for the removal of the disease, and because it is an elite
creature. The slaad spawner template comes from MM2. Unlike most
templates, it creates an elite creature, but does not double the
creature's hit points.

ADCP2-1 The Paladins' Plague Page 79


Gray Slaad Havoc (Level 15) Level 15 Artillery (Leader)
Medium elemental humanoid XP 1,200
Initiative +10 Senses Perception +11; low-light vision
HP 116; Bloodied 58
AC 27; Fortitude 27, Reflex 28, Will 26
Immune chaos phage
Speed 6, teleport 6
m Havoc Claw (standard; at-will)
+20 vs. AC; 2d8 + 8 damage, and the gray slaad havoc slides the
target 2 squares.
R Havoc Bolt (standard; at-will)
Ranged 20; +20 vs. Reflex; 3d6 + 13 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +20 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +20 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +14, Stealth +15
Str 14 (+9) Dex 17 (+10) Wis 19 (+11)
Con 20 (+12) Int 23 (+13) Cha 16 (+10)

ADCP2-1 The Paladins' Plague Page 80


Mission 4: "Chaotic Incursion" Statistics (P2, High Level)
Blue (Talon) Slaad Spawner (Level 16) Level 16 Elite Brute Red (Blood) Slaad (Level 16) Level 16 Soldier
Large elemental humanoid XP 2,800 Large elemental humanoid XP 1,400
Initiative +10 Senses Perception +14; low-light vision Initiative +14 Senses Perception +9; low-light vision
HP 190; Bloodied 95 HP 154; Bloodied 77
AC 28; Fortitude 28, Reflex 24, Will 23 AC 30; Fortitude 29, Reflex 30, Will 26
Immune chaos phage Immune chaos phage
Saving Throws +2 Speed 8, teleport 4
Speed 6, teleport 2 m Bite (standard; at-will)
Action Points 1 Reach 2; +21 vs. AC; 4d6 + 15 damage.
m Claws (standard; at-will) m Claw (standard; at-will)
Reach 2; +21 vs. AC; 4d6 + 17 damage. Reach 2; +21 vs. AC; 3d8 + 11 damage, and the target is marked
M Double Attack (standard; at-will) until the end of the red slaad's next turn.
The blue slaad spawner makes two claw attacks against the same or M Leaping Pounce (standard; recharge 5 6)
different targets within reach. The red slaad shifts 4 squares and makes two claw attacks. If either
M Fling (standard; at-will) claw attack hits, the target is marked until the end of the red slaad's
Reach 2; +21 vs. AC; 4d6 + 17 damage, and the target slides 2 next turn.
squares and is knocked prone. C Horrid Croak (standard; at-will) ✦ Fear
C Ravager's Fury (standard; usable only while bloodied; encounter)
Close blast 5; +19 vs. Fortitude; the target is immobilized until the
The blue slaad rakes all enemies within its reach; Close burst 2; end of the red slaad's next turn.
+21 vs. AC; 3d8 + 14 damage, and the blue slaad gains 32 Alignment Chaotic Evil Languages Primordial
temporary hit points. Skills Athletics +16, Stealth +17
Spawn Slaad (immediate reaction, when the slaad spawner is hit by
Str 17 (+11) Dex 19 (+12) Wis 12 (+9)
an attack; at-will)
Con 18 (+12) Int 11 (+8) Cha 15 (+10)
A slaad spawn appears in a space adjacent to the slaad spawner. It
takes its turn in the initiative order after the slaad spawner. PCs do
not earn experience points for killing slaad spawns created by this Green (Curse) Slaad (Level 16) Level 16 Controller
power. Large elemental humanoid XP 1,400
Alignment Chaotic Evil Languages Primordial Initiative +10 Senses Perception +16; low-light vision
Skills Athletics +19, Stealth +15 HP 157; Bloodied 78
Str 22 (+14) Dex 15 (+10) Wis 13 (+9) AC 30; Fortitude 28, Reflex 27, Will 29
Con 20 (+13) Int 9 (+7) Cha 11 (+8) Immune chaos phage
Speed 6, teleport 6
m Claws (standard; at-will)
Slaad Spawn (Level 16) Level 16 Minion Skirmisher
Reach 2; +21 vs. AC; 3d8 + 11 damage.
Small elemental humanoid XP --
r Chaos Bolt (standard; at-will)
Initiative +17 Senses Perception +10; low-light vision
Ranged 10; +19 vs. Will; 3d6 + 8 damage, and the target is dazed
HP 1; a missed attack never damages a minion.
until the end of the green slaad's next turn.
AC 30; Fortitude 29, Reflex 30, Will 25
Speed 5, teleport 3 R Transpose Target (standard; recharge 6) ✦ Teleportation
m Bite (standard; at-will) Ranged 10; +19 vs. Reflex; 4d8 + 19 damage, and the target
+21 vs. AC; 13 damage teleports 10 squares to an unoccupied space of the green slaad's
M Chaotic Slam (standard; at-will) choosing (and in its line of sight).
The slaad spawn jumps a distance up to its speed and then attacks C Croak of Chaos (standard; at-will)
an adjacent enemy; +21 vs. AC; 12 damage and the target is Close burst 4; targets enemies; +19 vs. Fortitude; 3d6 + 8 damage,
knocked prone. and the target slides 4 squares.
Miss: The slaad spawn explodes and is reduced to 0 hit points. Alignment Chaotic Evil Languages Primordial
The spawn then makes the following close burst 1 attack: Skills Athletics +16, Bluff +17, Intimidate +17, Stealth +15
+19 vs. Reflex; 9 damage. Str 17 (+11) Dex 14 (+10) Wis 17 (+11)
Alignment Chaotic Evil Languages Primordial Con 21 (+13) Int 15 (+10) Cha 18 (+12)
Str 17 (+11) Dex 24 (+15) Wis 14 (+10)
Con 22 (+14) Int 3 (+4) Cha 7 (+6)

Note: In this adventure, the slaads are not able to implant embryos
due to the effects of the plagueland, so their stat blocks have been
modified. Attacks that inflict chaos phage have had that ability
removed. Where appropriate, damage was increased to compensate.
The blue slaad spawner has been given a double attack ability to
compensate for the removal of the disease, and because it is an elite
creature. The slaad spawner template comes from MM2. Unlike most
templates, it creates an elite creature, but does not double the
creature's hit points.

ADCP2-1 The Paladins' Plague Page 81


Gray Slaad Havoc (Level 16) Level 16 Artillery (Leader)
Medium elemental humanoid XP 1,400
Initiative +11 Senses Perception +12; low-light vision
HP 122; Bloodied 61
AC 28; Fortitude 28, Reflex 29, Will 27
Immune chaos phage
Speed 6, teleport 6
m Havoc Claw (standard; at-will)
+21 vs. AC; 3d6 + 8 damage, and the gray slaad havoc slides the
target 2 squares.
R Havoc Bolt (standard; at-will)
Ranged 20; +21 vs. Reflex; 3d8 + 11 damage, and the gray slaad
havoc slides the target 3 squares. If the attack scores a critical hit,
the gray slaad havoc can repeat it once as a free action.
C Fog of Chaos (immediate interrupt, when hit by a ranged attack;
recharge 4 5 6)
Close burst 20; targets the triggering attacker; +21 vs. Will; the
triggering attack instead targets one of the target's allies of the
target's choice.
C Reality Shift (move; at-will) ✦ Teleportation
Close burst 10; targets one creature in burst; +21 vs. Will (no attack
roll required against an ally); the gray slaad havoc teleports the
target to any space within the burst.
Alignment Chaotic Evil Languages Common, Primordial
Skills Athletics +15, Stealth +16
Str 14 (+10) Dex 17 (+11) Wis 19 (+12)
Con 20 (+13) Int 23 (+14) Cha 16 (+11)

ADCP2-1 The Paladins' Plague Page 82


Mission 4: "Chaotic Incursion" Map
Setup
The four braziers represent the elemental spouts; the 4x4 fiery area is the abyssal wellspring.

Tile Sets Needed


Arcane Corridors (x1)

S
F H

H = Havoc (Gray) Slaad (2 at low tier, 1 at high tier); R = Red Slaad (both tiers); F = Flux Slaad (low tier only);
S = Slaad Spawner (high tier only); C = Curse (Green) Slaad (high tier only)

ADCP2-1 The Paladins' Plague Page 83



Interlude 4: Barrier of Blue Arcana or Nature (easy DC): The wall of blue fire
is composed of the energy of the Spellplague,
Fire drawn from the surrounding plagueland. As you
have already seen, attempting to enter the
barrier without some kind of protection would be
Objective instantly fatal.
After defeating the slaads, the PCs continue to advance • Arcana or Nature (moderate DC): The fire is
through the plagueland. They are halted by the extremely concentrated and focused, suggesting
discovery of a wall of cascading sheets of blue fire. This that it is probably not a naturally occurring
is much more dangerous than even the border of the feature of the plagueland. It flickers and
plagueland was, and clearly it is a barrier or shield of undulates in rhythm with your movements,
some kind. The PCs need to get through, but entering almost as if it is watching you.
the blue fire would spell instant death (illustrated by an • Arcana or Nature (hard DC): You can sense a
NPC who stupidly sacrifices himself). malevolent intelligence behind the wall of fire.
Fortunately, there is an option. The leaders of Some entity is responsible for shaping and
Elturgard have recently come into possession of a maintaining it. This entity must be capable of
powerful ritual that can protect an entire group of asserting its will over the nature of the
people from the worst effects of the plagueland. plagueland, a disturbing prospect.
However, it is a ritual that calls on the power of the
demon lord Yeenoghu. The PCs are asked whether they The Demon Lord's Protection
wish to individually participate in the ritual or not.
After studying the barrier for half an hour, the leaders of
Those who accept must smear blood on their foreheads
the expedition conclude that it is not safe to pass.
and chant a prayer to Yeenoghu. (The players have to
However, there is a possible way to shield the members
actually say the chant, in order to emphasize the fact
of the expedition from the curtain of blue fire. It is an
that their characters are calling on a chaotic evil power
unusual ritual of protection that was recovered from a
for protection.)
tribe of gnolls in the Reaching Woods (characters who
played the SPEC2-1 adventure Dogs of War were
The Barrier instrumental in retrieving it). Read the following:
Read the following:
The spellcasters accompanying your expedition have
The center of the plagueland is warded by a formidable brought a ritual of protection from the Spellplague,
barrier. Before you, a blazing curtain of blue fire taken from a tribe of gnolls in the Reaching Woods.
stretches from the ground to the sky, as wide as the They believe the ritual will ward you long enough to let
horizon in both directions. The expedition comes to a you pass through the curtain of blue fire, but there is a
halt and the arcanists are asked to step forward and catch: the ritual requires drawing on the power of the
examine the barrier to see if there is a way past it. The demon lord Yeenoghu.
barrier defines a vast circle, miles in diameter. There is The ritual will give a nominal level of protection to
no way to go around or over it. Digging into the loose everyone regardless of whether they choose to personally
sand reveals that it even seems to extend beneath the participate, but those who do accept Yeenoghu’s direct
ground. touch will receive much stronger protection. Those who
One of the paladins of Torm foolishly decides to wish to be included must smear a dollop of blood on
volunteer himself to test the barrier and charges their forehead and chant a prayer to Yeenoghu while
headlong into the blue fire. He suffers a wrenching the ritual is being cast.
transformation as the inside and outside of his body
exchange places. His internal organs erupt in all It will take 30 minutes to complete the ritual, during
directions, killing him instantly. which time the PCs must defend the ritual casters
(which include a number of NPCs as well as any PCs
The following skill checks can reveal additional who want to help) from any threats that might arise. It
information about the barrier. Higher DCs gain the seems likely that the plagueland will react violently to
information from all lower DCs. the ritual being performed.

ADCP2-1 The Paladins' Plague Page 84


PCs who want to know more about the ritual of perform the ritual or willing to accept the touch of
protection can make skill checks. As before, higher DCs Yeenoghu.
yield the information from lower DCs.
The Ritual Begins
• Arcana or Religion (easy DC): The ritual utilizes
After each player has made his or her own choice, the
the power of the Demon Lord of Gnolls,
ritual casters make their final preparations. To open a
Yeenoghu. However it does not require any oath
large enough hole in the barrier, the ritual casters must
or pact to function (meaning it will not convert a
character’s alignment to evil simply for be spread out along a line in front of the curtain of blue
participating or accepting the protection offered). fire. Each group of PCs is assigned an NPC ritual caster
• Arcana or Religion (moderate DC): The ritual is that they have to protect. (Those PCs who wish to help
a lower-level variant of the Purge Spellplague perform the ritual will be able to do so.)
ritual (Forgotten Realms Player’s Guide). Its effects Read the following:
will only be temporary, but they should last long
enough for the PCs to complete their mission and The spellcasters begin to intone the words of Yeenoghu’s
escape the plagueland. protective ritual.
• Arcana or Religion (hard DC): Those who choose
to participate in the ritual gain the effects of the All players whose PCs are taking part in the ritual must
Soulguard ritual (the specific effects are described now stand up and repeat the following (at DDXP we had
below and at this DC you should list the effects them shout this in unison, much to the amusement
for the players). However, no matter who the PCs and/or dismay of their fellow players):
normally worship, Yeenoghu will always be the
one storing and dispensing the healing surge. Oh Great Yeenoghu!
Red in Tooth and Claw!
The gnolls' ritual is a unique lower-level variant of the Accept this offering of blood!
Purge Spellplague ritual (Forgotten Realms Player's Guide
144) but it is not powerful enough to be a permanent (Each PC must smear a dollop of blood on his or her forehead.
solution. It will cancel the barrier's effects long enough This mark burns with intense energy.)
for the PCs to get in and hopefully get back out, but it
cannot truly cleanse any part of the plagueland. We whimper beneath your paws!
Those who choose to accept the direct touch of Favor us with your aid and protection!
Yeenoghu also gain some additional protections against Lend us your demonic power!
Spellplague, which helps in Mission 6, and for the next You are glorious and mighty!
24 hours they will also be under the effect of the We shall hunt as part of your infernal pack!
Soulguard ritual (FRPG 146: but instead of sequestering (Howling in unison)
their life force within their own bodies, each PC “stores”
a healing surge with the demon lord and it is Yeenoghu You get the idea. Make it interesting, but please do keep
who brings them back the next time they would die). the sensibilities of your players (and those who are
To be clear, no PC is required to accept Yeenoghu's gaming nearby but are not part of the BI) in mind when
protection in order for the ritual to serve its purpose. describing this ritual.
The demon lord is absolutely, completely, totally evil. As the ritual proceeds, read the following:
PCs who use the divine power source and good-aligned
PCs should have a particularly difficult time convincing The casters continue to chant the words of the ritual,
themselves that this would be a good thing. beseeching Yeenoghu’s protection from the power of the
Nevertheless, the protection offered is legitimate, the Spellplague. Nearly thirty minutes pass uneventfully,
PCs do not have to sell their souls or swear loyalty to but then the curtain of blue fire begins to ripple. A huge
Yeenoghu (though they do have sing his praises), and it blast of elemental energy lashes out and strikes one of
is in the service of the greater good (saving Elturel). the groups of ritual casters, killing several clerics and
Bottom line, the ritual has to be performed in order paladins. The barrier shudders like a living thing, and
for the expedition to get past the barrier. So, the PCs begins to spit out small globes of flame, which streak
must protect the NPC ritual casters for 30 minutes through the air towards the ritual casters, exploding on
regardless of whether any PCs are willing to help impact. The ritual is not yet finished, and it cannot be
interrupted or it will fail. Those casters need protection –

ADCP2-1 The Paladins' Plague Page 85


and not the kind of protection that comes from the
Demon Lord of Gnolls!

Ending the Encounter


Thousands of tiny elementals drawn from the pure
chaos of the Spellplague come streaking out of the wall
towards the ritual casters. The PCs must fight off what
amounts to an infinite number of minions, while also
taking whatever actions they can to help complete the
ritual. Proceed to Mission 5.

Experience Points
The PCs do not earn any XP for this encounter, and it
does not count towards a milestone.

Treasure
There is no treasure in this encounter.

The Companion
The PCs are out of range of the Companion. It has no
effects, good or bad, for any creatures in this encounter.

The Passage of Time


It takes about 30 minutes to investigate the barrier, and
Mission 5 begins when there is one minute remaining in
the ritual casting. So, all told, about an hour has passed
between the end of Mission 4 and the beginning of
Mission 5.

ADCP2-1 The Paladins' Plague Page 86


Mission 5: Fiery Horde P1: Level 12 / 14 (3,500 / 5,000 XP)
This encounter includes the following creatures at the
Objective low tier:
infinitely many bluefire bombs (level 12)
The PCs have two objectives in this mission. One, they
have to keep their NPC ritual caster alive to complete
This encounter includes the following creatures at the
his portion of the ritual. This may take up to 10 rounds.
high tier:
Two, the PCs may optionally try to help speed the ritual
infinitely many bluefire bombs (level 14)
along by participating in a skill challenge. Unlike a
typical skill challenge, only successes matter. Failures do
not count except to the extent that they are not successes P2: Level 15 / 17 (6,000 / 8,000 XP)
and therefore do not move the PCs closer to completing This encounter includes the following creatures and
the skill challenge. traps at the low tier:
A wave of minions comes flying out of the curtain of infinitely many bluefire bombs (level 15)
blue fire at the beginning of each round. The PCs may
use whatever powers they choose to destroy as many of This encounter includes the following creatures and
these minions as they can. Any minions that are not traps at the high tier:
destroyed by the end of the round slam into the NPC infinitely many bluefire bombs (level 17)
ritual caster (or PCs if they make certain skill checks),
dealing damage. If the NPC ritual caster is reduced to 0 When you are ready to begin this mission, read:
hit points, he dies and the PCs have failed. However, if
the PCs complete the skill challenge before the NPC As the line of ritual casters began weaving their spells
dies, they still succeed even if their ritual caster is killed and shouting prayers to Yeenoghu, hundreds of tiny
afterwards. elementals made of blue fire came pouring out of the
wall. Each elemental is like a tiny, living bomb,
H1: Level 2 / 4 (625 / 875 XP) streaking across the battlefield and exploding on
impact. You must defend the ritual casters or it may be
This encounter includes the following creatures at the
impossible to get through this Spellplague barrier.
low tier:
infinitely many bluefire bombs (level 2)
Skill Challenge: Protect the
This encounter includes the following creatures at the Ritual Casters
high tier:
Goal: The PCs must defend the ritual caster they have
infinitely many bluefire bombs (level 4)
been assigned to protect. The ritual caster needs 10
rounds to complete the ritual on his own; the PCs may
H2: Level 5 / 7 (1,000 / 1,500 XP) optionally contribute skill checks of their own to speed
This encounter includes the following creatures at the the completion of the ritual. Characters who are not
low tier: trained ritual casters cannot help with the ritual, but
infinitely many bluefire bombs (level 5) they can help the ritual caster survive by contributing
skill checks to absorb damage or throw up makeshift
This encounter includes the following creatures at the defenses against the onslaught.
high tier: Complexity: 5 (special)
infinitely many bluefire bombs (level 7) Primary Skills: Arcana, Nature, Religion
Other Skills: Acrobatics, Athletics, Endurance, Heal,
H3: Level 8 / 10 (1,750 / 2,500 XP) Insight, Perception
Victory: The ritual of protection is successfully cast and
This encounter includes the following creatures at the
opens a hole in the curtain of blue fire, allowing the
low tier:
expedition to proceed.
infinitely many bluefire bombs (level 8)
Defeat: The ritual of protection fails, and the barrier
remains intact. The PCs must try this mission again, but
This encounter includes the following creatures at the
with PC ritual casters instead of NPCs.
high tier:
infinitely many bluefire bombs (level 10)

ADCP2-1 The Paladins' Plague Page 87


To determine the specific DCs that you will use during activate another power or trade it for another move
this encounter, refer to Appendix 1: DCs by Level action to make yet another skill check with a different
Band and Tier. This skill challenge uses mostly the skill, if desired.
moderate DCs, but some skills may have easy or hard
DCs, as listed. Arcana, Nature, or Religion - moderate DC (1
This encounter is designed as a hybrid of combat success)
and skill challenge. Time passes in combat rounds, but The PC channels arcane energy, divine energy, or
do not roll initiative. At the beginning of each round, a primal energy to help accelerate the completion of the
new wave of minions appear. The PCs then get to take ritual. A character does not need to have accepted the
their turns, in whatever order they wish (assume they touch of Yeenoghu in order to help the ritual proceed;
can ready and delay as desired). The monsters are assume that those PCs who wish to limit their efforts to
actually flying towards the ritual caster while the PCs purging the area of Spellplague are able to do so without
are taking their turns, so they are not in a gigantic compromising their alignment or angering their deity.
clump. This is represented by limiting the number of
monsters that any individual PC can attack during a Acrobatics, Athletics, Endurance, Insight,
single round. Each PC may also optionally contribute a Perception - moderate DC (not a success or failure)
skill check to the skill challenge, helping speed up the The PC nimbly leaps in front of an oncoming
ritual. After each PC has taken a turn, the monsters take fireball, physically blocks a minion from striking the
their turn, and the round ends. (The monsters’ turn ritual caster, grimly endures the force of an explosion, or
simply consists of crashing into the ritual caster and figures out the pattern of movement and positions his or
exploding for damage. The ritual caster always uses his her own body to intercept a minion. The PC takes the
entire turn to perform the ritual.) damage for 1 exploding minion this round, instead of
There is no battle map and movement is not the ritual caster.
tracked. The minions are created and die in the span of PCs make these checks on their own turns, but do
a single round so knowing precisely where each not take damage until the end of the round, so that all
character is located is not important. This abstraction PCs have a chance to use a power to kill minions. If
allows the encounter to move quickly while still giving there are fewer live minions remaining at the end of the
the feel that the PCs are holding off an endless horde. round than there are PCs who successfully made skill
At the end of 10 rounds, if the ritual caster is still checks to absorb an explosion, then roll randomly to
alive, the PCs succeed; the PCs can also succeed by determine who gets hit.
completing the skill challenge, which allows them to
end the encounter before 10 rounds have elapsed. Heal - DC 10 (not a success or failure)
Each character gets a normal complement of This skill may be used as a standard action (as per
actions on his or her turn (standard, move, and minor). the Player's Handbook) to allow another character,
These actions may be used to activate powers, typically including the ritual caster, to activate his or her second
to attack and kill some of the attacking horde of wind. (PCs may also use powers to heal the ritual caster,
monsters. In most cases, it requires a move action to but they cannot grant him temporary hit points.) The
make a skill check (whether primary or secondary). Skill ritual caster begins the encounter with 2 healing surges.
checks are used to help complete the ritual and for
other defensive purposes. The PCs cannot win the Heal - DC 15 (not a success or failure)
encounter simply by killing minions, because the This skill may be used as a move action to assess the
plagueland continues to spawn minions until the ritual ritual caster's condition. Give the player an idea of how
is completed. badly damaged the NPC is ("looks like he could take
A character may trade his or her standard action for about two more of those hits, maybe three").
a move action to make a second skill check in a round,
but a PC may not earn more than one success per round Features of the Area
with the same primary or secondary skill. (Retrying a
This area has the following notable features:
failed skill check is allowed, and making two skill checks
Illumination: Bright illumination from the curtain
with different primary skills to advance the ritual, or
of blue fire.
different secondary skills to absorb the damage from
Terrain: The terrain is flat and sandy, with no
two minions, is allowed.)
A character who spends an action point gains a notable features other than the barrier. It does not
standard action, as normal, and may use that action to matter if PCs fly or use other movement powers during

ADCP2-1 The Paladins' Plague Page 88


this encounter. There is no battle map and the design is killed one at a time. The number of minions a PC can
deliberately abstract. The bluefire bombs can fly with attack with a power is based on the area of effect created
perfect maneuverability at whatever speed is required by the power.
in order for them to get where they need to get within a Melee or Ranged: The PC may attack the same
single round. number of targets as he or she could normally attack
with the power. If the power lets you choose whether to
Size of the Horde make multiple attack rolls against a single creature or
attack multiple different creatures, that same choice is
During each round, the PCs have a specific number of
still available.
minions that they have to kill. This number is based on
Area burst: These powers attack a number of
the number of PCs in the party and their roles. Add up
minions equal to the size of the burst plus 2. So an area
the individual components and round any leftover
burst 1 power can target three minions, an area burst 2
fraction down.
can target four, etc.
Party Size: The starting number of minions is equal
Close blast: These powers attack a number of
to the number of characters in the party (4, 5, or 6).
minions equal to size of the blast. So a close blast 3 may
Role-based: For each controller in the party, add
be used to attack up to three minions.
+2 minions. (This encounter is partially designed to
Close burst: These powers attack a number of
allow controllers to shine.) For each leader, defender, or
minions equal to the size of the burst plus 1. So a close
striker in the party, add half a minion (+0.5) unless the
burst 1 may be used to attack up to two minions.
character has an at-will attack that can strike multiple
Activating Magic Item Powers: If a weapon or
targets, in which case add +1 minion instead.
implement has a power that is activated as a free action
Paragon Tier: At the Paragon tier, add +2 minions.
on a hit, the PC may choose to activate that power as
Example: A five-character party consists of two
normal. The number of minions targeted by the item is
defenders (one of whom has an at-will close burst 1, the
calculated using the same rules based on the size of the
other only has single-target at-will attacks), a leader
power. So, a lightning weapon, which hits each creature
(who only has single-target at-wills), a striker (with an at-
within 2 squares of the target, is the equivalent of an
will ranged attack that can hit 2 different targets), and a
area burst 2 and so would target 4 additional minions.
controller. They are playing in the Paragon tier. Their
Walls and Zones: The minions are highly mobile,
baseline is 5 minions (1 per PC) +2 for the paragon tier.
but they can still be caught by powers that create these
The defender and leader who have only single-target at-
types of areas. A wall catches one minion per two
wills add half a minion each (0.5 x 2 = +1); the defender
squares of its length (rounded down). So a wall 5 can
and the striker who have multiple-target at-will powers
block two minions on the round in which it appears.
add +1 minion each; and the controller adds +2
Minions will fly around walls and zones that are on the
minions. This party will face (5 + 2 + 1 + 1 + 2) = 11
map at the start of a round and visible to them, so these
minions per round.
effects will generally only be useful for one round. If the
wall or zone can be moved when the PC sustains it,
Tactics however, then it might be able to be used effectively
The combat portion of this encounter is intended to be during multiple rounds, as you see fit.
abstract, so these monsters have the most Conjurations: Conjurations that have attacks may
straightforward tactics imaginable. They streak out of be used as normal; the number of minions the
the wall towards the ritual casters and explode when conjuration can hit is calculated the same way as for a
they make contact. All that matters is how many power used by a PC. If the conjuration only gets to make
minions are still alive each round after all the PCs have opportunity attacks, then assume that 1 minion per
taken their turns. round provokes an opportunity attack.
The PCs must decide how best to divide their Sustaining Powers: PCs may sustain powers from
attacks, actions, and attention in order to protect the round to round as normal. If the power repeats its attack
ritual caster, heal injured characters, and spend actions when it is sustained, the PC may repeat the attack
towards completing the skill challenge. against the appropriate number of minions (based on
Although there is no battle map, it is still important the power's targeting).
to know how many monsters a PC can attack with a Powers that Don't Deal Damage: All of the
single power. The minions are not so tightly packed that monsters in this encounter are minions. That means
a PC could hit all of them with a single area attack, but they never take half damage on a miss. Powers that
they are also not so spread out that they can only be immobilize, restrain, slow, stun, grab, dominate, or

ADCP2-1 The Paladins' Plague Page 89


otherwise prevent targets from being able to move are those 5 creatures are monsters, how many are fellow
effectively lethal; all minions explode at the end of their PCs, and which PCs are included.
turn even if they aren't able to move all the way to their The NPC Caster: To keep this encounter from
target. Powers that daze have no effect, since the being solved simply by the PCs stacking a massive
minions are only using a single action on their turns amount of damage resistance, temporary hit points, or
anyway (exploding is not an action, it is an outcome). other benefits on the NPC ritual caster, the NPC cannot
Powers that banish monsters to other planes or be included in beneficial effects of PC powers, except
extradimensional spaces are equivalent to killing them, that PCs are allowed to heal the NPC (as long as he has
since the minions explode in the other location. healing surges left). Yeenoghu's evil thwarts most
Forced Movement: Powers that push, pull, slide, or attempts to grant beneficial effects to the NPC.
teleport monsters are not sufficient to stop the minions. Due to the width of the battlefield and the fact that
They have a movement speed that is effectively infinite, the minions fly at essentially infinite speed, the PCs
so simply moving them around the battlefield does not cannot create a barrier that the monsters are unable to
affect their ability to reach their targets. Slowing them penetrate (they fly around, over, or through walls and
works because it reduces their speed to 2, which even other obstacles). Taking the NPC caster off the map is
on an abstract battlefield is clearly enough to stop them not allowed. The PCs cannot sequester the NPC,
from getting to the target. teleport him away, or otherwise interrupt his casting; if
Marking: The minions are immune to marking they do, the ritual fails. (Warn the players about this so
because they do not make attack rolls and individual they do not auto-fail the encounter.) The ritual caster
combatants' positions are not tracked. Powers and does not lose his concentration when struck for damage,
effects that trigger on marks do not have any effect in only when reduced to 0 hit points.
this encounter. It's not unreasonable for the PCs to be able to
Weakened: Weakened minions deal half damage flawlessly ward the NPC for a round or two if they really
when they explode. need a breather and they have an appropriate power
Saving Throws: Minions will never make saving that would not interrupt the NPC's ritual casting. Use
throws in this encounter because they explode at the your best judgment when deciding how generous to be
end of the round. They never get a second turn. Since in terms of what effects the PCs are allowed to use to
the PCs take their turn before the minions, effects that protect the NPC caster, but in general, the idea is for the
deal no damage but apply ongoing damage can still be PCs to have to face the challenge of this encounter, not
useful. If a minion would take ongoing damage at the bypass it with a single daily power that makes the NPC
start of its turn, it dies. invulnerable to damage.
Auras and Stances: The minions never start their
turns adjacent to a PC, so powers and items that deal Minion Damage
damage to creatures that start their turn adjacent to or
Minion damage is automatic in this encounter. You do
within a certain number of squares of the PC will not be
not need to make attack rolls for the minions. If a
useful in this encounter. Advise the players of this before
minion is not killed by the PCs using their powers, it will
they waste their resources.
deal damage to somebody at the end of the round. If a
Other Powers: Use your judgment based on these
PC picks it off using a skill check (such as Acrobatics),
guidelines to deal with powers and effects that don't
the PC takes the listed amount of damage. If no PC
seem to fit any of these categories. If you are unable to
diverts the minion, it deals its damage directly to the
resolve a question, ask the Senior GM, but in most cases,
NPC ritual caster.
the best answer is just to rule and move on. This is
The math of this encounter is designed to make
intended to be a fast-paced, intense encounter that
things more difficult for the PCs as they increase in
should not take anywhere near as long as a normal
level. At H1, the ritual caster is killed on the 8th hit; by
combat.
P2, this is down to about 6 hits. However, the PCs can
Beneficial Powers: Since the PCs are not
use healing powers and take hits themselves, which
positioned on a battle map, the same abstractions apply
should enable them to be successful as long as they are
to them that apply to the minions. PCs must be counted
reasonably accurate with their attacks. A party that has
as creatures in the area of effect if they are to be given
few or no close and area attacks may find this encounter
these benefits. Thus, if a PC uses a power that deals
quite difficult unless they have several ritual casters who
damage to enemies but grants a bonus to allies, and the
can speed things up, but a table full of controllers should
power is a close blast 5, the PC may affect up to 5
have the best time of their lives.
creatures total. The player gets to decide how many of

ADCP2-1 The Paladins' Plague Page 90


Scaling the Encounter Failure: The PCs did not complete the skill
challenge and their ritual caster did not survive the full
Make the following adjustments to the skill challenge
10 rounds.
based on the number of PCs present. Larger or smaller
parties also face a slightly higher or lower number of
PCs that are slain in this encounter are given a Raise
minions each round since the number of PCs is part of
Dead ritual on the battlefield by a high-level cleric of
the formula. (Remember that only trained ritual casters
Torm. Loyalty's Sacrifice was sent with the expedition, so
can make primary skill checks.)
the ritual can be completed in time for the PC to
Four PCs: The PCs need a total of 12 successes with
participate in the next mission.
primary skills to complete the skill challenge.
Five PCs: The PCs need a total of 15 successes with
The encounter is over when all tables have completed
primary skills to complete the skill challenge.
the skill challenge or survived 10 rounds of combat.
Six PCs: The PCs need a total of 18 successes with
primary skills to complete the skill challenge.
At least half of the tables must achieve at least a partial
success, or the barrier does not fall and the PCs must try
Enemy Reinforcements again. The PCs cannot get past the barrier without
If the PCs want an extra challenge, here are some ideas successfully completing the ritual of protection.
for varying the pacing of the encounter.
Steady Increase: In each round where the ritual Experience Points
caster takes no damage, the number of minions The PCs earn the full amount if they achieve a total
increases by +1 for the next round. These increases are success or a success. They earn 50% for a failure.
cumulative.
Massive Increase: If the ritual caster takes no H1: 125 / 175 XP per PC; H2: 200 / 300 XP per PC;
damage for two consecutive rounds, the next wave H3: 350 / 500 XP per PC; P1: 700 / 1,000 XP per PC;
(only) has +4 minions (Heroic) or +6 minions (Paragon). P2: 1,200 / 1,600 XP per PC.
Random Increase: Each round, add 1d4-1 minions
to the size of the wave. (These increases are not Treasure
cumulative; roll again for each round.)
If the PCs saved their ritual caster from death, the
Boss Minions: On the fourth and eighth rounds,
grateful NPC rewards them with some of his personal
instead of the normal wave, a “boss minion” appears.
stock of potions. Each PC receives a potion of clarity
This monster still dies at the end of its turn, but to kill it,
appropriate to the tier.
the PCs must deal a total amount of damage equal to 5 x
the number of minions in a normal wave. This minion
H1, H2: 1 potion of clarity (level 5) per PC
cannot be picked off by secondary skill checks; either
H3: 1 potion of clarity (level 10) per PC
the PCs kill it or it hits the ritual caster. If it hits, the boss
P1: 1 potion of clarity (level 15) per PC
minion deals damage equal to the entire wave. (If the
P2: 1 potion of clarity (level 20) per PC
PCs have an at-will attack that slows or restrains, this
may be a bad option to use, as it would potentially allow
The Companion
one PC to insta-kill the equivalent of an entire wave.)
The PCs are out of range of the Companion. It has no
effects, good or bad, for any creatures in this encounter.
Ending the Encounter However, all of the fire creatures are considered
The encounter ends after 10 rounds, when the PCs spellscarred, so Spellscarred Susceptibility does apply.
complete the skill challenge, or when the ritual caster is
reduced to 0 hit points. The Passage of Time
Total Success: The PCs completed the skill This encounter lasts for one minute (10 rounds).
challenge or the ritual caster survived the full 10 Presumably it takes a bit more time for the expedition to
rounds, and the ritual caster was never bloodied. reorganize itself after the barrier has been destroyed, so
Success: The PCs completed the skill challenge or the PCs have time to take one or more short rests before
the ritual caster survived the full 10 rounds (regardless proceeding to the next mission.
of how much damage the ritual caster took).
Partial Success: There is no partial success in this
encounter.

ADCP2-1 The Paladins' Plague Page 91


H1: Low Tier Statistics H2: Low Tier Statistics
Bluefire Bomb (Level 2) Level 2 Minion Bluefire Bomb (Level 5) Level 5 Minion
Small elemental animate XP -- Small elemental animate XP --
HP 1; a missed attack never damages a minion. HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 14, Will 14 AC 19; Fortitude 17, Reflex 17, Will 17
Explode on Contact (free; at the end of the minion's turn) Explode on Contact (free; at the end of the minion's turn)
No attack roll required; 4 damage. No attack roll required; 6 damage.

NPC Ritual Caster (Level 2) Level 2 Controller NPC Ritual Caster (Level 5) Level 5 Controller
Medium natural humanoid XP -- Medium natural humanoid XP --
HP 32; Bloodied 16 HP 44; Bloodied 22
AC 15; Fortitude 15, Reflex 15, Will 15 AC 18; Fortitude 18, Reflex 18, Will 18
Healing Surges 2 Healing Surges 2
Second Wind (when triggered by a PC; encounter) Second Wind (when triggered by a PC; encounter)
The NPC ritual caster regains 8 hit points. The NPC ritual caster regains 11 hit points.
Alignment Unaligned Languages Common Alignment Unaligned Languages Common
Str 10 (+1) Dex 12 (+2) Wis 17 (+4) Str 10 (+2) Dex 12 (+3) Wis 17 (+5)
Con 18 (+5) Int 17 (+4) Cha 12 (+2) Con 18 (+6) Int 17 (+5) Cha 12 (+3)

H1: High Tier Statistics H2: High Tier Statistics


Bluefire Bomb (Level 4) Level 4 Minion Bluefire Bomb (Level 7) Level 7 Minion
Small elemental animate XP -- Small elemental animate XP --
HP 1; a missed attack never damages a minion. HP 1; a missed attack never damages a minion.
AC 18; Fortitude 16, Reflex 16, Will 16 AC 21; Fortitude 19, Reflex 19, Will 19
Explode on Contact (free; at the end of the minion's turn) Explode on Contact (free; at the end of the minion's turn)
No attack roll required; 5 damage. No attack roll required; 7 damage.

NPC Ritual Caster (Level 4) Level 4 Controller NPC Ritual Caster (Level 7) Level 7 Controller
Medium natural humanoid XP -- Medium natural humanoid XP --
HP 40; Bloodied 20 HP 52; Bloodied 26
AC 17; Fortitude 17, Reflex 17, Will 17 AC 20; Fortitude 20, Reflex 20, Will 20
Healing Surges 2 Healing Surges 2
Second Wind (when triggered by a PC; encounter) Second Wind (when triggered by a PC; encounter)
The NPC ritual caster regains 10 hit points. The NPC ritual caster regains 13 hit points.
Alignment Unaligned Languages Common Alignment Unaligned Languages Common
Str 10 (+2) Dex 12 (+3) Wis 17 (+5) Str 10 (+3) Dex 12 (+4) Wis 17 (+6)
Con 18 (+6) Int 17 (+5) Cha 12 (+3) Con 18 (+7) Int 17 (+6) Cha 12 (+4)

ADCP2-1 The Paladins' Plague Page 92


H3: Low Tier Statistics P1: Low Tier Statistics
Bluefire Bomb (Level 8) Level 8 Minion Bluefire Bomb (Level 12) Level 12 Minion
Small elemental animate XP -- Small elemental animate XP --
HP 1; a missed attack never damages a minion. HP 1; a missed attack never damages a minion.
AC 22; Fortitude 20, Reflex 20, Will 20 AC 26; Fortitude 24, Reflex 24, Will 24
Explode on Contact (free; at the end of the minion's turn) Explode on Contact (free; at the end of the minion's turn)
No attack roll required; 8 damage. No attack roll required; 11 damage.

NPC Ritual Caster (Level 8) Level 8 Controller NPC Ritual Caster (Level 12) Level 12 Controller
Medium natural humanoid XP -- Medium natural humanoid XP --
HP 56; Bloodied 28 HP 72; Bloodied 36
AC 21; Fortitude 21, Reflex 21, Will 21 AC 25; Fortitude 25, Reflex 25, Will 25
Healing Surges 2 Healing Surges 2
Second Wind (when triggered by a PC; encounter) Second Wind (when triggered by a PC; encounter)
The NPC ritual caster regains 14 hit points. The NPC ritual caster regains 18 hit points.
Alignment Unaligned Languages Common Alignment Unaligned Languages Common
Str 10 (+4) Dex 12 (+5) Wis 17 (+7) Str 10 (+6) Dex 12 (+7) Wis 17 (+9)
Con 18 (+8) Int 17 (+7) Cha 12 (+5) Con 18 (+10) Int 17 (+9) Cha 12 (+7)

H3: High Tier Statistics P1: High Tier Statistics


Bluefire Bomb (Level 10) Level 10 Minion Bluefire Bomb (Level 14) Level 14 Minion
Small elemental animate XP -- Small elemental animate XP --
HP 1; a missed attack never damages a minion. HP 1; a missed attack never damages a minion.
AC 24; Fortitude 22, Reflex 22, Will 22 AC 28; Fortitude 26, Reflex 26, Will 26
Explode on Contact (free; at the end of the minion's turn) Explode on Contact (free; at the end of the minion's turn)
No attack roll required; 9 damage. No attack roll required; 12 damage.

NPC Ritual Caster (Level 10) Level 10 Controller NPC Ritual Caster (Level 14) Level 14 Controller
Medium natural humanoid XP -- Medium natural humanoid XP --
HP 64; Bloodied 32 HP 80; Bloodied 40
AC 23; Fortitude 23, Reflex 23, Will 23 AC 27; Fortitude 27, Reflex 27, Will 27
Healing Surges 2 Healing Surges 2
Second Wind (when triggered by a PC; encounter) Second Wind (when triggered by a PC; encounter)
The NPC ritual caster regains 16 hit points. The NPC ritual caster regains 20 hit points.
Alignment Unaligned Languages Common Alignment Unaligned Languages Common
Str 10 (+5) Dex 12 (+6) Wis 17 (+8) Str 10 (+7) Dex 12 (+8) Wis 17 (+10)
Con 18 (+9) Int 17 (+8) Cha 12 (+6) Con 18 (+11) Int 17 (+10) Cha 12 (+8)

ADCP2-1 The Paladins' Plague Page 93


P2: Low Tier Statistics
Bluefire Bomb (Level 15) Level 15 Minion
Small elemental animate XP --
HP 1; a missed attack never damages a minion.
AC 29; Fortitude 27, Reflex 27, Will 27
Explode on Contact (free; at the end of the minion's turn)
No attack roll required; 13 damage.

NPC Ritual Caster (Level 15) Level 15 Controller


Medium natural humanoid XP --
HP 84; Bloodied 42
AC 28; Fortitude 28, Reflex 28, Will 28
Healing Surges 2
Second Wind (when triggered by a PC; encounter)
The NPC ritual caster regains 21 hit points.
Alignment Unaligned Languages Common
Str 10 (+7) Dex 12 (+8) Wis 17 (+10)
Con 18 (+11) Int 17 (+10) Cha 12 (+8)

P2: High Tier Statistics


Bluefire Bomb (Level 17) Level 17 Minion
Small elemental animate XP --
HP 1; a missed attack never damages a minion.
AC 31; Fortitude 29, Reflex 29, Will 29
Explode on Contact (free; at the end of the minion's turn)
No attack roll required; 15 damage.

NPC Ritual Caster (Level 17) Level 17 Controller


Medium natural humanoid XP --
HP 92; Bloodied 46
AC 30; Fortitude 30, Reflex 30, Will 30
Healing Surges 2
Second Wind (when triggered by a PC; encounter)
The NPC ritual caster regains 23 hit points.
Alignment Unaligned Languages Common
Str 10 (+8) Dex 12 (+9) Wis 17 (+11)
Con 18 (+12) Int 17 (+11) Cha 12 (+9)

ADCP2-1 The Paladins' Plague Page 94


Mission 6: The Heart H3: EL 11 / 13 (2,800 / 4,000 XP)
This encounter includes the following creatures at the
Objective low tier:
8 Behemoth Tentacles (level 8) (T)
The PCs have reached the heart of the plagueland and
4 Behemoth Limbs (level 8) (L)
now have the opportunity to put an end to the source of
1 Spellplague Behemoth (level 8) (H)
Elturel’s problems. A huge mass of tentacles occupies a
massive cavern beneath the plagueland, but the PCs are
This encounter includes the following creatures at the
able to strike at the creature where it breaks through to
high tier:
the surface, forming several earthmotes. The behemoth
8 Behemoth Tentacles (level 10) (T)
is controlled by the mind of the wizard Vraith, once a
4 Behemoth Limbs (level 10) (L)
high-ranking member of the Order of Blue Fire and now
1 Spellplague Behemoth (level 10) (H)
soul-bound to the Plaguewrought Land and the Masters
of Absolute Accord.
Although all the creatures in this encounter are P1: EL 14 / 17 (5,600 / 8,000 XP)
treated as separate monsters, they are all part of a single This encounter includes the following creatures at the
gigantic being (the Spellplague Behemoth). Even a low tier:
standard solo monster would not do justice to this 10 Behemoth Tentacles (level 12) (T)
creature (it is the equivalent of eight standard monsters). 4 Behemoth Limbs (level 12) (L)
As the PCs defeat each monster in this encounter, they 1 Spellplague Behemoth (level 12) (H)
are slowly killing the entire beast. The heart
(represented by the Huge creature at the very center of This encounter includes the following creatures at the
the map) is very difficult to injure until the PCs have high tier:
hacked away all the limbs, while the smaller tentacles 10 Behemoth Tentacles (level 14) (T)
serve to harry and distract the PCs from focusing on 4 Behemoth Limbs (level 14) (L)
their main objective. 1 Spellplague Behemoth (level 14) (H)

H1: EL 5 / 7 (1,000 / 1,400 XP) P2: EL 17 / 19 (9,600 / 12,800 XP)


This encounter includes the following creatures at the This encounter includes the following creatures at the
low tier: low tier:
8 Behemoth Tentacles (level 2) (T) 10 Behemoth Tentacles (level 15) (T)
4 Behemoth Limbs (level 2) (L) 4 Behemoth Limbs (level 15) (L)
1 Spellplague Behemoth (level 2) (H) 1 Spellplague Behemoth (level 15) (H)

This encounter includes the following creatures at the This encounter includes the following creatures at the
high tier: high tier:
8 Behemoth Tentacles (level 4) (T) 10 Behemoth Tentacles (level 17) (T)
4 Behemoth Limbs (level 4) (L) 4 Behemoth Limbs (level 17) (L)
1 Spellplague Behemoth (level 4) (H) 1 Spellplague Behemoth (level 17) (H)

H2: EL 8 / 10 (1,600 / 2,400 XP) When you are ready to begin this mission, read:
This encounter includes the following creatures at the
You have reached the heart of the plagueland. The
low tier:
ground is no longer anchored to anything solid, forcing
8 Behemoth Tentacles (level 5) (T)
4 Behemoth Limbs (level 5) (L) you to make your way across a series of smaller floating
1 Spellplague Behemoth (level 5) (H) motes of land. Beneath you is an abyss of pure blue fire.
Ahead, the bulk of some terrible abomination, a
This encounter includes the following creatures at the behemoth made of pure Spellplague. Its tentacles pierce
high tier: the earthmotes as if the plagueland were a tree and this
8 Behemoth Tentacles (level 7) (T) creature its roots. You must find a way to destroy the
4 Behemoth Limbs (level 7) (L) behemoth and unravel its control of the plagueland, or
1 Spellplague Behemoth (level 7) (H) Elturel will never be free.

ADCP2-1 The Paladins' Plague Page 95


A Friendly Ghost blown 1d6 squares in a random direction. This has no
effect on ranged attacks.
Before beginning combat, ask if any of the PCs played
Rubble: There is a lot of rubble scattered around
the adventure SPEC2-1 P2 Scout’s Honor. If so, ask which
the battlefield due to the destruction caused by the
(if any) of them earned the Scout’s Honor story object.
invading army. These squares are difficult terrain.
Pick one of these characters at random. That character
Energy Nodes: As each of the four limbs is killed,
hears the ghost whispering in his or her ear. The ghost
an energy node forms on the battlefield (the locations
can see the spirit of Vraith animating the spellplague
where the nodes appear are shown by the blue and red
behemoth (though he does not know who she is) and
runes). The characters may recognize what the energy
recognizes that the resonance points are somehow
nodes are and what they do with a successful Arcana
connected to the anchors that bind her spirit to the
check against the moderate DC.
plagueland. This is how the PCs are able to make use of
A PC that begins his or her turn standing on an
the resonance points.
energy node may spend a minor action while in the
The scout’s ghost also warns the PCs that the
square to choose one of the following benefits:
behemoth is a single huge creature, and the heart will
• Regain the use of an expended encounter power
be very difficult if not impossible to damage until its (this can also include Second Wind, class feature
limbs are cut off. He encountered a creature somewhat powers such as Healing Word, or racial
like this during one of his many travels; it was a product encounter powers)
of the Spellplague, a cross between a shambling mound • Gain a number of hit points equal to his/her
and a hydra, and was very difficult to defeat. It is healing surge value without expending a surge
important to give the PCs this information so that they
do not waste their “alpha strike” daily powers on the Using a node depletes its energy, so it can’t be used
behemoth while its resistances are maxed out. This is a again during the battle. The monsters cannot benefit
very challenging encounter even if the PCs do from the energy nodes (but can occupy those squares,
everything right. If they take the wrong approach, things thereby making it harder for the PCs to take advantage
could turn ugly very quickly. of the nodes). Please make sure you point out the energy
When each behemoth limb dies, an energy node nodes to the players and give them the opportunity to
appears in the specified location on the map (even if the make Arcana checks to guess what they might be. They
limb moves during the right, the node appears at its are a valuable resource and can make the difference
starting location). The scout’s ghost excitedly points between success or failure in this encounter.
these terrain features out to the PCs, having seen such Resonance Points: On the floating section of rock
things during his travels. (the lower right-hand section of the map), the conflux of
Finally, each PC can draw upon the scout’s powerful energies has coalesced into resonance points.
protection or advice one time during this battle. This is A character standing on one of these squares
done as a free action, and allows the PC to do any one of (represented by the green runes) can score critical hits
the following things: with a natural attack roll of 19-20 and can ignore one-
• Regain (but not spend) one healing surge half of the heart’s resistance. The PCs can recognize that
• End any one condition that a save can end these points appear somehow to be connected to the
• Gain a +2 bonus on an attack roll that the heart with a successful Arcana, Religion, or Nature
character is about to make check against the hard DC. These points are difficult to
reach, but if the PCs can get here, they can inflict
Features of the Area significant damage on the heart without necessarily
This area has the following notable features: needing to kill all of the limbs first.
Illumination: Bright illumination from a variety of Chasm: The chasm shown on the map is actually
energy bursts, sheets of fire racing across the sky, etc. the break in the terrain where the two earth motes drift
Elemental Windchurn: Powerful winds and side-by-side. At one time this place was a single
sheets of blue fire sweep across the sky throughout the connected plateau, but the bulk and endless shifting of
plagueland. The entire area is under the effect of the massive spellplague behemoth caused part of the
elemental windchurn (DMG2 page 59). ground to break loose and become a free-floating earth
Powerful, swirling winds make flying dangerous. mote. The smaller earth mote is prevented from drifting
Any creature that flies more than 2 squares above the away by the fact that it is pierced through with a number
ground must treat all squares as difficult terrain, and a of the spellplague behemoth’s tentacles. The behemoth
creature that ends its turn aloft (regardless of height) is can move its tentacles between the two sections of

ADCP2-1 The Paladins' Plague Page 96


terrain as it sees fit; the PCs must cross the gap (which is Scaling the Encounter
10 feet at Heroic tier and 20 feet at Paragon tier) by
Make the following adjustments to the combat based on
jumping (Athletics), flying, teleportation, or similar
the number of PCs present.
means. Reaching the smaller mote could be very
Four PCs: Remove one of the four limbs (this also
beneficial to the PCs because it is where the resonance
reduces the heart’s damage resistance) and two (heroic)
points are located.
or three (paragon) of the tentacle minions.
The PCs can peer down into the gap to see the
Six PCs: Increase the heart’s hit points by 50%.
massive bulk of the monster below. It is an inky blue-
black morass of rippling flesh and wavering tentacles,
shot through with sheets of blue fire and undergoing Enemy Reinforcements
constant metamorphosis. The PCs cannot make attacks When each limb is killed, it shreds apart, forming 4
against the creature’s bulk; only destroying the heart tentacle minions (5 at paragon tier). These creatures act
(thereby severing Vraith’s link and banishing her soul immediately. Spread them around so they are not all
back to the Plaguewrought Land) will enable the PCs to next to each other, but place them within 2 squares of
prevail. the limb that died (to reinforce the image that it
If a tentacle is somehow pushed into the chasm, it splintered into a bunch of smaller tentacles).
simply returns to the behemoth’s main body and
burrows back up with its next action. If a PC were to fall
Ending the Encounter
into the chasm, on the other hand, the character would
plunge into the behemoth’s maw. This would be The encounter ends when the PCs kill the spellplague
invariably and irrevocably fatal, most likely even behemoth. Any surviving limbs and tentacles die
precluding the use of Raise Dead; we don’t really want instantly when this happens.
that to happen. If a character is about to fall to his or her There is no partial success in this encounter. Either
death, a wind of blue fire rushes up through the chasm, the PCs kill the behemoth or they do not. The only
catching the PC and flinging him back into the air. The difference between total success and success is whether
character takes double falling damage for the length of or not the PCs faced the reinforcements.
the chasm (so, 2d10 at Heroic / 4d10 at Paragon) and Total Success: The PCs killed everything – all the
lands prone in a square of your choosing within 5 limbs, all the tentacles, all the reinforcements, and the
squares of either edge of the chasm. (Hey, it’s better than behemoth itself.
certain and unrecoverable death.) Success: The PCs killed the behemoth, regardless
of whether they killed all the limbs and tentacles or not.
(It is unlikely that they can kill the behemoth without
Tactics killing most of the limbs, because of the resistances, but
Roll initiative separately for the 4 behemoth limbs. If all it’s possible.)
of these monsters act on the same initiative count, it Failure: The PCs did not kill the behemoth.
could get very ugly for the PCs. In general, you have to
walk a fine line when running this encounter. You want Read the following when the heart dies:
to keep the threat level high, but you don’t want to
overwhelm the PCs. Part of the theme of this encounter As you striket the final blow, the Spellplague behemoth
is that the PCs have to work their way around the shudders, causing an earthquake to ripple across the
battlefield, destroying the limbs (and fending off the entire area. The mass of flesh and tentacles implodes,
annoying tentacles) so that they can reduce the creating a disgusting eruption of blood and energy.
behemoth’s defenses before finally being able to destroy Out of the corner of your eye you catch a glimpse of
the heart. Thus, the limbs should mostly stick to the area an azure, ghostly form, emerging from the body of the
of the map in which they start, using their ranged beast. It looks like a woman, dressed in robes bearing
attacks until the PCs engage them directly. The most the heraldry of the Order of Blue Fire. Whoever this
likely outcome is that the PCs will engage one or both of apparition is, or was, you seem to have broken her
the limbs near the top of the map early, and that should control over the plagueland. The Spellplague ghost
provide a significant enough engagement that you do
streaks away to the north, toward Ormpetarr and the
not necessarily want to bring the other two limbs or the
Plaguewrought Land. Perhaps someday you will
main behemoth into the fray. Let them hang back and
discover who she is and what she was doing here, but for
pepper the PCs from a distance.
now you must return to Elturel and report your success
to Knight-Commander Vessen and the High Observer.

ADCP2-1 The Paladins' Plague Page 97


Experience Points waiting for them, they are welcome to use their own
The PCs earn the full amount if they achieve a total rituals rather than relying on the NPC spellcasters, but
success or a success. They earn 75% of the listed amount the return trip is without incident.
for a partial success, and 50% for a failure. If the PCs have been fighting in the temporary
plagueland just outside the city (because they failed at
H1: 200 / 280 XP per PC; H2: 320 / 480 XP per PC; Mission 3), then their return trip is obviously quite brief.
H3: 560 / 800 XP per PC; P1: 1,120 / 1,600 XP per PC; Either way, proceed to Interlude 5.
P2: 1,920 / 2,560 XP per PC.

Treasure
If the PCs defeat the spellplague behemoth (which also
kills any remaining tentacles and limbs), the area at the
center of the map transmutes into shimmering silver
sand. Each PC is able to scoop up a single dose of this
magical reagent, which retains its magic until the end of
the adventure (or until used). This is also the
“consumable plus gold” option so characters have the
opportunity to purchase the silver sand as part of their
rewards.

Heroic tier: 1 usage of silver sand (level 8) per PC


Paragon tier: 1 usage of silver sand (level 18) per PC

The Companion
The PCs are out of range of the Companion. It has no
effects, good or bad, for any creatures in this encounter.
However, all the m onsters in this encounter are
creatures of the Spellplague, so the effects of
Spellscarred Susceptibility do apply to spellscarred PCs.

The Passage of Time


It takes about an hour for the PCs to complete their
round trip through the barrier of blue fire, into the
center of the plagueland, kill the heart, and make their
way back out to the barrier. The ritual of protection
collapses not long after the PCs return; not even the
power of Yeenoghu is strong enough to change the
plagueland for long. The expedition has done everything
it can here, so now it is time to return to Elturel. The
expedition makes its way back outside the plagueland.
Any PCs that were slain in this encounter are given
a Raise Dead ritual once the expedition exits the
plagueland. The spell is cast by a high-level cleric of
Torm. Loyalty's Sacrifice was sent with the expedition, so
the ritual can be completed in time for the PC to
participate in the next mission.
If the PCs have been fighting in the true plagueland
to the south of the city (because they succeeded at
Mission 3), the NPC spellcasters make use of Linked
Portal rituals to teleport everyone back to Elturel (there
are a number of suitable teleportation circles in the city).
If the PCs fear that there might be an ambush or trap

ADCP2-1 The Paladins' Plague Page 98


Mission 6: "The Heart" Statistics (H1, Low Level)
Spellplague Behemoth (Level 2) Level 2 Elite Controller Behemoth Tentacle (Level 2) Level 2 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 250 Small aberrant magical beast (spellscarred) XP 31
Initiative -2 Senses Perception +7; tremorsense 20 Initiative +8 Senses Perception +5; tremorsense 10
HP 88; Bloodied 44 HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reflex 13, Will 14 AC 16; Fortitude 14, Reflex 15, Will 13
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 20 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +7 vs. AC; 3 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 2 additional damage on any attack it
Reach 3; +7 vs. AC; 1d8 + 5 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +6 vs. Reflex; 1d8 + 5 force damage, and ongoing 5
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 1. Skills Athletics +9
Double Attack (standard; at-will) Str 17 (+4) Dex 20 (+6) Wis 8 (+0)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+1) Int 8 (+0) Cha 7 (-1)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 2) Level 2 Soldier
twice. Large aberrant magical beast (spellscarred) XP 125
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +5 Senses Perception +5; tremorsense 15
Close blast 5; +6 vs. Reflex; 1d8 + 7 damage. Miss: half damage. HP 39; Bloodied 19
Each time the spellplague behemoth activates this power, roll AC 18; Fortitude 16, Reflex 14, Will 13
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +7 vs. AC; 1d8 + 5 damage, and the target is marked until
the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +5 vs. Reflex; 1d6 + 4 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +7 vs. AC; 1d8 + 5 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 5 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +7 vs. AC; 2d6 + 7 damage, and the crushing limb sustains the grab.
much larger mass beneath the surface, making it very difficult to Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Alignment Unaligned Languages Common, Deep Speech Close burst 2; +5 vs. Fortitude; 1d8 + 5 damage, and the target is
Skills Arcana +9, Endurance +11 knocked prone.
Str 22 (+7) Dex 5 (-2) Wis 13 (+2) Massive Bulk
Con 20 (+6) Int 17 (+4) Cha 21 (+6) A behemoth limb is part of a much larger creature, and is difficult to
move. It cannot be teleported, and may make a saving throw to
avoid being knocked prone. The distance of any forced movement
against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +11, Endurance +8
Str 20 (+6) Dex 14 (+3) Wis 8 (+0)
Con 15 (+3) Int 8 (+0) Cha 8 (+0)

ADCP2-1 The Paladins' Plague Page 99


Mission 6: "The Heart" Statistics (H1, High Level)
Spellplague Behemoth (Level 4) Level 4 Elite Controller Behemoth Tentacle (Level 4) Level 4 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 350 Small aberrant magical beast (spellscarred) XP 44
Initiative -1 Senses Perception +8; tremorsense 20 Initiative +9 Senses Perception +6; tremorsense 10
HP 120; Bloodied 60 HP 1; a missed attack never damages a minion.
AC 18; Fortitude 17, Reflex 15, Will 16 AC 18; Fortitude 16, Reflex 17, Will 15
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 20 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +9 vs. AC; 4 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 2 additional damage on any attack it
Reach 3; +9 vs. AC; 2d6 + 5 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +8 vs. Reflex; 2d6 + 5 force damage, and ongoing 5
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 1. Skills Athletics +10
Double Attack (standard; at-will) Str 17 (+5) Dex 20 (+7) Wis 8 (+1)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+2) Int 8 (+1) Cha 7 (+0)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 4) Level 4 Soldier
twice. Large aberrant magical beast (spellscarred) XP 175
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +6 Senses Perception +6; tremorsense 15
Close blast 5; +8 vs. Reflex; 2d8 + 5 damage. Miss: half damage. HP 55; Bloodied 27
Each time the spellplague behemoth activates this power, roll AC 20; Fortitude 18, Reflex 16, Will 15
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +9 vs. AC; 2d6 + 5 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +7 vs. Reflex; 1d8 + 5 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +9 vs. AC; 2d6 + 5 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 5 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +9 vs. AC; 2d8 + 9 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Alignment Unaligned Languages Common, Deep Speech Close burst 2; +7 vs. Fortitude; 2d6 + 5 damage, and the target is
Skills Arcana +10, Endurance +12 knocked prone.
Str 22 (+8) Dex 5 (-1) Wis 13 (+3) Massive Bulk
Con 20 (+7) Int 17 (+5) Cha 21 (+7) A behemoth limb is part of a much larger creature, and is difficult to
move. It cannot be teleported, and may make a saving throw to
avoid being knocked prone. The distance of any forced movement
against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +12, Endurance +9
Str 20 (+7) Dex 14 (+4) Wis 8 (+1)
Con 15 (+4) Int 8 (+1) Cha 8 (+1)

ADCP2-1 The Paladins' Plague Page 100


Mission 6: "The Heart" Statistics (H2, Low Level)
Spellplague Behemoth (Level 5) Level 5 Elite Controller Behemoth Tentacle (Level 5) Level 5 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 400 Small aberrant magical beast (spellscarred) XP 50
Initiative -1 Senses Perception +8; tremorsense 20 Initiative +9 Senses Perception +6; tremorsense 10
HP 136; Bloodied 68 HP 1; a missed attack never damages a minion.
AC 19; Fortitude 18, Reflex 16, Will 17 AC 19; Fortitude 17, Reflex 18, Will 16
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 20 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +10 vs. AC; 4 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 2 additional damage on any attack it
Reach 3; +10 vs. AC; 2d6 + 6 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +9 vs. Reflex; 2d6 + 6 force damage, and ongoing 5
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 1. Skills Athletics +10
Double Attack (standard; at-will) Str 17 (+5) Dex 20 (+7) Wis 8 (+1)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+2) Int 8 (+1) Cha 7 (+0)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 5) Level 5 Soldier
twice. Large aberrant magical beast (spellscarred) XP 200
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +6 Senses Perception +6; tremorsense 15
Close blast 5; +9 vs. Reflex; 2d8 + 6 damage. Miss: half damage. HP 63; Bloodied 31
Each time the spellplague behemoth activates this power, roll AC 21; Fortitude 19, Reflex 17, Will 16
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +10 vs. AC; 2d6 + 6 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +8 vs. Reflex; 1d8 + 6 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +10 vs. AC; 2d6 + 6 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 5 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +10 vs. AC; 3d6 + 9 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Alignment Unaligned Languages Common, Deep Speech Close burst 2; +8 vs. Fortitude; 2d6 + 6 damage, and the target is
Skills Arcana +10, Endurance +12 knocked prone.
Str 22 (+8) Dex 5 (-1) Wis 13 (+3) Massive Bulk
Con 20 (+7) Int 17 (+5) Cha 21 (+7) A behemoth limb is part of a much larger creature, and is difficult to
move. It cannot be teleported, and may make a saving throw to
avoid being knocked prone. The distance of any forced movement
against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +12, Endurance +9
Str 20 (+7) Dex 14 (+4) Wis 8 (+1)
Con 15 (+4) Int 8 (+1) Cha 8 (+1)

ADCP2-1 The Paladins' Plague Page 101


Mission 6: "The Heart" Statistics (H2, High Level)
Spellplague Behemoth (Level 7) Level 7 Elite Controller Behemoth Tentacle (Level 7) Level 7 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 600 Small aberrant magical beast (spellscarred) XP 75
Initiative +0 Senses Perception +9; tremorsense 20 Initiative +10 Senses Perception +7; tremorsense 10
HP 168; Bloodied 84 HP 1; a missed attack never damages a minion.
AC 21; Fortitude 20, Reflex 18, Will 19 AC 21; Fortitude 19, Reflex 20, Will 18
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 20 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +12 vs. AC; 5 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 2 additional damage on any attack it
Reach 3; +12 vs. AC; 2d8 + 6 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +11 vs. Reflex; 2d8 + 6 force damage, and ongoing 5
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 2. Skills Athletics +11
Double Attack (standard; at-will) Str 17 (+6) Dex 20 (+8) Wis 8 (+2)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+3) Int 8 (+2) Cha 7 (+1)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 7) Level 7 Soldier
twice. Large aberrant magical beast (spellscarred) XP 300
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +7 Senses Perception +7; tremorsense 15
Close blast 5; +11 vs. Reflex; 2d8 + 8 damage. Miss: half damage. HP 79; Bloodied 39
Each time the spellplague behemoth activates this power, roll AC 23; Fortitude 21, Reflex 19, Will 18
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +12 vs. AC; 2d8 + 6 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +10 vs. Reflex; 2d6 + 4 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +12 vs. AC; 2d8 + 6 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 5 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +12 vs. AC; 3d6 + 12 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Alignment Unaligned Languages Common, Deep Speech Close burst 2; +10 vs. Fortitude; 2d8 + 6 damage, and the target is
Skills Arcana +11, Endurance +13 knocked prone.
Str 22 (+9) Dex 5 (+0) Wis 13 (+4) Massive Bulk
Con 20 (+8) Int 17 (+6) Cha 21 (+8) A behemoth limb is part of a much larger creature, and is difficult to
move. It cannot be teleported, and may make a saving throw to
avoid being knocked prone. The distance of any forced movement
against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +13, Endurance +10
Str 20 (+8) Dex 14 (+5) Wis 8 (+2)
Con 15 (+5) Int 8 (+2) Cha 8 (+2)

ADCP2-1 The Paladins' Plague Page 102


Mission 6: "The Heart" Statistics (H3, Low Level)
Spellplague Behemoth (Level 8) Level 8 Elite Controller Behemoth Tentacle (Level 8) Level 8 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 700 Small aberrant magical beast (spellscarred) XP 88
Initiative +1 Senses Perception +9; tremorsense 20 Initiative +11 Senses Perception +8; tremorsense 10
HP 184; Bloodied 92 HP 1; a missed attack never damages a minion.
AC 22; Fortitude 21, Reflex 19, Will 20 AC 22; Fortitude 20, Reflex 21, Will 19
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 20 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +13 vs. AC; 6 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 2 additional damage on any attack it
Reach 3; +13 vs. AC; 2d8 + 7 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +12 vs. Reflex; 2d8 + 7 force damage, and ongoing 5
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 3. Skills Athletics +12
Double Attack (standard; at-will) Str 17 (+7) Dex 20 (+9) Wis 8 (+3)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+4) Int 8 (+3) Cha 7 (+2)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 8) Level 8 Soldier
twice. Large aberrant magical beast (spellscarred) XP 350
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +8 Senses Perception +8; tremorsense 15
Close blast 5; +12 vs. Reflex; 2d8 + 9 damage. Miss: half damage. HP 87; Bloodied 43
Each time the spellplague behemoth activates this power, roll AC 24; Fortitude 22, Reflex 20, Will 19
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +13 vs. AC; 2d8 + 7 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +11 vs. Reflex; 2d6 + 5 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +13 vs. AC; 2d8 + 7 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 5 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +13 vs. AC; 3d8 + 11 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Alignment Unaligned Languages Common, Deep Speech Close burst 2; +11 vs. Fortitude; 2d8 + 7 damage, and the target is
Skills Arcana +12, Endurance +14 knocked prone.
Str 22 (+10) Dex 5 (+1) Wis 13 (+5) Massive Bulk
Con 20 (+9) Int 17 (+7) Cha 21 (+9) A behemoth limb is part of a much larger creature, and is difficult to
move. It cannot be teleported, and may make a saving throw to
avoid being knocked prone. The distance of any forced movement
against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +14, Endurance +11
Str 20 (+9) Dex 14 (+6) Wis 8 (+3)
Con 15 (+6) Int 8 (+3) Cha 8 (+3)

ADCP2-1 The Paladins' Plague Page 103


Mission 6: "The Heart" Statistics (H3, High Level)
Spellplague Behemoth (Level 10) Level 10 Elite Controller Behemoth Tentacle (Level 10) Level 10 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 1,000 Small aberrant magical beast (spellscarred) XP 125
Initiative +2 Senses Perception +10; tremorsense 20 Initiative +12 Senses Perception +9; tremorsense 10
HP 216; Bloodied 108 HP 1; a missed attack never damages a minion.
AC 24; Fortitude 23, Reflex 21, Will 22 AC 24; Fortitude 22, Reflex 23, Will 21
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 20 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +15 vs. AC; 7 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 2 additional damage on any attack it
Reach 3; +15 vs. AC; 2d8 + 9 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +14 vs. Reflex; 2d8 + 9 force damage, and ongoing 5
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 3. Skills Athletics +13
Double Attack (standard; at-will) Str 17 (+8) Dex 20 (+10) Wis 8 (+4)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+5) Int 8 (+4) Cha 7 (+3)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 10) Level 10 Soldier
twice. Large aberrant magical beast (spellscarred) XP 500
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +9 Senses Perception +9; tremorsense 15
Close blast 5; +14 vs. Reflex; 3d6 + 10 damage. Miss: half damage. HP 103; Bloodied 51
Each time the spellplague behemoth activates this power, roll AC 26; Fortitude 24, Reflex 22, Will 21
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +15 vs. AC; 2d8 + 9 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +13 vs. Reflex; 2d6 + 6 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +15 vs. AC; 2d8 + 9 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 5 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +15 vs. AC; 3d8 + 14 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Alignment Unaligned Languages Common, Deep Speech Close burst 2; +13 vs. Fortitude; 3d6 + 10 damage, and the target is
Skills Arcana +13, Endurance +15 knocked prone.
Str 22 (+11) Dex 5 (+2) Wis 13 (+6) Massive Bulk
Con 20 (+10) Int 17 (+8) Cha 21 (+10) A behemoth limb is part of a much larger creature, and is difficult to
move. It cannot be teleported, and may make a saving throw to
avoid being knocked prone. The distance of any forced movement
against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +15, Endurance +12
Str 20 (+10) Dex 14 (+7) Wis 8 (+4)
Con 15 (+7) Int 8 (+4) Cha 8 (+4)

ADCP2-1 The Paladins' Plague Page 104


Mission 6: "The Heart" Statistics (P1, Low Level)
Spellplague Behemoth (Level 12) Level 12 Elite Controller Behemoth Tentacle (Level 12) Level 12 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 1,400 Small aberrant magical beast (spellscarred) XP 175
Initiative +3 Senses Perception +11; tremorsense 20 Initiative +13 Senses Perception +10; tremorsense 10
HP 248; Bloodied 124 HP 1; a missed attack never damages a minion.
AC 26; Fortitude 25, Reflex 23, Will 24 AC 26; Fortitude 24, Reflex 25, Will 23
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 40 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +17 vs. AC; 7 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 3 additional damage on any attack it
Reach 3; +17 vs. AC; 3d6 + 10 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +16 vs. Reflex; 3d6 + 10 force damage, and ongoing 10
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 5. Skills Athletics +14
Double Attack (standard; at-will) Str 17 (+9) Dex 20 (+11) Wis 8 (+5)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+6) Int 8 (+5) Cha 7 (+4)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 12) Level 12 Soldier
twice. Large aberrant magical beast (spellscarred) XP 700
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +10 Senses Perception +10; tremorsense 15
Close blast 5; +16 vs. Reflex; 3d6 + 12 damage. Miss: half damage. HP 119; Bloodied 59
Each time the spellplague behemoth activates this power, roll AC 28; Fortitude 26, Reflex 24, Will 23
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +17 vs. AC; 3d6 + 10 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +15 vs. Reflex; 2d8 + 6 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +17 vs. AC; 3d6 + 10 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist10 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +17 vs. AC; 4d6 + 17 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Threatening Reach Close burst 2; +15 vs. Fortitude; 3d6 + 12 damage, and the target is
The spellplague behemoth can make opportunity attacks against knocked prone.
any enemy within 3 squares of it. Massive Bulk
Alignment Unaligned Languages Common, Deep Speech A behemoth limb is part of a much larger creature, and is difficult to
Skills Arcana +14, Endurance +16 move. It cannot be teleported, and may make a saving throw to
Str 22 (+12) Dex 5 (+3) Wis 13 (+7) avoid being knocked prone. The distance of any forced movement
Con 20 (+11) Int 17 (+9) Cha 21 (+11) against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +16, Endurance +13
Str 20 (+11) Dex 14 (+8) Wis 8 (+5)
Con 15 (+8) Int 8 (+5) Cha 8 (+5)

ADCP2-1 The Paladins' Plague Page 105


Mission 6: "The Heart" Statistics (P1, High Level)
Spellplague Behemoth (Level 14) Level 14 Elite Controller Behemoth Tentacle (Level 14) Level 14 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 2,000 Small aberrant magical beast (spellscarred) XP 250
Initiative +4 Senses Perception +12; tremorsense 20 Initiative +14 Senses Perception +11; tremorsense 10
HP 280; Bloodied 140 HP 1; a missed attack never damages a minion.
AC 28; Fortitude 27, Reflex 25, Will 26 AC 28; Fortitude 26, Reflex 27, Will 25
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 40 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +19 vs. AC; 8 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 3 additional damage on any attack it
Reach 3; +19 vs. AC; 3d6 + 12 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +18 vs. Reflex; 3d6 + 12 force damage, and ongoing 10
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 5. Skills Athletics +15
Double Attack (standard; at-will) Str 17 (+10) Dex 20 (+12) Wis 8 (+6)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+7) Int 8 (+6) Cha 7 (+5)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 14) Level 14 Soldier
twice. Large aberrant magical beast (spellscarred) XP 1,000
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +11 Senses Perception +11; tremorsense 15
Close blast 5; +18 vs. Reflex; 3d8 + 12 damage. Miss: half damage. HP 135; Bloodied 67
Each time the spellplague behemoth activates this power, roll AC 30; Fortitude 28, Reflex 26, Will 25
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +19 vs. AC; 3d6 + 12 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +17 vs. Reflex; 2d8 + 7 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +19 vs. AC; 3d6 + 12 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 10 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +19 vs. AC; 4d8 + 16 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Threatening Reach Close burst 2; +17 vs. Fortitude; 3d8 + 12 damage, and the target is
The spellplague behemoth can make opportunity attacks against knocked prone.
any enemy within 3 squares of it. Massive Bulk
Alignment Unaligned Languages Common, Deep Speech A behemoth limb is part of a much larger creature, and is difficult to
Skills Arcana +15, Endurance +17 move. It cannot be teleported, and may make a saving throw to
Str 22 (+13) Dex 5 (+4) Wis 13 (+8) avoid being knocked prone. The distance of any forced movement
Con 20 (+12) Int 17 (+10) Cha 21 (+12) against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +17, Endurance +14
Str 20 (+12) Dex 14 (+9) Wis 8 (+6)
Con 15 (+9) Int 8 (+6) Cha 8 (+6)

ADCP2-1 The Paladins' Plague Page 106


Mission 6: "The Heart" Statistics (P2, Low Level)
Spellplague Behemoth (Level 15) Level 15 Elite Controller Behemoth Tentacle (Level 15) Level 15 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 2,400 Small aberrant magical beast (spellscarred) XP 300
Initiative +4 Senses Perception +12; tremorsense 20 Initiative +14 Senses Perception +11; tremorsense 10
HP 296; Bloodied 148 HP 1; a missed attack never damages a minion.
AC 29; Fortitude 28, Reflex 26, Will 27 AC 29; Fortitude 27, Reflex 28, Will 26
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 40 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +20 vs. AC; 9 damage. On a critical hit, the target is knocked prone.
Action Points 1 Combat Advantage
m Tentacle (standard; at-will) The behemoth tentacle deals 4 additional damage on any attack it
Reach 3; +20 vs. AC; 3d6 + 13 damage, and the target is pushed 1 makes with combat advantage.
square. Massive Bulk
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force A behemoth tentacle is part of a much larger creature. It cannot be
teleported, and the distance of any forced movement against it is
Ranged 20; +19 vs. Reflex; 3d6 + 13 force damage, and ongoing 10
reduced by 1 square.
fire damage (save ends). The first time each round that a creature
fails its saving throw against the ongoing damage, the ongoing Alignment Unaligned Languages --
damage increases by 5. Skills Athletics +15
Double Attack (standard; at-will) Str 17 (+10) Dex 20 (+12) Wis 8 (+6)
The spellplague behemoth makes two tentacle slam attacks. Each Con 11 (+7) Int 8 (+6) Cha 7 (+5)
attack must be made against a different target, unless a creature is
marking the behemoth, in which case it may attack that creature Behemoth Crushing Limb (Level 15) Level 15 Soldier
twice. Large aberrant magical beast (spellscarred) XP 1,200
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Initiative +11 Senses Perception +11; tremorsense 15
Close blast 5; +19 vs. Reflex; 3d8 + 13 damage. Miss: half damage. HP 143; Bloodied 71
Each time the spellplague behemoth activates this power, roll AC 31; Fortitude 29, Reflex 27, Will 26
randomly to determine the type of damage dealt. Immune fear, gaze, sleep, teleportation
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Speed 5, burrow 5
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. m Lash (standard; at-will)
C Slave of the Plague (free, when the spellplague behemoth scores a Reach 2; +20 vs. AC; 3d6 + 13 damage, and the target is marked
until the end of the crushing limb’s next turn.
critical hit; at-will) ✦ Charm
R Force Bolt (standard; at-will) ✦ Force
The target creature is dominated (save ends). The behemoth cannot
dominate more than one creature at a time with this ability. Ranged 20; +18 vs. Reflex; 2d8 + 8 force damage.
Body of the Beast M Tentacle Grab (standard; targets a marked creature; at-will)
The spellplague behemoth is difficult to kill without first cutting off Reach 2; +20 vs. AC; 4d6 + 15 damage, and the target is grabbed.
its limbs. Each limb grants the behemoth resist 10 all and +2 saves. While grabbing a creature, the crushing limb cannot make attacks
These benefits are cumulative. When all limbs are destroyed, the (except tentacle crush). Any creature grabbed by a crushing limb
behemoth has no resistance and +2 saves. grants combat advantage to all behemoth tentacles.
Massive Bulk M Tentacle Crush (standard; targets a grabbed creature; at-will)
The spellplague behemoth is anchored through the ground to a +20 vs. AC; 4d8 + 17 damage, and the crushing limb sustains the
much larger mass beneath the surface, making it very difficult to grab. Miss: half damage, and the crushing limb sustains the grab.
move. It cannot be knocked prone, it cannot be teleported, and the Attempts to escape the crushing limb’s grab must be made against
distance of any forced movement (slide, push, or pull) is reduced by its Fortitude defense.
3 squares. C Tentacle Sweep (standard; recharge 4 5 6)
Threatening Reach Close burst 2; +18 vs. Fortitude; 3d8 + 13 damage, and the target is
The spellplague behemoth can make opportunity attacks against knocked prone.
any enemy within 3 squares of it. Massive Bulk
Alignment Unaligned Languages Common, Deep Speech A behemoth limb is part of a much larger creature, and is difficult to
Skills Arcana +15, Endurance +17 move. It cannot be teleported, and may make a saving throw to
Str 22 (+13) Dex 5 (+4) Wis 13 (+8) avoid being knocked prone. The distance of any forced movement
Con 20 (+12) Int 17 (+10) Cha 21 (+12) against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +17, Endurance +14
Str 20 (+12) Dex 14 (+9) Wis 8 (+6)
Con 15 (+9) Int 8 (+6) Cha 8 (+6)

ADCP2-1 The Paladins' Plague Page 107


Mission 6: "The Heart" Statistics (P2, High Level)
Spellplague Behemoth (Level 17) Level 17 Elite Controller Behemoth Tentacle (Level 17) Level 17 Minion Skirmisher
Huge aberrant magical beast (spellscarred) XP 3,200 Small aberrant magical beast (spellscarred) XP 400
Initiative +5 Senses Perception +13; tremorsense 20 Initiative +15 Senses Perception +12; tremorsense 10
HP 328; Bloodied 164 HP 1; a missed attack never damages a minion.
AC 31; Fortitude 30, Reflex 28, Will 29 AC 31; Fortitude 29, Reflex 30, Will 28
Immune fear, gaze, sleep, teleportation Immune fear, gaze, sleep, teleportation
Resist 40 all (see body of the beast) Speed 6, burrow 6
Saving Throws +10 (see body of the beast) m Slam (standard; at-will)
Speed 4, burrow 4 +22 vs. AC; 11 damage. On a critical hit, the target is knocked
Action Points 1 prone.
m Tentacle (standard; at-will) Combat Advantage
Reach 3; +22 vs. AC; 3d8 + 12 damage, and the target is pushed 1 The behemoth tentacle deals 4 additional damage on any attack it
square. makes with combat advantage.
R Spellplague Nimbus (standard; at-will) ✦ Fire, Force Massive Bulk
A behemoth tentacle is part of a much larger creature. It cannot be
Ranged 20; +21 vs. Reflex; 3d8 + 12 force damage, and ongoing 10
teleported, and the distance of any forced movement against it is
fire damage (save ends). The first time each round that a creature
reduced by 1 square.
fails its saving throw against the ongoing damage, the ongoing
Alignment Unaligned Languages --
damage increases by 5.
Double Attack (standard; at-will) Skills Athletics +16
Str 17 (+11) Dex 20 (+13) Wis 8 (+7)
The spellplague behemoth makes two tentacle slam attacks. Each
attack must be made against a different target, unless a creature is Con 11 (+8) Int 8 (+7) Cha 7 (+6)
marking the behemoth, in which case it may attack that creature
twice. Behemoth Crushing Limb (Level 17) Level 17 Soldier
C Exothermic Exhalation (standard; recharge 5 6) ✦ Varies Large aberrant magical beast (spellscarred) XP 1,600
Close blast 5; +21 vs. Reflex; 3d8 + 15 damage. Miss: half damage. Initiative +12 Senses Perception +12; tremorsense 15
Each time the spellplague behemoth activates this power, roll HP 159; Bloodied 79
randomly to determine the type of damage dealt. AC 33; Fortitude 31, Reflex 29, Will 28
1 – fire; 2 – cold; 3 – lightning; 4 – thunder; Immune fear, gaze, sleep, teleportation
5 – poison; 6 – necrotic; 7 – radiant; 8 – force. Speed 5, burrow 5
C Slave of the Plague (free, when the spellplague behemoth scores a m Lash (standard; at-will)
Reach 2; +22 vs. AC; 3d8 + 12 damage, and the target is marked
critical hit; at-will) ✦ Charm
until the end of the crushing limb’s next turn.
The target creature is dominated (save ends). The behemoth cannot
R Force Bolt (standard; at-will) ✦ Force
dominate more than one creature at a time with this ability.
Body of the Beast Ranged 20; +20 vs. Reflex; 3d6 + 9 force damage.
The spellplague behemoth is difficult to kill without first cutting off M Tentacle Grab (standard; targets a marked creature; at-will)
its limbs. Each limb grants the behemoth resist 10 all and +2 saves. Reach 2; +22 vs. AC; 4d6 + 18 damage, and the target is grabbed.
These benefits are cumulative. When all limbs are destroyed, the While grabbing a creature, the crushing limb cannot make attacks
behemoth has no resistance and +2 saves. (except tentacle crush). Any creature grabbed by a crushing limb
Massive Bulk grants combat advantage to all behemoth tentacles.
The spellplague behemoth is anchored through the ground to a M Tentacle Crush (standard; targets a grabbed creature; at-will)
much larger mass beneath the surface, making it very difficult to +22 vs. AC; 4d8 + 20 damage, and the crushing limb sustains the
move. It cannot be knocked prone, it cannot be teleported, and the grab. Miss: half damage, and the crushing limb sustains the grab.
distance of any forced movement (slide, push, or pull) is reduced by Attempts to escape the crushing limb’s grab must be made against
3 squares. its Fortitude defense.
Threatening Reach C Tentacle Sweep (standard; recharge 4 5 6)
The spellplague behemoth can make opportunity attacks against Close burst 2; +20 vs. Fortitude; 3d8 + 15 damage, and the target is
any enemy within 3 squares of it. knocked prone.
Alignment Unaligned Languages Common, Deep Speech Massive Bulk
Skills Arcana +16, Endurance +18 A behemoth limb is part of a much larger creature, and is difficult to
Str 22 (+14) Dex 5 (+5) Wis 13 (+9) move. It cannot be teleported, and may make a saving throw to
Con 20 (+13) Int 17 (+11) Cha 21 (+13) avoid being knocked prone. The distance of any forced movement
against the limb is reduced by 2 squares.
Alignment Unaligned Languages --
Skills Athletics +18, Endurance +15
Str 20 (+13) Dex 14 (+10) Wis 8 (+7)
Con 15 (+10) Int 8 (+7) Cha 8 (+7)

ADCP2-1 The Paladins' Plague Page 108


Mission 6: "The Heart" Map
Setup
The blue and red runes (where the limbs start) show the locations where energy nodes appear when each limb is
killed. The “chasm” tiles show the edge where the lower-right portion of the map (which is actually a separate,
floating chunk of terrain) is broken off from the main map. The height of this gap is 10 feet at Heroic tier and 20 feet
at Paragon tier. The green runes indicate areas where the PCs can score critical hits on attack rolls of 19-20.

Tile Sets Needed


Dungeon Tiles (x2); Halls of the Giant Kings (x2)

PCs Approach

L L

L L

H = Spellplague Behemoth (size Huge); L = Behemoth Limbs (size Large). The tentacles are not shown on the map;
they erupt in appropriate spaces in the open area of the lower level. None of the monsters are visible when the PCs
start on the map. Place and describe the terrain features but do not place any monsters until the PCs advance into the
area. The tentacles can burrow from the lower level to the upper level and vice versa, at a cost of 2 additional squares
of movement.

ADCP2-1 The Paladins' Plague Page 109


Interlude 5: Return to A Final Gathering
The High Observer requests that all the members of the
Elturel expedition come to a final meeting at the main Temple
of Torm (this is both practical and symbolic, as the
Objective Temple of Torm is where this adventure began and
After the battle at the heart of the plagueland, the PCs where the Companion is located). If the PCs were
return to the city of Elturel. If they were successful, they victorious, then a great feast is announced, with the
are greeted as heroes; if they were unsuccessful, their “heroes of Elturel” to be given high honors. If the PCs
reception is far more somber, as the city’s leaders must were defeated, then there will be no feast, but the High
confront the fact that Elturel may have to be abandoned. Observer will offer prayers and beseech the gods for
guidance on how best to preserve the people of Elturel
against this seemingly insurmountable threat.
A Triumphant Return This is a good time announce the results of the
If the PCs were successful in Mission 6, they have a battle so far, to mislead the players into thinking that the
triumphant return to Elturel. Read the following: heavy fighting is over. Event Organizers may also want
to confer with the DMs at this point, and make some
As you make your way back through the ripped curtain tweaks to the final encounter based on how everyone
of blue fire, the surviving clerics and paladins who has been doing so far. If the PCs are winning easily,
accompanied you from Elturel can see from your increase the threat; if the PCs have been having a rough
demeanor that your mission was successful. A rousing time, tone down the final encounter.
cheer erupts from the faithful servants of Torm, and the
return trip to Elturel is filled with good spirits and Ending the Encounter
relieved laughter. Despite the terrible damage sustained
by the city, the strength and resolve of the people are The PCs are allowed to rest and refresh themselves as
they wish within the city (this does not count as an
unbroken. People line the battle-scarred walls and
extended rest) before returning to the Temple of Torm,
rubble-strewn streets of the city, showering you with
where the High Observer and Knight-Commander
rose petals and shouting your names as you lead a
Vessen are scheduled to address the surviving members
triumphant procession back to the Temple of Torm. The
of the expedition.
High Observer proclaims that a great feast shall be held
in honor of your victory on this very night.
Experience Points
The PCs do not earn any XP for this encounter, and it
Dragging Home in Defeat does not count towards a milestone.
If the PCs were not successful in Mission 6, then
Elturel’s future looks bleak indeed. Read the following: Treasure
There is no treasure in this encounter.
As you stumble back through the curtain of blue fire, the
surviving clerics and paladins who accompanied you The Companion
from Elturel can see from your demeanor that your
The PCs are back in range of the Companion during this
mission was a failure. With the ritual of protection
encounter. For purposes of the interlude, it does not
fading fast and ever-mounting casualties, the army’s matter from a game-mechanical standpoint, but remind
leaders have no choice but to flee the plagueland and everyone whether or not the ritual to modify the
make a forced march back to the city, to lend what aid Companion’s energy was enacted, and if so, what its
they can to the feeble defenses. Upon your return, the effects are. This will help set the stage for what happens
battle-scarred walls and shattered streets of the city are (or does not happen) in the next encounter.
silent, with no signs of life. Blue fire still flickers along
the rooftops and it will take many years to recover from The Passage of Time
the devastation, if indeed the Spellplague can ever be
It is nearly sunset by the time everyone in the expedition
cleansed from this place. The High Observer solemnly reassembles at the main Temple of Torm, beneath the
intones that there will be a prayer service this very night Companion’s unblinking gaze. Proceed to Mission 7 and
at the Temple of Torm, in honor of the fallen. the final encounter of this adventure.

ADCP2-1 The Paladins' Plague Page 110


Mission 7: Betrayal H2: EL 6 / 8 (1,400 / 1,750 XP)
This encounter includes the following creatures and
Objective traps at the low tier:
1 lesser cobalt dragon (level 5) (D)
The High Observer has invited everyone to return to the
1 knight accordant (level 5) (K)
Temple of Torm, where a banquet has been laid out in
1 commander accordant (level 5) (C)
honor of the brave heroes. The atmosphere is either one
1 warlock accordant (level 5) (L)
of celebration, as the people of Elturel pay their respects
1 spellscarred archer (level 5) (A)
to those who destroyed the invading army and freed
1 hex portal matrix (level 5 trap)
their city, or one of quiet desperation, as the city’s
leaders prepare for what will be a long siege at best and
This encounter includes the following creatures and
the complete destruction of Elturel at worst.
traps at the high tier:
During the meal, as the High Observer offers up a
1 lesser cobalt dragon (level 6) (D)
prayer to Torm, Knight-Commander Vessen’s treachery
1 knight accordant (level 6) (K)
is revealed. If the ritual to modify the Companion was
1 commander accordant (level 6) (C)
enacted earlier in the adventure, then the Companion’s
1 warlock accordant (level 6) (L)
light sputters and disappears just as Vessen commits his
1 spellscarred archer (level 6) (A)
greatest betrayal: members of the Order of Blue Fire
1 hex portal matrix (level 6 trap)
step through sharn-created portals directly into the
Temple itself, and begin killing the leaders of Elturgard.
Note: Before this encounter begins, find out if any or H3: EL 9 / 11 (2,100 / 3,000 XP)
all of the PCs at the table participated in the Quest This encounter includes the following creatures and
adventure QUES1-1 Black Cloaks and Bitter Rivalries. traps at the low tier:
Among those who did, find out whether they were 1 lesser cobalt dragon (level 7) (D)
successful or unsuccessful in preventing the Cult of the 1 knight accordant (level 7) (K)
Dragon from creating a new dracolich. If at least half of 1 commander accordant (level 7) (C)
the PCs at the table were unsuccessful, then the lesser 1 warlock accordant (level 7) (L)
cobalt dragon in this encounter is actually that 1 spellscarred archer (level 7) (A)
dracolich, which has been plaguechanged and now 1 hex portal matrix (level 7 trap)
serves the Order of Blue Fire. (Its stats are unchanged;
just change the way you describe it visually.) This encounter includes the following creatures and
traps at the high tier:
H1: EL 3 / 5 (875 / 1,225 XP) 1 lesser cobalt dragon (level 10) (D)
This encounter includes the following creatures and 1 knight accordant (level 9) (K)
traps at the low tier: 1 commander accordant (level 9) (C)
1 lesser cobalt dragon (level 2) (D) 1 warlock accordant (level 9) (L)
1 knight accordant (level 2) (K) 1 spellscarred archer (level 9) (A)
1 commander accordant (level 2) (C) 1 hex portal matrix (level 9 trap)
1 warlock accordant (level 2) (L)
1 spellscarred archer (level 2) (A) P1: EL 13 / 15 (4,200 / 6,000 XP)
1 hex portal matrix (level 2 trap) This encounter includes the following creatures and
traps at the low tier:
This encounter includes the following creatures and 1 lesser cobalt dragon (level 11) (D)
traps at the high tier: 1 knight accordant (level 11) (K)
1 lesser cobalt dragon (level 4) (D) 1 commander accordant (level 11) (C)
1 knight accordant (level 4) (K) 1 loremaster accordant (level 11) (L)
1 commander accordant (level 4) (C) 1 spellscarred archer (level 11) (A)
1 warlock accordant (level 4) (L) 1 hex portal matrix (level 11 trap)
1 spellscarred archer (level 4) (A)
1 hex portal matrix (level 4 trap)

ADCP2-1 The Paladins' Plague Page 111


This encounter includes the following creatures and The room plunges into darkness as the
traps at the high tier: Companion’s light flickers and grows faint. It must be
1 lesser cobalt dragon (level 14) (D) connected to the High Observer’s life in some fashion.
1 knight accordant (level 13) (K) All around the darkened banquet hall, pinpoints of
1 commander accordant (level 13) (C) blue light appear. Hexagonal portals of arcane energy
1 loremaster accordant (level 13) (L) spring open, and armed figures come pouring through.
1 spellscarred archer (level 13) (A) Some are men-at-arms, others wear the robes of
1 hex portal matrix (level 13 trap) spellcasters. All of their weapons and implements glow
with blue fire. Claws rend the air and a dragon with
scales of deep cobalt emerges from a portal at the back
P2: EL 16 / 17 (7,400 / 9,800 XP) of the hall. The Order of Blue Fire has found a way to
strike at the very heart of Elturel.
This encounter includes the following creatures and
traps at the low tier: As the High Observer’s body slumps to the ground,
1 lesser cobalt dragon (level 15) (D) the man standing behind him – the traitor, the betrayer
1 knight accordant (level 14) (K) – raises his bloody sword and slowly, deliberately, points
1 commander accordant (level 14) (C) it in your direction. His face is illuminated by the
1 loremaster accordant (level 14) (L) flickering blue light of the portals. For the first time you
1 spellscarred archer (level 14) (A) and everyone else in the room get a good look at the
1 hex portal matrix (level 14 trap) man who has so cravenly struck down the leader of the
order of Torm.
This encounter includes the following creatures and Knight-Commander Vessen studies you all
traps at the high tier: impassively. His eyes glow with blue fire and at first he
1 lesser cobalt dragon (level 16) (D) shows no regret or remorse, but then a single tear rolls
1 knight accordant (level 16) (K) down his cheek. The paladin shakes his head and seems
1 commander accordant (level 16) (C) about to say something, but then a portal opens directly
1 loremaster accordant (level 16) (L) behind him. Black tentacles reach out, wrapping
1 spellscarred archer (level 16) (A) around him, pulling the Knight-Commander through
1 hex portal matrix (level 16 trap) the portal, which snaps closed behind him.
There is no time to think of taking revenge on the
When you are ready to begin this mission, read: Knight-Commander, at least not for the moment. The
forces of the Order of Blue Fire are charging towards
The High Observer rises from his seat at the head of the the stricken High Observer, who gasps for breath as his
banquet table. All other voices quickly fall silent. “My life’s blood pours out. Only you can save him!
friends, the people of Elturel have suffered much. But
their suffering would be much greater were it not for The Companion Extinguished
these heroes assembled before us. We honor your If the ritual to modify the Companion’s light to target
courage and your sacrifice. You have brought justice to plaguechanged creatures was enacted before Mission 3,
our city and Torm himself smiles down upon you. that choice now comes back to haunt the PCs in this
Although we do not know why we were attacked or by encounter, as at the very moment when Knight-
what means they were able to control the power of the Commander Vessen strikes down the High Observer,
Spellplague, we do know that they can be defeated, and the Companion’s light flickers and dies. The PCs will
that knowledge will serve us should they think to return receive no bonuses from the ritual in this encounter,
and challenge us again. For now, let us give thanks for and neither undead nor spellscarred PCs suffer any
our deliverance, and…” penalties from the Companion in this encounter. All
The High Observer’s voice suddenly breaks as all PCs who invested healing surges into the ritual feel a
the air rushes from his lungs. He looks down, confused, painful backlash as the ritual’s energy is torn apart. For
only to see the blade of a bastard sword emerging from every healing surge that a character put into the
his chest. The man behind him gives the blade a twist Companion earlier, that character takes 5 damage
and you hear a sickening crunch of flesh and bone. “I (Heroic tier) or 10 damage (Paragon tier). There is no
am sorry, my friend, but this is not yet over. The time to heal this damage before the battle starts; the PCs
Masters of Absolute Accord have a different ending in will need to deal with it using their actions in combat.
mind for this tale.”

ADCP2-1 The Paladins' Plague Page 112


If the ritual was not enacted, then the Companion’s accordant, the commander accordant, and finally the
light flickers when Vessen strikes the High Observer knight accordant. For the trap, rather than rolling
down, but it does not go out, and its power remains in initiative, simply assume that it gets one roll of 15 and
effect (against undead PCs only) during this encounter. another roll of 5, add its initiative modifier to those rolls,
and use those values for the two activations. The
Features of the Area purpose of using static intiative for the trap is to try and
space things out so that several other creatures act
This area has the following notable features:
between the trap’s first and second attacks. This helps
Illumination: Bright illumination from magical
create the sense that the trap is attacking constantly
torches and lanterns throughout the Temple of Torm.
during the battle.
Balconies: A series of balconies overlook the
The High Observer is the preferred target of the
banquet hall. The balconies are 20 feet (4 squares)
knights accordant, commander accordant, and
above the ground floor. The balconies may be reached
spellscarred archer. The hex portals only attack PCs and
either by running out of the main chamber and up
the dragon doesn’t care one way or the other; it wants to
either of the side hallways, or by more direct means if
do as much damage as possible to as many enemies as
the PCs have teleportation or flight powers. The PCs
possible.
could also climb the walls (Athletics DC 20). A six-foot-
tall character would need to make a DC 120 Athletics
check (DC 60 with a running start) to reach the balcony Scaling the Encounter
with a vertical jump, so this is unlikely, but certain Make the following adjustments to the combat based on
combinations of powers and magic items might make it the number of PCs present.
possible. Four PCs: Remove the warlock accordant (at heroic
Ceiling: The ceiling is 40 feet high. tier) or the loremaster accordant (at paragon tier).
Tables: The banquet tables are very large and very Six PCs: Add another spellscarred archer.
heavy. It would require a concerted effort by two or
more characters to tip them over (DC 15 Strength or Enemy Reinforcements
DC 20 Athletics). The tables could provide cover for
Reinforcements step through sharn-created portals and
multiple Medium or Small sized creatures if tipped over.
can appear anywhere in the room. Reinforce the knight
A character can jump onto the table as part of a move by
accordant, the commander accordant, and the warlock
spending 1 extra square of movement (DC 10 Athletics).
accordant or loremaster accordant by adding another
Leaping off the table as part of an acrobatic stunt
creature of the same type when the first one is defeated.
requires a DC 15 Acrobatics check and grants an
Reinforcements should generally arrive 1-2 rounds after
appropriate bonus to whatever action the character is
the death of the NPC they are replacing.
performing (typically +1 to an attack roll or +2 to a skill
For an even greater challenge (if the PCs have been
check).
winning all the battles easily, even with reinforcements)
The High Observer: The PCs are initially seated
double the cobalt dragon’s hit points (don’t change its
amongst their fellow adventurers, but they are not far
attacks, defenses, or damage).
from a dais where some local dignitaries are seated.
For an even greater challenge than that, give the hex
Most of these individuals scatter when the attack starts,
portal matrix an extra (third) attack, with an initiative
but the High Observer remains in danger, and the PCs
roll of 25, and each “window” requires two hits to
must protect Elturgard’s leader during the battle.
destroy instead of one.
For simplicity’s sake, the High Observer has the
same stats as the NPC ritual caster from Mission 5,
including hit points, defenses, and healing surges. Ending the Encounter
However, due to Vessen’s betrayal, the High Observer is The encounter ends when the PCs have defeated the
badly wounded. He begins the encounter at his or her members of the Order of Blue Fire.
bloodied hit point value and is unable to take actions to Total Success: All the monsters (including
assist the PCs during the fight (though he will obey any reinforcements, if any) were killed, and the High
reasonable instructions). Observer survived.
Success: The PCs killed the dragon, destroyed the
Tactics hex portal matrix, killed at least two out of the other 4
monsters, and saved the High Observer.
Give your best initiative roll to the dragon, then the
spellscarred archer, the warlock (or loremaster)

ADCP2-1 The Paladins' Plague Page 113


Partial Success: Regardless of how many monsters Experience Points
were killed, the PCs earn a partial success as long as the The PCs earn the full amount if they achieve a total
High Observer survives. success or a success. They earn 75% of the listed amount
Failure: The PCs earn a failure if the High Observer for a partial success, and 50% for a failure.
is killed.
H1: 175 / 245 XP per PC; H2: 280 / 350 XP per PC;
The fate of the High Observer is determined by a simple H3: 420 / 600 XP per PC; P1: 840 / 1,200 XP per PC;
majority of the participating tables. (Ties go in the High P2: 1,480 / 1,960 XP per PC.
Observer’s favor.) If half or more of the tables saved him,
then the High Observer lives. If less than half of the Treasure
tables saved him, then the High Observer dies. The PCs receive no treasure directly from this mission,
but great rewards await them for saving the city and the
Read the following if the High Observer survived. (You High Observer.
may need to alter this speech slightly if the PCs failed at
some or all of their previous missions; this text is written The Companion
assuming that they have been successful overall.)
If the ritual to alter the Companion was enacted earlier
during the adventure, the Companion’s light goes out
The Order of Blue Fire has been routed and the High
during this fight, and it has no effect during the battle
Observer saved. Church bells peal a bright, uplifting
(but characters who invested healing surges into the
song of hope throughout Elturel in celebration. The city
ritual take damage, as described above). If the ritual was
has been delivered from the Spellplague and although
not enacted, then the Companion continues to have its
there is much work to be done, Elturel will have the
normal effect (against undead only) during this mission.
guidance of its beloved High Observer to lead its
reconstruction. The Passage of Time
Though gravely wounded, the High Observer drags
This is the final mission (regardless of success or failure).
himself to his feet and smiles grimly. “You have my
Proceed to Concluding the Adventure.
thanks once more, heroes. It is not enough for you to
save my people, or indeed to save my entire city; it would
seem that you must also save me. I give thanks to Torm
for delivering you as the agents of our, and my,
salvation.”
Turning to the assembled city leaders, the High
Observer shouts: “Let all here bear witness that our
strength has been sorely tested but the Loyal Fury finds
us worthy on this day! Try as they might, betray us as
they may, our enemies cannot prevail. Our strength lies
not just in steel and spell, it lies in our faith and in our
friendships! We may be bloodied, we may be broken,
but we are never defeated!
Three cheers for the Heroes of Elturel!”

Read the following if the High Observer was killed:

The Order of Blue Fire has achieved its goal: the High
Observer lies dead upon the cold stone. Knight-
Commander Vessen’s betrayal was their trump card,
their final and most devastating secret. Although the
city may be rebuilt, it will be a darker place without the
beloved High Observer. Church bells throughout the city
peal a steady, slow, mournful tone as all Elutrgard
weeps.

ADCP2-1 The Paladins' Plague Page 114


Mission 7: "Betrayal" Statistics (H1, Low Level)
Lesser Cobalt Dragon (Level 2) Level 2 Elite Controller Commander Accordant (Level 2) Level 2 Skirmisher (Leader)
Large natural magical beast (dragon) XP 250 Medium natural humanoid XP 125
Initiative +4 Senses Perception +9; darkvision Initiative +7 Senses Perception +12
HP 90; Bloodied 45 HP 41; Bloodied 20
AC 17; Fortitude 16, Reflex 13, Will 14 AC 16; Fortitude 13, Reflex 14, Will 16
Resist 5 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +7 vs. AC; 1d8 + 5 force damage, and ongoing 5 force damage
Action Points 1 (save ends).
m Bite (standard; at-will) ✦ Cold
r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +7 vs. AC; 1d10 + 6 cold damage, and the target is Ranged 20; +5 vs. Reflex; 1d6 + 4 force damage, and ongoing 5
slowed (save ends). force damage (save ends).
m Claw (standard; at-will)
M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +7 vs. AC; 1d8 + 5 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied) porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +7 vs. AC; a door or a cracked window). The commander makes a melee basic
1d8 + 7 damage, the dragon pushes the target 3 squares, and the attack against any creature whose space he enters, but cannot
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing
C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 1d6 + 7 hit points
Close blast 5; +6 vs. Fortitude; 1d8 + 7 cold damage, and the (spellscarred and plaguechanged creatures also add their
target is restrained (save ends). Aftereffect: the target is slowed Constitution bonus). In addition, that ally gains 4 temporary hit
(save ends). Miss: Half damage. points in the form of a shimmering blue aura.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +12, Endurance +11, Intimidate +9 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+7) Dex 16 (+4) Wis 16 (+4) move through enemies’ spaces until the end of this movement.
Con 21 (+6) Int 13 (+2) Cha 17 (+4) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +7, Heal +12, Stealth +9
Knight Accordant (Level 2) Level 2 Soldier Str 11 (+1) Dex 19 (+5) Wis 22 (+7)
Medium natural humanoid XP 125 Con 17 (+4) Int 12 (+2) Cha 12 (+2)
Initiative +4 Senses Perception +10 Equipment hide armor
HP 41; Bloodied 20
AC 18; Fortitude 16, Reflex 11, Will 14 Warlock Accordant (Level 2) Level 2 Artillery
Speed 5 Medium natural humanoid XP 125
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +2 Senses Perception +6
+7 vs. AC; 1d8 + 5 damage (crit 1d8 + 13), and the target is HP 31; Bloodied 15
marked until the end of the knight accordant’s next turn. AC 14; Fortitude 12, Reflex 14, Will 16
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Plague Touch (standard; at-will) ✦ Fear, Force
Ranged 20/40; +7 vs. AC; 1d8 + 5 damage, and the target is
marked until the end of the knight’s next turn. +7 vs. Reflex; 1d8 + 5 force damage, and the target is pushed 2
squares.
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
r Breaching Curse (standard; at-will)
Until the start of the knight’s next turn, the knight’s weapons Ranged 10; +7 vs. Fortitude; 1d8 + 5 damage, and the target
become energy, attacking the target’s Reflex instead of AC and takes a -2 penalty to all defenses (save ends).
dealing an extra 1d6 force damage on a hit. R Scour the Cursed (standard; at-will)
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or Ranged 10; +7 vs. Will; 1d8 + 5 damage, and if the target is
an adjacent enemy marked by the knight attacks an ally; at-will) currently subject to the defense penalty of breaching curse, it takes
The knight makes a basic attack against the triggering enemy. an additional 1d6 damage.
Forceful Critical Inescapable Hex (immediate reaction; when an enemy within sight
On a critical hit with any attack, the knight accordant also slides the succeeds on a saving throw; at-will)
target 1 square. The triggering creature must reroll the saving throw, and use the
Alignment Unaligned Languages Common, Deep Speech second result.
Skills Endurance +7, Intimidate +8 Alignment Unaligned Languages Common
Str 22 (+7) Dex 12 (+2) Wis 19 (+5) Skills Arcana +8, Bluff +9, History +8
Con 17 (+4) Int 10 (+1) Cha 15 (+3) Str 12 (+2) Dex 12 (+2) Wis 11 (+1)
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Con 13 (+2) Int 14 (+3) Cha 16 (+4)
Equipment leather armor

ADCP2-1 The Paladins' Plague Page 115


Spellscarred Archer (Level 2) Level 2 Artillery Hex Portal Matrix (Level 2) Level 2 Blaster
Medium natural humanoid (spellscarred) XP 125 Trap XP 125
Initiative +5 Senses Perception +6; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 33; Bloodied 16 force from sharns lurking on the other side.
AC 14; Fortitude 13, Reflex 15, Will 13 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+7 vs. AC; 1d6 + 4 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +7 vs. AC or Reflex; 1d8 damage plus 1d6 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +7 vs. Fortitude; 1d8 + 7 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +7 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 1d10 + 6 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +7 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 1d8 + 5 fire and force damage, and the target is
Str 12 (+2) Dex 18 (+5) Wis 11 (+1) dazed (save ends).
Con 15 (+3) Int 17 (+4) Cha 15 (+3) Initiative +2 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 15 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 15 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 16, Fortitude 16, Reflex 16, and Will 17. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 116


Mission 7: "Betrayal" Statistics (H1, High Level)
Lesser Cobalt Dragon (Level 4) Level 4 Elite Controller Commander Accordant (Level 4) Level 4 Skirmisher (Leader)
Large natural magical beast (dragon) XP 350 Medium natural humanoid XP 175
Initiative +5 Senses Perception +10; darkvision Initiative +8 Senses Perception +13
HP 122; Bloodied 61 HP 57; Bloodied 28
AC 19; Fortitude 18, Reflex 15, Will 16 AC 18; Fortitude 15, Reflex 16, Will 18
Resist 5 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +9 vs. AC; 2d6 + 5 force damage, and ongoing 5 force damage
Action Points 1 (save ends).
m Bite (standard; at-will) ✦ Cold
r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +9 vs. AC; 2d8 + 6 cold damage, and the target is Ranged 20; +7 vs. Reflex; 1d8 + 5 force damage, and ongoing 5
slowed (save ends). force damage (save ends).
m Claw (standard; at-will)
M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +9 vs. AC; 2d6 + 5 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied) porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +9 vs. AC; a door or a cracked window). The commander makes a melee basic
2d8 + 5 damage, the dragon pushes the target 3 squares, and the attack against any creature whose space he enters, but cannot
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing
C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 1d6 + 8 hit points
Close blast 5; +8 vs. Fortitude; 2d8 + 5 cold damage, and the (spellscarred and plaguechanged creatures also add their
target is restrained (save ends). Aftereffect: the target is slowed Constitution bonus). In addition, that ally gains 8 temporary hit
(save ends). Miss: Half damage. points in the form of a shimmering blue aura.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +13, Endurance +12, Intimidate +10 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+8) Dex 16 (+5) Wis 16 (+5) move through enemies’ spaces until the end of this movement.
Con 21 (+7) Int 13 (+3) Cha 17 (+5) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +8, Heal +13, Stealth +10
Knight Accordant (Level 4) Level 4 Soldier Str 11 (+2) Dex 19 (+6) Wis 22 (+8)
Medium natural humanoid XP 175 Con 17 (+5) Int 12 (+3) Cha 12 (+3)
Initiative +5 Senses Perception +11 Equipment hide armor
HP 57; Bloodied 28
AC 20; Fortitude 18, Reflex 13, Will 16 Warlock Accordant (Level 4) Level 4 Artillery
Speed 5 Medium natural humanoid XP 175
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +3 Senses Perception +7
+9 vs. AC; 2d6 + 5 damage (crit 2d6 + 17), and the target is HP 43; Bloodied 21
marked until the end of the knight accordant’s next turn. AC 16; Fortitude 14, Reflex 16, Will 18
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Plague Touch (standard; at-will) ✦ Fear, Force
Ranged 20/40; +9 vs. AC; 2d6 + 5 damage, and the target is
marked until the end of the knight’s next turn. +9 vs. Reflex; 2d6 + 5 force damage, and the target is pushed 2
squares.
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
r Breaching Curse (standard; at-will)
Until the start of the knight’s next turn, the knight’s weapons Ranged 10; +9 vs. Fortitude; 2d6 + 5 damage, and the target
become energy, attacking the target’s Reflex instead of AC and takes a -2 penalty to all defenses (save ends).
dealing an extra 1d6 force damage on a hit. R Scour the Cursed (standard; at-will)
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or Ranged 10; +9 vs. Will; 2d6 + 5 damage, and if the target is
an adjacent enemy marked by the knight attacks an ally; at-will) currently subject to the defense penalty of breaching curse, it takes
The knight makes a basic attack against the triggering enemy. an additional 1d6 damage.
Forceful Critical Inescapable Hex (immediate reaction; when an enemy within sight
On a critical hit with any attack, the knight accordant also slides the succeeds on a saving throw; at-will)
target 1 square. The triggering creature must reroll the saving throw, and use the
Alignment Unaligned Languages Common, Deep Speech second result.
Skills Endurance +8, Intimidate +9 Alignment Unaligned Languages Common
Str 22 (+8) Dex 12 (+3) Wis 19 (+6) Skills Arcana +9, Bluff +10, History +9
Con 17 (+5) Int 10 (+2) Cha 15 (+4) Str 12 (+3) Dex 12 (+3) Wis 11 (+2)
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Con 13 (+3) Int 14 (+4) Cha 16 (+5)
Equipment leather armor

ADCP2-1 The Paladins' Plague Page 117


Spellscarred Archer (Level 4) Level 4 Artillery Hex Portal Matrix (Level 4) Level 4 Blaster
Medium natural humanoid (spellscarred) XP 175 Trap XP 175
Initiative +6 Senses Perception +7; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 45; Bloodied 22 force from sharns lurking on the other side.
AC 16; Fortitude 15, Reflex 17, Will 15 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+9 vs. AC; 1d8 + 5 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +9 vs. AC or Reflex; 2d6 damage plus 1d6 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +9 vs. Fortitude; 2d8 + 5 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +9 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 2d8 + 6 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +9 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 2d6 + 5 fire and force damage, and the target is
Str 12 (+3) Dex 18 (+6) Wis 11 (+2) dazed (save ends).
Con 15 (+4) Int 17 (+5) Cha 15 (+4) Initiative +4 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 16 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 16 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 18, Fortitude 18, Reflex 18, and Will 19. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 118


Mission 7: "Betrayal" Statistics (H2, Low Level)
Lesser Cobalt Dragon (Level 5) Level 5 Elite Controller Commander Accordant (Level 5) Level 5 Skirmisher (Leader)
Large natural magical beast (dragon) XP 400 Medium natural humanoid XP 200
Initiative +5 Senses Perception +10; darkvision Initiative +8 Senses Perception +13
HP 138; Bloodied 69 HP 65; Bloodied 32
AC 20; Fortitude 19, Reflex 16, Will 17 AC 19; Fortitude 16, Reflex 17, Will 19
Resist 5 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +10 vs. AC; 2d6 + 6 force damage, and the target takes ongoing
Action Points 1 5 force damage (save ends).
m Bite (standard; at-will) ✦ Cold
r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +10 vs. AC; 2d8 + 7 cold damage, and the target is Ranged 20; +8 vs. Reflex; 2d6 + 6 force damage, and the target
slowed (save ends). takes ongoing 5 force damage (save ends).
m Claw (standard; at-will)
M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +10 vs. AC; 2d6 + 6 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied) porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +10 vs. AC; a door or a cracked window). The commander makes a melee basic
2d8 + 6 damage, the dragon pushes the target 3 squares, and the attack against any creature whose space he enters, but cannot
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing
C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 1d6 + 8 hit points
Close blast 5; +9 vs. Fortitude; 2d8 + 6 cold damage, and the (spellscarred and plaguechanged creatures also add their
target is restrained (save ends). Aftereffect: the target is slowed Constitution bonus). In addition, that ally gains 10 temporary hit
(save ends). Miss: Half damage. points in the form of a shimmering blue aura.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +13, Endurance +12, Intimidate +10 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+8) Dex 16 (+5) Wis 16 (+5) move through enemies’ spaces until the end of this movement.
Con 21 (+7) Int 13 (+3) Cha 17 (+5) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +8, Heal +13, Stealth +10
Knight Accordant (Level 5) Level 5 Soldier Str 11 (+2) Dex 19 (+6) Wis 22 (+8)
Medium natural humanoid XP 200 Con 17 (+5) Int 12 (+3) Cha 12 (+3)
Initiative +5 Senses Perception +11 Equipment hide armor
HP 65; Bloodied 32
AC 21; Fortitude 19, Reflex 14, Will 17 Warlock Accordant (Level 5) Level 5 Artillery
Speed 5 Medium natural humanoid XP 200
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +3 Senses Perception +7
+10 vs. AC; 2d6 + 6 damage (crit 2d6 + 18), and the target is HP 49; Bloodied 24
marked until the end of the knight accordant’s next turn. AC 17; Fortitude 15, Reflex 17, Will 19
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Plague Touch (standard; at-will) ✦ Fear, Force
Ranged 20/40; +10 vs. AC; 2d6 + 6 damage, and the target is
marked until the end of the knight’s next turn. +10 vs. Reflex; 2d6 + 6 force damage, and the target is pushed 2
squares.
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
r Breaching Curse (standard; at-will)
Until the start of the knight’s next turn, the knight’s weapons Ranged 10; +10 vs. Fortitude; 2d6 + 6 damage, and the target
become energy, attacking the target’s Reflex instead of AC and takes a -2 penalty to all defenses (save ends).
dealing an extra 1d6 force damage on a hit. R Scour the Cursed (standard; at-will)
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or Ranged 10; +10 vs. Will; 2d6 + 6 damage, and if the target is
an adjacent enemy marked by the knight attacks an ally; at-will) currently subject to the defense penalty of breaching curse, it takes
The knight makes a basic attack against the triggering enemy. an additional 1d6 damage.
Forceful Critical Inescapable Hex (immediate reaction; when an enemy within sight
On a critical hit with any attack, the knight accordant also slides the succeeds on a saving throw; at-will)
target 1 square. The triggering creature must reroll the saving throw, and use the
Alignment Unaligned Languages Common, Deep Speech second result.
Skills Endurance +8, Intimidate +9 Alignment Unaligned Languages Common
Str 22 (+8) Dex 12 (+3) Wis 19 (+6) Skills Arcana +9, Bluff +10, History +9
Con 17 (+5) Int 10 (+2) Cha 15 (+4) Str 12 (+3) Dex 12 (+3) Wis 11 (+2)
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Con 13 (+3) Int 14 (+4) Cha 16 (+5)
Equipment leather armor

ADCP2-1 The Paladins' Plague Page 119


Spellscarred Archer (Level 5) Level 5 Artillery Hex Portal Matrix (Level 5) Level 5 Blaster
Medium natural humanoid (spellscarred) XP 200 Trap XP 200
Initiative +6 Senses Perception +7; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 51; Bloodied 25 force from sharns lurking on the other side.
AC 17; Fortitude 16, Reflex 18, Will 16 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+10 vs. AC; 1d8 + 6 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +10 vs. AC or Reflex; 2d6 + 1 damage plus 1d6 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +10 vs. Fortitude; 2d8 + 6 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +10 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 2d8 + 7 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +10 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 2d6 + 6 fire and force damage, and the target is
Str 12 (+3) Dex 18 (+6) Wis 11 (+2) dazed (save ends).
Con 15 (+4) Int 17 (+5) Cha 15 (+4) Initiative +5 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 17 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 17 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 19, Fortitude 19, Reflex 19, and Will 20. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 120


Mission 7: "Betrayal" Statistics (H2, High Level)
Lesser Cobalt Dragon (Level 6) Level 6 Elite Controller Commander Accordant (Level 6) Level 6 Skirmisher (Leader)
Large natural magical beast (dragon) XP 500 Medium natural humanoid XP 250
Initiative +6 Senses Perception +11; darkvision Initiative +9 Senses Perception +14
HP 154; Bloodied 77 HP 73; Bloodied 36
AC 21; Fortitude 20, Reflex 17, Will 18 AC 20; Fortitude 17, Reflex 18, Will 20
Resist 10 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +11 vs. AC; 2d6 + 7 force damage, and ongoing 5 force damage
Action Points 1 (save ends).
m Bite (standard; at-will) ✦ Cold
r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +11 vs. AC; 2d8 + 9 cold damage, and the target is Ranged 20; +9 vs. Reflex; 2d6 + 7 force damage, and ongoing 5
slowed (save ends). force damage (save ends).
m Claw (standard; at-will)
M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +11 vs. AC; 2d6 + 7 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied) porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +11 vs. AC; a door or a cracked window). The commander makes a melee basic
2d8 + 7 damage, the dragon pushes the target 3 squares, and the attack against any creature whose space he enters, but cannot
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing
C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 1d6 + 9 hit points
Close blast 5; +10 vs. Fortitude; 2d8 + 7 cold damage, and the (spellscarred and plaguechanged creatures also add their
target is restrained (save ends). Aftereffect: the target is slowed Constitution bonus). In addition, that ally gains 12 temporary hit
(save ends). Miss: Half damage. points in the form of a shimmering blue aura.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +14, Endurance +13, Intimidate +11 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+9) Dex 16 (+6) Wis 16 (+6) move through enemies’ spaces until the end of this movement.
Con 21 (+8) Int 13 (+4) Cha 17 (+6) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +9, Heal +14, Stealth +11
Knight Accordant (Level 6) Level 6 Soldier Str 11 (+3) Dex 19 (+7) Wis 22 (+9)
Medium natural humanoid XP 250 Con 17 (+6) Int 12 (+4) Cha 12 (+4)
Initiative +6 Senses Perception +12 Equipment hide armor
HP 73; Bloodied 36
AC 22; Fortitude 20, Reflex 15, Will 18 Warlock Accordant (Level 6) Level 6 Artillery
Speed 5 Medium natural humanoid XP 250
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +4 Senses Perception +8
+11 vs. AC; 2d6 + 7 damage (crit 2d6 + 19), and the target is HP 55; Bloodied 27
marked until the end of the knight accordant’s next turn. AC 18; Fortitude 16, Reflex 18, Will 20
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Plague Touch (standard; at-will) ✦ Fear, Force
Ranged 20/40; +11 vs. AC; 2d6 + 7 damage, and the target is
marked until the end of the knight’s next turn. +11 vs. Reflex; 2d6 + 7 force damage, and the target is pushed 2
squares.
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
r Breaching Curse (standard; at-will)
Until the start of the knight’s next turn, the knight’s weapons Ranged 10; +11 vs. Fortitude; 2d6 + 7 damage, and the target
become energy, attacking the target’s Reflex instead of AC and takes a -2 penalty to all defenses (save ends).
dealing an extra 1d6 force damage on a hit. R Scour the Cursed (standard; at-will)
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or Ranged 10; +11 vs. Will; 2d6 + 7 damage, and if the target is
an adjacent enemy marked by the knight attacks an ally; at-will) currently subject to the defense penalty of breaching curse, it takes
The knight makes a basic attack against the triggering enemy. an additional 2d6 damage.
Forceful Critical Inescapable Hex (immediate reaction; when an enemy within sight
On a critical hit with any attack, the knight accordant also slides the succeeds on a saving throw; at-will)
target 1 square. The triggering creature must reroll the saving throw, and use the
Alignment Unaligned Languages Common, Deep Speech second result.
Skills Endurance +9, Intimidate +10 Alignment Unaligned Languages Common
Str 22 (+9) Dex 12 (+4) Wis 19 (+7) Skills Arcana +10, Bluff +11, History +10
Con 17 (+6) Int 10 (+3) Cha 15 (+5) Str 12 (+4) Dex 12 (+4) Wis 11 (+3)
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Con 13 (+4) Int 14 (+5) Cha 16 (+6)
Equipment leather armor

ADCP2-1 The Paladins' Plague Page 121


Spellscarred Archer (Level 6) Level 6 Artillery Hex Portal Matrix (Level 6) Level 6 Blaster
Medium natural humanoid (spellscarred) XP 250 Trap XP 250
Initiative +7 Senses Perception +8; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 57; Bloodied 28 force from sharns lurking on the other side.
AC 18; Fortitude 17, Reflex 19, Will 17 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+11 vs. AC; 1d8 + 7 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +11 vs. AC or Reflex; 2d6 + 2 damage plus 1d6 The trap rolls initiative twice and makes one attack on each of its
fire and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +11 vs. Fortitude; 2d8 + 7 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +11 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 2d8 + 9 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +11 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 2d6 + 7 fire and force damage, and the target is
Str 12 (+4) Dex 18 (+7) Wis 11 (+3) dazed (save ends).
Con 15 (+5) Int 17 (+6) Cha 15 (+5) Initiative +6 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 19 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 19 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 20, Fortitude 20, Reflex 20, and Will 21. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 122


Mission 7: “Betrayal” Statistics (H3, Low Level)
Lesser Cobalt Dragon (Level 7) Level 7 Elite Controller Commander Accordant (Level 7) Level 7 Skirmisher (Leader)
Large natural magical beast (dragon) XP 600 Medium natural humanoid XP 300
Initiative +6 Senses Perception +11; darkvision Initiative +9 Senses Perception +14
HP 170; Bloodied 85 HP 81; Bloodied 40
AC 22; Fortitude 21, Reflex 18, Will 19 AC 21; Fortitude 18, Reflex 19, Will 21
Resist 10 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +12 vs. AC; 2d8 + 6 force damage, and ongoing 5 force damage
Action Points 1 (save ends).
m Bite (standard; at-will) ✦ Cold
r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +12 vs. AC; 3d6 + 9 cold damage, and the target is slowed Ranged 20; +10 vs. Reflex; 2d8 + 6 force damage, and ongoing 5
(save ends). force damage (save ends).
m Claw (standard; at-will)
M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +12 vs. AC; 2d8 + 6 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied) porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +12 vs. AC; a door or a cracked window). The commander makes a melee basic
2d8 + 8 damage, the dragon pushes the target 3 squares, and the attack against any creature whose space he enters, but cannot
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing
C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 1d6 + 9 hit points
Close blast 5; +11 vs. Fortitude; 2d8 + 8 cold damage, and the (spellscarred and plaguechanged creatures also add their
target is restrained (save ends). Aftereffect: the target is slowed Constitution bonus). In addition, that ally gains 14 temporary hit
(save ends). Miss: Half damage. points in the form of a shimmering blue aura.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +14, Endurance +13, Intimidate +11 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+9) Dex 16 (+6) Wis 16 (+6) move through enemies’ spaces until the end of this movement.
Con 21 (+8) Int 13 (+4) Cha 17 (+6) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +9, Heal +14, Stealth +11
Knight Accordant (Level 7) Level 7 Soldier Str 11 (+3) Dex 19 (+7) Wis 22 (+9)
Medium natural humanoid XP 300 Con 17 (+6) Int 12 (+4) Cha 12 (+4)
Initiative +6 Senses Perception +12 Equipment hide armor
HP 81; Bloodied 40
AC 23; Fortitude 21, Reflex 16, Will 19 Warlock Accordant (Level 7) Level 7 Artillery
Speed 5 Medium natural humanoid XP 300
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +4 Senses Perception +8
+12 vs. AC; 2d8 + 6 damage (crit 2d8 + 22), and the target is HP 61; Bloodied 30
marked until the end of the knight accordant’s next turn. AC 19; Fortitude 17, Reflex 19, Will 21
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Plague Touch (standard; at-will) ✦ Fear, Force
Ranged 20/40; +12 vs. AC; 2d8 + 6 damage, and the target is
marked until the end of the knight’s next turn. +12 vs. Reflex; 2d8 + 6 force damage, and the target is pushed 2
squares.
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
r Breaching Curse (standard; at-will)
Until the start of the knight’s next turn, the knight’s weapons Ranged 10; +12 vs. Fortitude; 2d8 + 6 damage, and the target
become energy, attacking the target’s Reflex instead of AC and takes a -2 penalty to all defenses (save ends).
dealing an extra 1d8 force damage on a hit. R Scour the Cursed (standard; at-will)
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or Ranged 10; +12 vs. Will; 2d8 + 6 damage, and if the target is
an adjacent enemy marked by the knight attacks an ally; at-will) currently subject to the defense penalty of breaching curse, it takes
The knight makes a basic attack against the triggering enemy. an additional 2d6 damage.
Forceful Critical Inescapable Hex (immediate reaction; when an enemy within sight
On a critical hit with any attack, the knight accordant also slides the succeeds on a saving throw; at-will)
target 1 square. The triggering creature must reroll the saving throw, and use the
Alignment Unaligned Languages Common, Deep Speech second result.
Skills Endurance +9, Intimidate +10 Alignment Unaligned Languages Common
Str 22 (+9) Dex 12 (+4) Wis 19 (+7) Skills Arcana +10, Bluff +11, History +10
Con 17 (+6) Int 10 (+3) Cha 15 (+5) Str 12 (+4) Dex 12 (+4) Wis 11 (+3)
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Con 13 (+4) Int 14 (+5) Cha 16 (+6)
Equipment leather armor

ADCP2-1 The Paladins' Plague Page 123


Spellscarred Archer (Level 7) Level 7 Artillery Hex Portal Matrix (Level 7) Level 7 Blaster
Medium natural humanoid (spellscarred) XP 300 Trap XP 300
Initiative +9 Senses Perception +8; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 63; Bloodied 31 force from sharns lurking on the other side.
AC 19; Fortitude 18, Reflex 20, Will 18 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+12 vs. AC; 2d6 + 4 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +12 vs. AC or Reflex; 2d8 + 4 damage plus 1d8 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +12 vs. Fortitude; 2d8 + 8 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +12 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 3d6 + 9 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +12 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 2d8 + 6 fire and force damage, and the target is
Str 12 (+4) Dex 18 (+7) Wis 11 (+3) dazed (save ends).
Con 15 (+5) Int 17 (+6) Cha 15 (+5) Initiative +7 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 20 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 20 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 21, Fortitude 21, Reflex 21, and Will 22. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 124


Mission 7: "Betrayal" Statistics (H3, High Level)
Lesser Cobalt Dragon (Level 10) Level 10 Elite Controller Commander Accordant (Level 9) Level 9 Skirmisher (Leader)
Large natural magical beast (dragon) XP 1,000 Medium natural humanoid XP 400
Initiative +8 Senses Perception +13; darkvision Initiative +10 Senses Perception +15
HP 218; Bloodied 109 HP 97; Bloodied 48
AC 25; Fortitude 24, Reflex 21, Will 22 AC 23; Fortitude 20, Reflex 21, Will 23
Resist 15 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +14 vs. AC; 2d8 + 8 force damage, and the target takes ongoing
Action Points 1 5 force damage (save ends).
m Bite (standard; at-will) ✦ Cold
r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +15 vs. AC; 3d6 + 12 cold damage, and the target is Ranged 20; +12 vs. Reflex; 2d8 + 8 force damage, and the target
slowed (save ends). takes ongoing 5 force damage (save ends).
m Claw (standard; at-will)
M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +15 vs. AC; 2d8 + 9 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied) porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +15 vs. AC; a door or a cracked window). The commander makes a melee basic
3d6 + 10 damage, the dragon pushes the target 3 squares, and the attack against any creature whose space he enters, but cannot
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing
C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 1d6 + 10 hit points
Close blast 5; +14 vs. Fortitude; 3d6 + 10 cold damage, and the (spellscarred and plaguechanged creatures also add their
target is restrained (save ends). Aftereffect: the target is slowed Constitution bonus). In addition, that ally gains 18 temporary hit
(save ends). Miss: Half damage. points in the form of a shimmering blue aura.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +16, Endurance +15, Intimidate +13 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+11) Dex 16 (+8) Wis 16 (+8) move through enemies’ spaces until the end of this movement.
Con 21 (+10) Int 13 (+6) Cha 17 (+8) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +10, Heal +15, Stealth +12
Knight Accordant (Level 9) Level 9 Soldier Str 11 (+4) Dex 19 (+8) Wis 22 (+10)
Medium natural humanoid XP 400 Con 17 (+7) Int 12 (+5) Cha 12 (+5)
Initiative +7 Senses Perception +13 Equipment hide armor
HP 97; Bloodied 48
AC 25; Fortitude 23, Reflex 18, Will 21 Warlock Accordant (Level 9) Level 9 Artillery
Speed 5 Medium natural humanoid XP 400
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +5 Senses Perception +9
+14 vs. AC; 2d8 + 8 damage (crit 2d8 + 24), and the target is HP 73; Bloodied 36
marked until the end of the knight accordant’s next turn. AC 21; Fortitude 19, Reflex 21, Will 23
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Plague Touch (standard; at-will) ✦ Fear, Force
Ranged 20/40; +14 vs. AC; 2d8 + 8 damage, and the target is
marked until the end of the knight’s next turn. +14 vs. Reflex; 2d8 + 8 force damage, and the target is pushed 2
squares.
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
r Breaching Curse (standard; at-will)
Until the start of the knight’s next turn, the knight’s weapons Ranged 10; +14 vs. Fortitude; 2d8 + 8 damage, and the target
become energy, attacking the target’s Reflex instead of AC and takes a -2 penalty to all defenses (save ends).
dealing an extra 1d8 force damage on a hit. R Scour the Cursed (standard; at-will)
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or Ranged 10; +14 vs. Will; 2d8 + 8 damage, and if the target is
an adjacent enemy marked by the knight attacks an ally; at-will) currently subject to the defense penalty of breaching curse, it takes
The knight makes a basic attack against the triggering enemy. an additional 2d6 damage.
Forceful Critical Inescapable Hex (immediate reaction; when an enemy within sight
On a critical hit with any attack, the knight accordant also slides the succeeds on a saving throw; at-will)
target 1 square. The triggering creature must reroll the saving throw, and use the
Alignment Unaligned Languages Common, Deep Speech second result.
Skills Endurance +10, Intimidate +11 Alignment Unaligned Languages Common
Str 22 (+10) Dex 12 (+5) Wis 19 (+8) Skills Arcana +11, Bluff +12, History +11
Con 17 (+7) Int 10 (+4) Cha 15 (+6) Str 12 (+5) Dex 12 (+5) Wis 11 (+4)
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Con 13 (+5) Int 14 (+6) Cha 16 (+7)
Equipment leather armor

ADCP2-1 The Paladins' Plague Page 125


Spellscarred Archer (Level 9) Level 9 Artillery Hex Portal Matrix (Level 9) Level 9 Blaster
Medium natural humanoid (spellscarred) XP 400 Trap XP 400
Initiative +10 Senses Perception +9; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 75; Bloodied 37 force from sharns lurking on the other side.
AC 21; Fortitude 20, Reflex 22, Will 20 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+14 vs. AC; 2d6 + 6 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +14 vs. AC or Reflex; 2d8 + 6 damage plus 1d8 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 4 5 6) ✦ Force Attack
Area burst 1 within 20; +14 vs. Fortitude; 3d6 + 9 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +14 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 3d6 + 11 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +14 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 2d8 + 8 fire and force damage, and the target is
Str 12 (+5) Dex 18 (+8) Wis 11 (+4) dazed (save ends).
Con 15 (+6) Int 17 (+7) Cha 15 (+6) Initiative +9 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 21 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 21 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 23, Fortitude 23, Reflex 23, and Will 24. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 126


Mission 7: "Betrayal" Statistics (P1, Low Level)
Lesser Cobalt Dragon (Level 11) Level 11 Elite Controller Commander Accordant Level 11 Skirmisher (Leader)
Large natural magical beast (dragon) XP 1,200 Medium natural humanoid XP 600
Initiative +8 Senses Perception +13; darkvision Initiative +11 Senses Perception +16
HP 234; Bloodied 117 HP 113; Bloodied 56
AC 26; Fortitude 25, Reflex 22, Will 23 AC 25; Fortitude 22, Reflex 23, Will 25
Resist 20 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +16 vs. AC; 3d6 + 9 force damage, and the target takes ongoing
Action Points 1 10 force damage (save ends).
m Bite (standard; at-will) ✦ Cold
r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +16 vs. AC; 3d8 + 11 cold damage, and the target is Ranged 20; +14 vs. Reflex; 3d6 + 9 force damage, and the target
slowed (save ends). takes ongoing 10 force damage (save ends).
m Claw (standard; at-will)
M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +16 vs. AC; 3d6 + 9 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied) porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +16 vs. AC; a door or a cracked window). The commander makes a melee basic
3d6 + 11 damage, the dragon pushes the target 3 squares, and the attack against any creature whose space he enters, but cannot
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing
C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 2d6 + 11 hit points
Close blast 5; +15 vs. Fortitude; 3d6 + 11 cold damage, and the (spellscarred and plaguechanged creatures also add their
target is restrained (save ends). Aftereffect: the target is slowed Constitution bonus). In addition, that ally gains 22 temporary hit
(save ends). Miss: Half damage. points in the form of a shimmering blue aura.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +16, Endurance +15, Intimidate +13 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+11) Dex 16 (+8) Wis 16 (+8) move through enemies’ spaces until the end of this movement.
Con 21 (+10) Int 13 (+6) Cha 17 (+8) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +11, Heal +16, Stealth +13
Knight Accordant (Level 11) Level 11 Soldier Str 11 (+5) Dex 19 (+9) Wis 22 (+11)
Medium natural humanoid XP 600 Con 17 (+8) Int 12 (+6) Cha 12 (+6)
Initiative +8 Senses Perception +14 Equipment hide armor
HP 113; Bloodied 56
AC 27; Fortitude 25, Reflex 20, Will 23 Loremaster Accordant Level 11 Artillery
Speed 5 Medium natural humanoid XP 600
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +5 Senses Perception +9
+16 vs. AC; 3d6 + 9 damage (crit 3d6 + 27), and the target is HP 89; Bloodied 44
marked until the end of the knight accordant’s next turn. AC 23; Fortitude 22, Reflex 25, Will 23
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Force Staff (standard; at-will) ✦ Force, Weapon
Ranged 20/40; +16 vs. AC; 3d6 + 9 damage, and the target is
marked until the end of the knight’s next turn. +15 vs. AC; 3d6 + 9 force damage.
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force r Changing Ray (standard; at-will) ✦ Force, Polymorph

Until the start of the knight’s next turn, the knight’s weapons Ranged 10; a blue ray warps the target momentarily; +16 vs. Reflex;
become energy, attacking the target’s Reflex instead of AC and 3d6 + 9 force damage, and the target is dazed until the end of the
dealing an extra 1d10 force damage on a hit. loremaster’s next turn.
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or C Changing Wave (standard; encounter) ✦ Polymorph
an adjacent enemy marked by the knight attacks an ally; at-will) Close blast 5; a wave of blue fire sweeps away from the loremaster,
The knight makes a basic attack against the triggering enemy. warping the forms of those caught in it; +15 vs. Fortitude; 3d6 + 9
Forceful Critical damage, and the target is slowed and weakened until the end of the
On a critical hit with any attack, the knight accordant also slides the loremaster’s next turn.
target 1 square. R Accordant Vision (standard; encounter) ✦ Psychic
Alignment Unaligned Languages Common, Deep Speech
Ranged 20; +15 vs. Will; 3d12 + 9 psychic damage, and the target
Skills Endurance +11, Intimidate +12
is dazed (save ends).
Str 22 (+11) Dex 12 (+6) Wis 19 (+9)
Alignment Unaligned Languages Common, Deep Speech
Con 17 (+8) Int 10 (+5) Cha 15 (+7)
Skills Arcana +16, Dungeoneering +14, History +16, Insight +14
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows
Str 10 (+5) Dex 11 (+5) Wis 19 (+9)
Con 17 (+8) Int 22 (+11) Cha 12 (+6)
Equipment quarterstaff

ADCP2-1 The Paladins' Plague Page 127


Spellscarred Archer (Level 11) Level 11 Artillery Hex Portal Matrix (Level 11) Level 11 Blaster
Medium natural humanoid (spellscarred) XP 600 Trap XP 600
Initiative +11 Senses Perception +10; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 87; Bloodied 43 force from sharns lurking on the other side.
AC 23; Fortitude 22, Reflex 24, Will 22 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+16 vs. AC; 2d6 + 7 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force
see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +16 vs. AC or Reflex; 3d6 + 5 damage plus 2d6 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +16 vs. Fortitude; 3d6 + 11 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +16 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 3d8 + 11 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +16 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 3d6 + 9 fire and force damage, and the target is
Str 12 (+6) Dex 18 (+9) Wis 11 (+5) dazed (save ends).
Con 15 (+7) Int 17 (+8) Cha 15 (+7) Initiative +11 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 22 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 22 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 25, Fortitude 25, Reflex 25, and Will 26. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 128


Mission 7: "Betrayal" Statistics (P1, High Level)
Lesser Cobalt Dragon (Level 14) Level 14 Elite Controller Commander Accordant (Level 13) Level 13 Skirmisher (Leader)
Large natural magical beast (dragon) XP 2,000 Medium natural humanoid XP 800
Initiative +10 Senses Perception +15; darkvision Initiative +12 Senses Perception +17
HP 282; Bloodied 141 HP 129; Bloodied 64
AC 29; Fortitude 28, Reflex 25, Will 26 AC 27; Fortitude 24, Reflex 25, Will 27
Resist 20 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +18 vs. AC; 3d6 + 11 force damage, and the target takes ongoing
Action Points 1 10 force damage (save ends).
m Bite (standard; at-will) ✦ Cold r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +19 vs. AC; 3d8 + 15 cold damage, and the target is Ranged 20; +16 vs. Reflex; 3d6 + 11 force damage, and the target
slowed (save ends). takes ongoing 10 force damage (save ends).
m Claw (standard; at-will) M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +19 vs. AC; 3d6 + 12 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied)
porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +19 vs. AC; a door or a cracked window). The commander makes a melee basic
attack against any creature whose space he enters, but cannot
3d8 + 12 damage, the dragon pushes the target 3 squares, and the
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing

C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 2d6 + 12 hit points
Close blast 5; +18 vs. Fortitude; 3d8 + 12 cold damage, and the (spellscarred and plaguechanged creatures also add their
Constitution bonus). In addition, that ally gains 26 temporary hit
target is restrained (save ends). Aftereffect: the target is slowed
points in the form of a shimmering blue aura.
(save ends). Miss: Half damage.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +17, Endurance +16, Intimidate +14 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+13) Dex 16 (+10) Wis 16 (+10) move through enemies’ spaces until the end of this movement.
Con 21 (+12) Int 13 (+8) Cha 17 (+10) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +12, Heal +17, Stealth +15
Str 11 (+6) Dex 19 (+10) Wis 22 (+12)
Knight Accordant (Level 13) Level 13 Soldier
Con 17 (+9) Int 12 (+7) Cha 12 (+7)
Medium natural humanoid XP 800
Equipment hide armor
Initiative +9 Senses Perception +15
HP 129; Bloodied 64
AC 29; Fortitude 27, Reflex 21, Will 24 Loremaster Accordant (Level 13) Level 13 Artillery
Speed 5 Medium natural humanoid XP 800
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +6 Senses Perception +10
HP 101; Bloodied 50
+18 vs. AC; 3d6 + 11 damage (crit 3d6 + 29), and the target is
AC 25; Fortitude 24, Reflex 27, Will 25
marked until the end of the knight accordant’s next turn.
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Force Staff (standard; at-will) ✦ Force, Weapon
Ranged 20/40; +18 vs. AC; 3d6 + 11 damage, and the target is
+17 vs. AC; 3d6 + 11 force damage.
marked until the end of the knight’s next turn.
r Changing Ray (standard; at-will) ✦ Force, Polymorph
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
Ranged 10; a blue ray warps the target momentarily; +18 vs. Reflex;
Until the start of the knight’s next turn, the knight’s weapons
3d6 + 11 force damage, and the target is dazed until the end of the
become energy, attacking the target’s Reflex instead of AC and
loremaster’s next turn.
dealing an extra 1d10 force damage on a hit.
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or C Changing Wave (standard; encounter) ✦ Polymorph
an adjacent enemy marked by the knight attacks an ally; at-will) Close blast 5; a wave of blue fire sweeps away from the loremaster,
The knight makes a basic attack against the triggering enemy. warping the forms of those caught in it; +17 vs. Fortitude; 3d6 + 11
Forceful Critical damage, and the target is slowed and weakened until the end of the
On a critical hit with any attack, the knight accordant also slides the loremaster’s next turn.
target 1 square. R Accordant Vision (standard; encounter) ✦ Psychic
Alignment Unaligned Languages Common, Deep Speech Ranged 20; +17 vs. Will; 3d12 + 11 psychic damage, and the target
Skills Endurance +12, Intimidate +13 is dazed (save ends).
Str 22 (+12) Dex 12 (+7) Wis 19 (+10) Alignment Unaligned Languages Common, Deep Speech
Con 17 (+9) Int 10 (+6) Cha 15 (+8) Skills Arcana +17, Dungeoneering +15, History +17, Insight +15
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Str 10 (+6) Dex 11 (+6) Wis 19 (+10)
Con 17 (+9) Int 22 (+12) Cha 12 (+7)
Equipment quarterstaff

ADCP2-1 The Paladins' Plague Page 129


Spellscarred Archer (Level 13) Level 13 Artillery Hex Portal Matrix (Level 13) Level 13 Blaster
Medium natural humanoid (spellscarred) XP 800 Trap XP 800
Initiative +12 Senses Perception +11; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 99; Bloodied 49 force from sharns lurking on the other side.
AC 25; Fortitude 24, Reflex 26, Will 24 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+18 vs. AC; 2d8 + 7 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +18 vs. AC or Reflex; 3d6 + 7 damage plus 2d6 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +18 vs. Fortitude; 3d8 + 11 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +18 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 3d8 + 14 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +18 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 3d6 + 11 fire and force damage, and the target is
Str 12 (+7) Dex 18 (+10) Wis 11 (+6) dazed (save ends).
Con 15 (+8) Int 17 (+9) Cha 15 (+8) Initiative +13 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 24 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 24 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 27, Fortitude 27, Reflex 27, and Will 28. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 130


Mission 7: “Betrayal” Statistics (P2, Low Level)
Lesser Cobalt Dragon (Level 15) Level 15 Elite Controller Commander Accordant (Level 14) Level 14 Skirmisher (Leader)
Large natural magical beast (dragon) XP 2,400 Medium natural humanoid XP 1,000
Initiative +10 Senses Perception +15; darkvision Initiative +13 Senses Perception +18
HP 298; Bloodied 149 HP 137; Bloodied 68
AC 30; Fortitude 29, Reflex 26, Will 27 AC 28; Fortitude 25, Reflex 26, Will 28
Resist 20 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +19 vs. AC; 3d6 + 12 force damage, and the target takes ongoing
Action Points 1 10 force damage (save ends).
m Bite (standard; at-will) ✦ Cold r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +20 vs. AC; 4d6 + 15 cold damage, and the target is Ranged 20; +17 vs. Reflex; 3d6 + 12 force damage, and the target
slowed (save ends). takes ongoing 10 force damage (save ends).
m Claw (standard; at-will) M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +20 vs. AC; 3d6 + 13 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied)
porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +20 vs. AC; a door or a cracked window). The commander makes a melee basic
attack against any creature whose space he enters, but cannot
3d8 + 13 damage, the dragon pushes the target 3 squares, and the
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing

C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 2d6 + 13 hit points
Close blast 5; +19 vs. Fortitude; 3d8 + 13 cold damage, and the (spellscarred and plaguechanged creatures also add their
Constitution bonus). In addition, that ally gains 28 temporary hit
target is restrained (save ends). Aftereffect: the target is slowed
points in the form of a shimmering blue aura.
(save ends). Miss: Half damage.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +17, Endurance +16, Intimidate +14 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+13) Dex 16 (+10) Wis 16 (+10) move through enemies’ spaces until the end of this movement.
Con 21 (+12) Int 13 (+8) Cha 17 (+10) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +13, Heal +18, Stealth +16
Str 11 (+7) Dex 19 (+11) Wis 22 (+13)
Knight Accordant (Level 14) Level 14 Soldier
Con 17 (+10) Int 12 (+8) Cha 12 (+8)
Medium natural humanoid XP 1,000
Equipment hide armor
Initiative +10 Senses Perception +16
HP 137; Bloodied 68
AC 30; Fortitude 28, Reflex 22, Will 25 Loremaster Accordant (Level 14) Level 14 Artillery
Speed 5 Medium natural humanoid XP 1,000
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +7 Senses Perception +11
HP 107; Bloodied 53
+19 vs. AC; 3d6 + 12 damage (crit 3d6 + 30), and the target is
AC 26; Fortitude 25, Reflex 28, Will 26
marked until the end of the knight accordant’s next turn.
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Force Staff (standard; at-will) ✦ Force, Weapon
Ranged 20/40; +19 vs. AC; 3d6 + 12 damage, and the target is
+18 vs. AC; 3d6 + 12 force damage.
marked until the end of the knight’s next turn.
r Changing Ray (standard; at-will) ✦ Force, Polymorph
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
Ranged 10; a blue ray warps the target momentarily; +19 vs. Reflex;
Until the start of the knight’s next turn, the knight’s weapons
3d6 + 12 force damage, and the target is dazed until the end of the
become energy, attacking the target’s Reflex instead of AC and
loremaster’s next turn.
dealing an extra 1d12 force damage on a hit.
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or C Changing Wave (standard; encounter) ✦ Polymorph
an adjacent enemy marked by the knight attacks an ally; at-will) Close blast 5; a wave of blue fire sweeps away from the loremaster,
The knight makes a basic attack against the triggering enemy. warping the forms of those caught in it; +18 vs. Fortitude; 3d6 + 12
Forceful Critical damage, and the target is slowed and weakened until the end of the
On a critical hit with any attack, the knight accordant also slides the loremaster’s next turn.
target 1 square. R Accordant Vision (standard; encounter) ✦ Psychic
Alignment Unaligned Languages Common, Deep Speech Ranged 20; +18 vs. Will; 3d12 + 12 psychic damage, and the target
Skills Endurance +13, Intimidate +14 is dazed (save ends).
Str 22 (+13) Dex 12 (+8) Wis 19 (+11) Alignment Unaligned Languages Common, Deep Speech
Con 17 (+10) Int 10 (+7) Cha 15 (+9) Skills Arcana +18, Dungeoneering +16, History +18, Insight +16
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Str 10 (+7) Dex 11 (+7) Wis 19 (+11)
Con 17 (+10) Int 22 (+13) Cha 12 (+8)
Equipment quarterstaff

ADCP2-1 The Paladins' Plague Page 131


Spellscarred Archer (Level 14) Level 14 Artillery Hex Portal Matrix (Level 14) Level 14 Blaster
Medium natural humanoid (spellscarred) XP 1,000 Trap XP 1,000
Initiative +13 Senses Perception +12; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 105; Bloodied 52 force from sharns lurking on the other side.
AC 26; Fortitude 25, Reflex 27, Will 25 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+19 vs. AC; 2d8 + 7 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +19 vs. AC or Reflex; 3d6 + 8 damage plus 2d6 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +19 vs. Fortitude; 3d8 + 12 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +19 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 3d8 + 15 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +19 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 3d6 + 12 fire and force damage, and the target is
Str 12 (+8) Dex 18 (+11) Wis 11 (+7) dazed (save ends).
Con 15 (+9) Int 17 (+10) Cha 15 (+9) Initiative +14 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 24 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 24 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 28, Fortitude 28, Reflex 28, and Will 29. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 132


Mission 7: "Betrayal" Statistics (P2, High Level)
Lesser Cobalt Dragon (Level 16) Level 16 Elite Controller Commander Accordant (Level 16) Level 16 Skirmisher (Leader)
Large natural magical beast (dragon) XP 2,800 Medium natural humanoid XP 1,400
Initiative +11 Senses Perception +16; darkvision Initiative +14 Senses Perception +19
HP 314; Bloodied 157 HP 153; Bloodied 76
AC 31; Fortitude 30, Reflex 27, Will 28 AC 30; Fortitude 27, Reflex 28, Will 30
Resist 20 cold Speed 6
Saving Throws +2 m Spellplague Touch (standard; at-will) ✦ Force
Speed 6, fly 8 (hover), overland flight 12 +21 vs. AC; 3d8 + 11 force damage, and the target takes ongoing
Action Points 1 10 force damage (save ends).
m Bite (standard; at-will) ✦ Cold r Spellplague Orb (standard; at-will) ✦ Force
Reach 2; +21 vs. AC; 4d6 + 17 cold damage, and the target is Ranged 20; +19 vs. Reflex; 3d8 + 11 force damage, and the target
slowed (save ends). takes ongoing 10 force damage (save ends).
m Claw (standard; at-will) M Spellplague Spirit (standard; sustain standard; encounter)
Reach 2; +21 vs. AC; 3d8 + 11 cold damage.
✦ Force, Polymorph
M Dragon’s Pounce (standard; at-will)
The dragon makes a bite attack, shifts 2 squares, and then makes The commander becomes a spirit of blue fire. He becomes
two claw attacks against a different target. insubstantial and can enter and move through enemies’ spaces and
C Savage Mauling (standard; recharges when first bloodied)
porous obstacles that would otherwise prevent movement (such as
Close burst 2; targets slowed or restrained creatures; +21 vs. AC; a door or a cracked window). The commander makes a melee basic
attack against any creature whose space he enters, but cannot
3d8 + 14 damage, the dragon pushes the target 3 squares, and the
target is knocked prone. This forced movement can affect a attack a target more than once per turn in this fashion.
creature restrained by the dragon’s own breath weapon. C Blue Fire Succor (minor; recharge 5 6) ✦ Healing

C Breath Weapon (standard; recharge 5 6) ✦ Cold Close burst 5; one ally within the burst regains 3d6 + 14 hit points
Close blast 5; +20 vs. Fortitude; 3d8 + 14 cold damage, and the (spellscarred and plaguechanged creatures also add their
Constitution bonus). In addition, that ally gains 32 temporary hit
target is restrained (save ends). Aftereffect: the target is slowed
points in the form of a shimmering blue aura.
(save ends). Miss: Half damage.
Alignment Unaligned Languages Common, Draconic Changing Shift (move; at-will) ✦ Polymorph
Skills Athletics +19, Endurance +18, Intimidate +16 The commander shifts 2 squares. He becomes insubstantial and can
Str 22 (+14) Dex 16 (+11) Wis 16 (+11) move through enemies’ spaces until the end of this movement.
Con 21 (+13) Int 13 (+9) Cha 17 (+11) Alignment Unaligned Languages Common, Deep Speech
Skills Arcana +14, Heal +19, Stealth +17
Str 11 (+8) Dex 19 (+12) Wis 22 (+14)
Knight Accordant (Level 16) Level 16 Soldier
Con 17 (+11) Int 12 (+9) Cha 12 (+9)
Medium natural humanoid XP 1,400
Equipment hide armor
Initiative +11 Senses Perception +17
HP 153; Bloodied 76
AC 32; Fortitude 30, Reflex 24, Will 27 Loremaster Accordant (Level 16) Level 16 Artillery
Speed 5 Medium natural humanoid XP 1,400
m War Pick (standard; at-will) ✦ Force, Weapon Initiative +8 Senses Perception +12
HP 119; Bloodied 59
+21 vs. AC; 3d8 + 11 damage (crit 3d8 + 35), and the target is
AC 28; Fortitude 27, Reflex 30, Will 28
marked until the end of the knight accordant’s next turn.
Speed 6
r Longbow (standard; at-will) ✦ Force, Weapon
m Force Staff (standard; at-will) ✦ Force, Weapon
Ranged 20/40; +21 vs. AC; 3d8 + 11 damage, and the target is
+20 vs. AC; 3d8 + 11 force damage.
marked until the end of the knight’s next turn.
r Changing Ray (standard; at-will) ✦ Force, Polymorph
Blue Fire Spike (minor; recharge 3 4 5 6) ✦ Force
Ranged 10; a blue ray warps the target momentarily; +21 vs. Reflex;
Until the start of the knight’s next turn, the knight’s weapons
3d8 + 11 force damage, and the target is dazed until the end of the
become energy, attacking the target’s Reflex instead of AC and
loremaster’s next turn.
dealing an extra 2d8 force damage on a hit.
Knight’s Eye (immediate reaction, when an adjacent enemy shifts or C Changing Wave (standard; encounter) ✦ Polymorph
an adjacent enemy marked by the knight attacks an ally; at-will) Close blast 5; a wave of blue fire sweeps away from the loremaster,
The knight makes a basic attack against the triggering enemy. warping the forms of those caught in it; +20 vs. Fortitude; 3d8 + 11
Forceful Critical damage, and the target is slowed and weakened until the end of the
On a critical hit with any attack, the knight accordant also slides the loremaster’s next turn.
target 1 square. R Accordant Vision (standard; encounter) ✦ Psychic
Alignment Unaligned Languages Common, Deep Speech Ranged 20; +20 vs. Will; 3d12 + 15 psychic damage, and the target
Skills Endurance +14, Intimidate +15 is dazed (save ends).
Str 22 (+14) Dex 12 (+9) Wis 19 (+12) Alignment Unaligned Languages Common, Deep Speech
Con 17 (+11) Int 10 (+8) Cha 15 (+10) Skills Arcana +19, Dungeoneering +17, History +19, Insight +17
Equipment scale armor, heavy shield, war pick, longbow, 20 arrows Str 10 (+8) Dex 11 (+8) Wis 19 (+12)
Con 17 (+11) Int 22 (+14) Cha 12 (+9)
Equipment quarterstaff

ADCP2-1 The Paladins' Plague Page 133


Spellscarred Archer (Level 16) Level 16 Artillery Hex Portal Matrix (Level 16) Level 16 Blaster
Medium natural humanoid (spellscarred) XP 1,400 Trap XP 1,400
Initiative +14 Senses Perception +13; low-light vision Trap: A matrix of six hex portals randomly channel blasts of fire and
HP 117; Bloodied 58 force from sharns lurking on the other side.
AC 28; Fortitude 27, Reflex 29, Will 27 Perception
Speed 6 No Perception check is needed to notice the hex portals. Each
m Short Sword (standard; at-will) ✦ Weapon portal is a hexagonal window of blue light. The hex portals do not
block line of sight or line of effect. They do not occupy a sqare, nor
+21 vs. AC; 3d6 + 8 damage.
do they inhibit creatures’ movement. Creatures cannot enter or
r Bluefire Arrow Barrage (standard; at-will) ✦ Fire, Force see into the portals (they are one-way).
The spellscarred archer makes the following attack twice: Trigger
Ranged 20/40; +21 vs. AC or Reflex; 3d8 + 8 damage plus 2d8 fire The trap rolls initiative twice and makes one attack on each of its
and force damage. two turns (see below).
A Spellplague Burst (standard; recharge 5 6) ✦ Force Attack
Area burst 1 within 20; +21 vs. Fortitude; 3d8 + 14 force damage, Standard Action Ranged 20
and the target is knocked prone. Target: Two different creatures within range
Wings of Blue Fire (move; encounter) First Attack: +21 vs. Fortitude
Wings of blue fire unfold from the spellscarred archer’s back, and Hit: 4d6 + 17 fire and force damage
the spellscarred archer flies 5 squares. Second Attack: +21 vs. Reflex
Alignment Unaligned Languages Common, Deep Speech Hit: 3d8 + 11 fire and force damage, and the target is
Str 12 (+9) Dex 18 (+12) Wis 11 (+8) dazed (save ends).
Con 15 (+10) Int 17 (+11) Cha 15 (+10) Initiative +16 (roll twice, once for each attack type)
Equipment chainmail, longbow, short sword x 2 Countermeasures
✦The network initially consists of six hex portals, numbered 1
through 6. When the trap attempts to make an attack, roll 1d6 (roll
separately for each of the trap’s two attacks). If the number you roll
is a portal that has already been destroyed or disabled, then the
trap does not make that attack on that turn.
✦When all six portals have been destroyed or disabled, the trap is
destroyed.
✦A creature within 5 squares of a hex portal can attempt to destroy
it as a standard action with a DC 25 Arcana check.
✦An adjacent creature can attempt to disable a hex portal as a
standard action with a DC 25 Thievery check.
✦A character can attack a hex portal (this really represents attacking
the sharn on the other side of the portal, trying to disrupt the
creature’s concentration and causing the portal to collapse). The
portal has AC 30, Fortitude 30, Reflex 30, and Will 31. A successful
hit closes the targeted portal.
✦Spellscarred creatures suffer a -2 penalty to all defenses and saving
throws against the trap’s attacks, but also gain a +2 bonus on their
own attack rolls and skill checks against the trap.

ADCP2-1 The Paladins' Plague Page 134


Mission 7: "Betrayal" Map
Setup
The PCs are dining at the two vertically-oriented tables. They may arrange themselves however they like, but each PC
must begin in a square adjacent to one of the sides (not corners) of the table. The NPC dignitaries are dining at the
horizontally-aligned table. The High Observer is shown on the map at position “N”. The balconies are 20 feet (4
squares) high. The balcony doors do not matter for terrain purposes; they show the locations of the six hex portals.
The Order of Blue Fire attackers teleport in at the locations specified. For striker-heavy tables, consider having the
dragon teleport in on the second round to avoid having it die to an alpha strike during round 1.

Tile Sets Needed


Halls of the Giant Kings (x3)

1 4

L
2 5
K

C
N
A
3 6

D = Cobalt Dragon (or plaguechanged dracolich); L = Loremaster (Paragon) or Warlock (Heroic) Accordant;
K = Knight Accordant; C = Commander Accordant; A = Spellscarred Archer; N = NPC in danger (High Observer)

ADCP2-1 The Paladins' Plague Page 135


Concluding the Adventure If the PCs failed at Mission 6, the Order of Blue Fire still
controls the plagueland. It is surely just a matter of time
The adventure ends after Mission 7. Choose the before they launch another attack against Elturgard.
appropriate sections for the conclusion based on
whether Mission 3, Mission 6, and Mission 7 were You were unable to put a stop to the manipulation of the
successful or whether they failed. plagueland by the Order of Blue Fire. They now possess
a terrible weapon that they will surely not hesitate to use
Mission 3: The Monoliths again. It is only a matter of time before another attack
The overall success or failure of this mission was comes against the people of Elturgard, and from there,
determined by whether at least half of the tables were who knows what limits the Order’s ambition may hold.
able to defeat their monolith. If the PCs were successful They wish to bathe the entire world in the flames of the
in Mission 3, they took the fight to the plagueland. Spellplague.

You destroyed the monoliths outside of Elturel, enabling Mission 7: The High Observer
the order of Torm to go on the attack, sending an The fate of the High Observer is determined based on
expedition of clerics and paladins along with you and whether at least half of the tables were able to keep him
your fellow adventures to take the fight into the true alive during Mission 7.
plagueland.
The High Observer accepted only the most basic of
If the PCs failed at Mission 3, then they were fighting in healing for the terrible wound he was given by Knight-
the temporary plagueland that was created on top of the Commander Vessen. “I wish to feel this pain as a daily
city’s southern district. reminder of my friend’s betrayal,” he explained. “Justice
WILL be done. Until that day comes, I shall not allow
You were forced to fight a defensive battle, as the myself even a moment’s rest.”
strange monoliths outside the city created a temporary
plagueland that encompassed the southern half of the If the PCs failed at Mission 7, Elturel now suffers from a
city. While the forces of Elturgard engaged the true power vacuum, as both Knight-Commander Vessen
plaguewrought army, you plunged into this temporary and the High Observer have been removed.
plagueland in search of answers.
With the High Observer dead and Knight-Commander
Mission 6: Spellplague Behemoth Vessen stolen away by the sharn, it is not clear who will
The overall success or failure of this mission was be able to lead the order of Torm and the people of
determined by whether at least half of the tables were Elturel through this dark time. Heroes were needed, but
able to destroy the Spellplague Behemoth. If the PCs on this day, there were no heroes to be found.
were successful in Mission 6, they have banished
Vraith’s spirit and the plagueland south of Elturel Experience and Treasure
returns to normal. The PCs earn experience based on their success, partial
success, or failure in each mission. They are given a
At the heart of the plagueland, you discovered a terrible lump sum of gold representing their share of the spoils
abomination – a Spellplague behemoth that was of battle. Each PC is also offered a magic item from the
somehow created by the Order of Blue Fire and armories and vaults of Elturel. This can be any magic
controlled by a mysterious ghost. The monoliths outside item from any player-legal source up to the character’s
of Elturel were able to channel the energy of the level plus 2. If a character does not wish to choose a
Spellplague, using it as a weapon, so long as this beast found magic item, then he or she can instead take more
remained alive. You destroyed the creature and the gold. For full details, see the Rewards Summary.
ghost fled back toward the Order’s base in Ormpetarr
on the edge of the Plaguewrought Land. The plagueland Story Awards
to the south of Elturel has returned to its normal size,
but it seems to have been changed in some fundamental If the overall result of Mission 6 was that the Spellplague
Behemoth was destroyed, regardless of the success or
fashion. This newly-created Chaos Scar will certainly be
failure of Missions 3 and 7, and regardless of the
worthy of future exploration.
individual success or failure of particular tables during

ADCP2-1 The Paladins' Plague Page 136


Mission 6, then the PCs have (collectively) ended the
immediate threat to the safety of Elturel. In this case,
every participating character at every table receives the
story award ADCP03 Defender of Elturel. If the group
failed as a whole to destroy the Spellplague Behemoth,
then each PC instead receives ADCP04 Gratitude of
the Order of Blue Fire (again, regardless of the success
or failure of individual tables – this is a group award).
For every table that destroyed at least one monolith
during Mission 3 (regardless of the overall success or
failure of that mission), all the PCs at that table receive
ADCP07 Fragment of the Monolith.
Any character who accepted the protection of
Yeenoghu as part of the ritual that was cast during
Mission 5 receives ADCP05 Scar of Yeenoghu. It does
not matter if any particular NPC ritual caster lived or
died; those PCs who agreed to accept Yeenoghu’s touch
receive this story object.
Any character who was raised from the dead by the
artifact Loyalty’s Sacrifice receives ADCP06 Spark of
Torm. It doesn’t matter in which mission the PC died or
if the PC died multiple times.
The PCs are not limited to two story awards from
this adventure. Each character may earn all of the listed
story awards for which he or she qualifies.

Epilogue: Vessen’s Fate


Regardless of what happened in the other missions, if
the PCs made it to Mission 7, they saw Knight-
Commander Vessen betray his order, nearly murder the
High Observer, and then vanish into a hex portal in the
grip of a sharn’s tentacles. The surviving leaders of
Elturel have vowed to track down the traitor and bring
him to justice. (High-level PCs may undertake this
mission themselves, in the adventure CORE2-8 Enemy of
My Enemy.)

Torm is the god of Justice, but also of Vengeance. The


surviving leaders of Elturgard have vowed to track
down the betrayer, Knight-Commander Vessen, who
opened the city’s gates to the Order of Blue Fire and
brought such misery to Elturel. It may be that the
Knight-Commander has an explanation for his actions;
it may be that he does not. But in any case, his story
remains unfinished. Perhaps, when the time comes, you
will be the ones to write the next chapter.

ADCP2-1 The Paladins' Plague Page 137


Mission 5: Fiery Horde
Rewards Summary H1: 125 / 175 XP
At the conclusion of the adventure, the PCs earn H2: 200 / 300 XP
experience points, treasure, and possibly story awards. H3: 350 / 500 XP
All totals listed here are per PC. A number before the P1: 700 / 1,000 XP
slash is the low-level value; after the slash is the high- P2: 1,200 / 1,600 XP
level value.
Mission 6: The Heart
Experience Points and Gold H1: 200 / 280 XP
In this adventure, the PCs earn 100% of the listed H2: 320 / 480 XP
experience for each mission in which they achieved a H3: 560 / 800 XP
total success or a success. They earn 75% for a partial P1: 1,120 / 1,600 XP
success, and 50% for a failure. The PCs earn no XP for P2: 1,920 / 2,560 XP
missions that they did not play at all.
Mission 7: Betrayal
Mission 1: Save the People! H1: 175 / 245 XP
H1: 125 / 175 XP H2: 280 / 350 XP
H2: 250 / 350 XP H3: 420 / 600 XP
H3: 405 / 600 XP P1: 840 / 1,200 XP
P1: 720 / 1,000 XP P2: 1,480 / 1,960 XP
P2: 1,400 / 2,000 XP
SUBTOTAL Possible Experience (Round 2)
Mission 2: Mind the Breach H1: 650 / 910 XP
H1: 125 / 175 XP H2: 1,040 / 1,490 XP
H2: 200 / 300 XP H3: 1,750 / 2,500 XP
H3: 350 / 500 XP P1: 3,500 / 5,000 XP
P1: 700 / 1,000 XP P2: 6,040 XP / 7,800 XP
P2: 1,200 / 1,600 XP
GRAND TOTAL Possible Experience
Mission 3: The Monolith H1: 1,100 / 1,550 XP
H1: 200 / 290 XP H2: 1,835 / 2,630 XP
H2: 345 / 490 XP H3: 3,085 / 4,400 XP
H3: 580 / 800 XP P1: 6,080 / 8,600 XP
P1: 1,160 / 1,600 XP P2: 10,600 XP / 14,160 XP
P2: 1,960 / 2,760 XP
Base Gold per PC
SUBTOTAL Possible Experience (Round 1) H1: 190 / 250 gp
H1: 450 / 640 XP H2: 250 / 375 gp
H2: 795 / 1,140 XP H3: 375 / 500 gp
H3: 1,335 / 1,900 XP P1: 3,000 / 5,500 gp
P1: 2,580 / 3,600 XP P2: 5,500 / 15,000 gp
P2: 4,560 XP / 6,360 XP
Treasure
Mission 4: Chaotic Incursion
All potential NPC payments or rewards, any treasure
H1: 150 / 210 XP
that the PCs could have looted during the adventure,
H2: 240 / 360 XP
and other monetary awards are listed above as the “Base
H3: 420 / 600 XP
Gold per PC.” At the conclusion of the adventure, each
P1: 840 / 1,200 XP
character receives the listed amount of gold, less any
P2: 1,440 / 1,680 XP
amounts that they did not find or earn, and may
additionally select one Treasure from the following list.
A Treasure may give the PC more gold, a magic
item, or something else of value. Each player makes one

ADCP2-1 The Paladins' Plague Page 138


and only one selection for their character; multiple Story Awards
players may choose the same Treasure. Some of the
Award these if the PC completes the condition for the
listed Treasures may not be available if the PCs did not
award in the adventure. Pass out certificates to the
complete the objective specified in the adventure to
players for their story awards. PCs are not limited to two
unlock that Treasure.
story awards in this adventure. Award the story objects
If a character buys or sells gear during the
according to the following criteria:
adventure (or pays for services, such as NPC ritual
• Each PC earns either ADCP03 (if the BI
casting) add or subtract the amount from the base gold.
collectively succeeded at Mission 6) or ADCP04
If a player selects a Treasure that gives their character
(if the BI collectively failed at or did not reach
more gold, add that amount to that character’s base gold
Mission 6).
award. It is possible and permissible for a character to
• Those who accept the protection of Yeenoghu
spend more gold than he or she earns during an
before or during Mission 5 receive ADCP05
adventure, but characters may not spend gold that they
regardless of what else happens during any
do not have. For details on selling items, see the Living
mission.
Forgotten Realms Campaign Guide.
• Those who are raised from the dead during the BI
If a player selects a magic weapon or suit of armor
by Loyalty’s Sacrifice receive ADCP06 regardless
for their PC that is not specific on the type of item listed,
of when they died or what else happens during
they must select the exact item at the time they choose
any mission.
that bundle. For example, if a duelist’s weapon +1 is listed
• All PCs receive ADCP07 if their table destroyed
as a Treasure, a player selects the form of the weapon
at least one monolith during Mission 3
amongst the choices possible for that magic item (light
(regardless of whether that mission was a success
blades). If the player selects the item as a +1 duelist’s
or failure overall).
dagger, the player writes that information down on the
PC’s adventure log and the item is forever after that
ADCP03 Defender of Elturel
specific weapon. The threat from the plagueland has been turned back
Certain Treasures have a minimum adventure level thanks to your bravery and skill. The High Observer of
listed. That Treasure is not available if the group played Torm has awarded you the title “Defender of Elturel,” and
below the minimum adventure level. However, those the survivors of the attack will surely tell stories of your
who played at a higher adventure level can always deeds to their children’s children. The blessing of the High
choose from the lower-level options. Observer also leaves you attuned to the Companion. This
An asterisk next to a magic item means that it is an has the following benefit:
item that appears in the New Rules section. • If you are undead, you are no longer adversely
affected by the Companion.
Each PC Selects One of the Following: • If you are not undead, when you die, you can
Bundle A: Any Common or Uncommon magic item choose to have your spirit fly back to the Temple
from a player resource, with an item level of your of Torm in Elturel, where you receive a free
character level + 2 or lower, after counting the XP that casting of the Raise Dead ritual (no component
you earned in this adventure. cost and no NPC spellcasting cost). Cross out this
paragraph when you use this benefit.
More Gold: If a player doesn't want to select one of the
bundles listed above for their character, they can choose The near-destruction of the city has left the survivors
beaten but not broken. While rebuilding, the citizens of
to add extra gp to their rewards from this adventure.
Elturel wish to honor your deeds and bravery. Buildings,
That character (and only that character) receives more
streets, organizations, and other institutions are being
gold instead of any other treasure bundle.
named after the heroes of the battle. You are free to
sponsor an institution (such as a temple, hospital,
H1: 125 / 190 gp orphanage, or other civic building) or location (such as a
H2: 315 / 625 gp street, plaza, or fountain) of your choice. Write the name of
H3: 875 / 1,250 gp the building or location that was named after your
P1: 3,250 / 5,250 gp character on the bottom of this certificate. There are no
P2: 8,250 / 16,250 gp game-mechanical benefits, but perhaps you’ll be able to
visit this place in a future adventure.

ADCP2-1 The Paladins' Plague Page 139


ADCP04 Gratitude of the Order of Blue Fire band. For example, at the levels 1-4 band, a group of all
Thanks to your ineptitude, the Order of Blue Fire was able 1st and 2nd level characters choosing to play high tier
to achieve its objectives in Elturgard. The Order holds you would be considered “playing up.” Likewise, “playing
in such low regard that they are actually quite appreciative down” occurs if a group of players chooses low tier even
of you. If they ever face you on the field of battle again, they though the average character level is in the upper two
will attack your allies first, knowing that you are not a levels of the level band.
credible threat.
2. Did the players choose low tier or high tier?
ADCP05 Scar of Yeenoghu a. The players chose low tier and they were a low
Where the blood mark was placed on your forehead, there
tier table (they did not play up).
is now a scar. This mark shows that you willingly accepted
b. The players chose high tier even though they
the blessing of Yeenoghu, and his baleful red eyes are upon
were a low tier table (they played up).
you. Gnolls show slight deference to you (DM’s discretion
c. The players chose high tier and they were a high
as to what this actually means). Sometimes, late at night
when the world is still, you can faintly hear the cackling
tier table (they did not play up).
laughter of hyenas. d. The players chose low tier even though they were
a high tier table (they played down).
ADCP06 Spark of Torm
You were raised from the dead by the artifact Loyalty’s 3. How many total character deaths occurred
Sacrifice. A small measure of the item’s overwhelming sense during the course of the battle? (If the same
of honor has been burned into your soul. Whenever you character dies multiple times, count it as a separate
see injustice or disloyalty, you feel a strong urge to make death each time.)
sure that justice is done. How you choose to interpret this a. Zero, not a single PC was killed during the battle.
when roleplaying your character is up to you. b. One or two PCs were killed.
c. Three to five PCs were killed.
ADCP07 Fragment of the Monolith d. Six or more PCs were killed.
As a trophy of the battle, you have claimed a small e. There was a total party kill (TPK).
fragment of the mysterious plagueland-expanding
monolith. This piece of fist-sized black stone is covered in 4. What was the result of Mission 3?
runes of blue fire, shedding light equivalent to a sunrod. a. Total success
The magic of the fragment causes it to constantly change b. Success
shape, its surface undulating as it endlessly remolds itself
c. Partial success
into a variety of forms. It has no other game-mechanical
d. Failure
effects at this time.
e. The PCs did not reach mission 3

Adventure Questions 5. What was the result of Mission 6?


Please answer the following questions about the a. Total success
adventure. Turn your answers in to the Event Organizer, b. Success
or use the online survey at the following link: c. Failure (PCs retreated)
https://www.surveymonkey.com/s/LFRADCP0201 d. Failure (PCs were wiped out)
Please note that the official outcome of this adventure e. The PCs did not reach mission 6
has already been determined, but we are still interested
in your feedback and comments. Thanks! 6. How would you and the players rate this
adventure, overall?
1. What level band did you play this adventure at? a. Five stars (best possible rating)
a. H1 (levels 1-4) b. Four stars
b. H2 (levels 4-7) c. Three stars (average)
c. H3 (levels 7-10) d. Two stars
d. P1 (levels 11-14) e. One star (worst possible rating)
e. P2 (levels 14-17)
If you or your players have any specific comments on
Note: For this next question, “playing up” means a group this adventure, we strongly encourage you to post them
of players that choose high tier even though their on the Wizards Community message boards (in the
average character level is in the bottom half of the level Living Forgotten Realms forum).

ADCP2-1 The Paladins' Plague Page 140


Appendix 1: DCs by Level Band and Tier
For determining certain skill check DCs, this adventure uses a modified version of the "Difficulty Class and Damage
by Level" table found in the Dungeon Master's Guide. This version of the table is based on the core rules, but it is
adapted for the Living Forgotten Realms level bands (H1 = levels 1-4, H2 = levels 4-7, H3 = levels 7-10, P1 = levels 11-
14, P2 = levels 14-17, and P3 = levels 17-20). Each level band is further subdivided into "low" and "high" tier with the
target levels for each tier as specified in the Living Forgotten Realms Writer's Guidelines. The exception is the H1 level
band, where this adventure uses target levels 1 and 3 instead of 2 and 4. (To be clear, it is not an accident that the
DCs for P1/High and P2/Low are identical.)
During skill challenges and other portions of this adventure that are identical save for the check DCs, the
adventure uses the terms "easy," "moderate," and "hard" instead of listing long strings of numbers. Simply substitute
the values from this table wherever you see those words listed as check DCs. For example, If you are running for a
group of levels 4-7 characters (H2 level band) and they choose to play high tier, the table tells you that the "easy" DC
is 11, the "moderate" DC is 16, and the "hard" DC is 23.

Level Band / Tier Easy DC Moderate DC Hard DC


H1 / Low (Level 1) 8 12 19
H1 / High (Level 3) 9 13 21
H2 / Low (Level 5) 10 15 22
H2 / High (Level 7) 11 16 23
H3 / Low (Level 8) 12 16 24
H3 / High (Level 10) 13 18 26
P1 / Low (Level 12) 14 20 28
P1 / High (Level 14) 15 21 29
P2 / Low (Level 15) 15 22 30
P2 / High (Level 17) 16 23 31
P3 / Low (Level 18) 17 23 32
P3 / High (Level 20) 18 25 34

ADCP2-1 The Paladins' Plague Page 141


Appendix 2: The Change Deck
At the beginning of Missions 4, 5, and 6, while the PCs are adventuring within the plagueland, they are assailed by
the power of the Spellplague. This unfettered chaos inflicts spellscars and transforms people in different ways. Some
find that they are strong enough to resist the effects entirely, while others are transformed in ways that are usually
harmful but sometimes beneficial. To represent the random nature of these mutations, we leave the decision about
exactly what happens to each PC up to chance. A standard deck of playing cards makes a great prop for this purpose.
Each player needs to draw a card (or roll dice, if you don't have a deck of cards available). Spellscarred PCs
(those who were spellscarred before this adventure began) are already familiar with the feeling of blue fire coursing
through their veins, so they have a better chance to be able to exert a measure of control over the energy flowing
through them. These characters get to draw (or roll) twice and keep the result that the player prefers.
If you don't have a deck of cards, you can simulate one using dice. Roll 1d4 to determine the suit (1 = clubs, 2 =
diamonds, 3 = hearts, 4 = spades) and 1d20 (reroll until you get a result between 2 and 14, where 2-10 are the
corresponding number cards, 11 = jack, 12 = queen, 13 = king, and 14 = ace).

For all effects that say "energy," roll 1d6 to determine an energy type:
1 - fire, 2 - cold, 3 - acid, 4 - thunder, 5 - necrotic, 6 - radiant

Clubs (the suit of mutations)


2 - One of the PC's legs is partially transformed to solid stone. The PC's base land speed is reduced by 1 square, and he/she
suffers a -5 penalty on Acrobatics and Athletics checks.
3 – The PC’s eyes turn deep blue and glow faintly. This effect does not impact vision or provide illumination.
4 – The PC’s arms and legs grow translucent blue scars that glow and pulse rapidly when the PC takes damage.
5 – The PC’s nose gains a five-inch blue protrusion that moves under its own volition toward the strongest scent within 5
squares.
6 – The PC gains an extra digit on each appendage. This digit is blue with striations of the PC’s natural skin hue and provides
no mechanical benefit.
7 - The PC’s hair thickens, turns blue, and sticks out as though affected by static electricity.
8 - A vestigal blue hand emerges from the PC’s chest. This hand cannot hold or manipulate items.
9 - Random patches of the PC’s flesh turn green and rotted.
10 – The character’s skin and soft tissues become blue and translucent, giving the character the appearance of being a
skeleton covered in translucent blue gel.
11 / Jack - The PC's eyes transform into spheres of crystal. The character can still see normally, and gains darkvision and
immunity to blindness. (Note: this is instead of giving Sight of the Unseen, which is pretty worthless.)
12 / Queen - The PC gains the use of the spellscar utility power plague of rooted majesty (FRPG 42) as an encounter power.
13 / King - Part of the PC's brain splits off and forms a second, small brain inside the character's skull. For the remainder of
the adventure, the PC constantly hears a mad gibbering in his head, and suffers a -5 penalty on all Knowledge skill checks, but he
gains a +5 bonus to saving throws against charm, daze, dominate, and stun effects.
14 / Ace - The PC sprouts a pair of lashing tentacles out of the center of his/her back. Aura 1: Any creature (whether friend or
foe) that enters the aura or starts its turn there takes 2 points of damage (Paragon: 4 damage).

Diamonds (the suit of energy)


2 - The character gains vulnerable 5 energy (Paragon: vulnerable 10 energy). This cancels existing resistance or stacks with
existing vulnerability to that energy type.
3 – The PC’s attacks that would normally deal damage of a particular energy type, now instead deal a different energy type
(switch cold/fire, necrotic/radiant, thunder/acid, lightning/poison; force is unchanged). This overrides any feat, power, or weapon
effects.
4 – Whenever the PC deals damage with or takes damage from an energy attack, the creature hit gains vulnerable 2 (Paragon:
vulnerable 4) to that attack’s energy types until the end of the PC's next turn.
5 – The character develops a runny nose that drips acid; this acid does not affect the character or his enemies in any way.
6 – The PC’s equipment is covered in blue fire that does not produce heat.
7 8, 9, 10 - The character is infused with elemental energy that alters his appearance or equipment in some obvious fashion
(roll randomly to determine the energy type). These changes are cosmetic and have no game-mechanical effect.
11 / Jack – Whenever the PC hits with a daily attack power that deals energy damage, it instead deals whatever type of
damage the creature hit is vulnerable to. If the creature hit has no vulnerabilities, it deals damage as normal.
12 / Queen - The PC gains the use of the tears of fire and blood utility power (FRPG 44) as an encounter power.

ADCP2-1 The Paladins' Plague Page 142


13 / King - The PC gains resist 5 energy (Paragon: resist 10 energy). This stacks with any existing resistance. However, the
PC's skin is covered with thick, leathery scales.
14 / Ace - The PC is wreathed in a 1-square aura of energy that he/she cannot control. Aura 1: Any creature (whether friend
or foe) that enters the aura or starts its turn there takes 2 energy damage (Paragon: 5 energy damage).

Hearts (the suit of blood)


2 - The character gains vulnerable 5 poison (Paragon: vulnerable 10 poison). This cancels existing poison resistance or stacks
with existing vulnerability to poison.
3 – The PC's healing surge value (the amount he heals when he spends a surge) decreases by 1 (Paragon: 2).
4 – When the PC uses Second Wind, he gains regeneration equal to one-half his level but is also blinded (save ends both).
5 – The PC’s veins become clearly visible, engorged, and green in color.
6 – Whenever the PC spends or loses a healing surge, the PC’s size increases by 1 foot for 1 round.
7 – Whenever the PC takes damage, the location of the wound makes a shrill whistling sound for a few seconds.
8 - Whenever the PC deals damage with a melee attack, the damaged creature’s blood is drawn to the PC.
9 - Whenever the PC takes damage from a close or area attack, the area of effect is covered in a thin mist of blue-black blood
for 1 round; this mist does not provide concealment.
10 – Whenever the PC takes damage from an ally’s attack, scars appear on the ally’s body where the PC was hit.
11 / Jack - The PC gains the use of the spellscar ability Flamespeed (FRPG 41) as an encounter power.
12 / Queen – The PC’s blood becomes infused with energy. As an at-will immediate reaction triggered when hit by a melee
attack, the PC can deal energy damage equal to his level to the creature that hit him.
13 / King - The PC gains the use of the plaguefire body utility power (FRPG 41) as an encounter power.
14 / Ace - The PC's blood turns into a virulent poison. Once per encounter, the character may cut himself (dealing no damage
but requiring a move action) to spread his blood on his melee weapon. The next time he hits with a power with the Weapon
keyword using that weapon before the end of his next turn, the target of the attack takes ongoing poison damage equal to one-half
the character's level (save ends). However, any other character who makes a Heal check on this character suffers the same effect.

Spades (the suit of weapons)


2 - The PC's off-hand weapon, shield, or two-handed weapon becomes fused to his flesh (like a warforged component). This
weapon cannot be disarmed or dropped, even voluntarily, for the rest of the adventure.
3 – The PC's body is covered with black bruises that will not heal. The PC gains vulnerable 2 all (Paragon: vulnerable 4).
4 – Whenever the PC spends an action point to make a weapon attack, the weapon becomes brutal 1 for that attack, but any
maximum result on the damage dice must also be rerolled. If the PC's weapon is already brutal, draw again.
5 – The PC’s wielded weapons turn to obsidian; this has no effect on their properties.
6 – All non-damaging surfaces of the PC’s weapon become transparent, making it appear as though the PC is wielding floating
blades as opposed to weapons.
7 – Whenever the PC hits with a weapon attack, it emits a non-damaging brilliant burst of blue light.
8 – Whenever the PC hits with a weapon attack, the attacked creature gains a scar in the shape of concentric blue circles
centered on the attack’s point of impact for 1 round.
9 – Whenever the PC is hit by a weapon attack, the attacker’s weapon is covered with heatless blue fire until the weapon hits
another target.
10 – The PC’s weapons and ammunition leave contrails of blue smoke when they are swung, thrown, or fired. These contrails
do not affect vision.
11 / Jack - The PC gains the use of the spellscar ability Larger than Life (FRPG 41) as an encounter power.
12 / Queen - The PC gains the use of the horrific maw bite power (FRPG 41) as an encounter power. Paragon tier: increase
damage to 2d12 + relevant ability modifier.
13 / King - The PC gains the use of the plague lash power (FRPG 42) as an encounter power. Paragon tier: increase necrotic
damage component from 5 to 10.
14 / Ace - The PC gains the use of the scar-carving blade power (FRPG 42) as an encounter power. Paragon tier: increase base
damage to 2[W] + relevant ability modifier.

ADCP2-1 The Paladins' Plague Page 143


New Rules
Gem of Valor Level 20
This brilliant sapphire promises great rewards to the bold.
Level 20 (5,000 gp)
Other Consumable
Power (Consumable): Free Action. Use this power when you
spend an action point. Roll 1d20 to determine the result, adding
1 to the result for each milestone you've reached today.
Regardless of the result, using the gem consumes it and turns it
to dust.
• 1-9: Gain a +1 power bonus to all defenses until the
end of your next turn.
• 10-19: Gain a +1 power bonus to all attack rolls until
the end of your next turn.
• 20: You gain an extra standard action that you must
spend before the end of your next turn.
Reference: Adventurer's Vault

Potion of Clarity Level 5+


This cool cyan liquid hones your physical and mental acuity at a
critical moment.
Level 5 (50 gp) Level 10 (200 gp)
Level 15 (1,000 gp) Level 20 (5,000 gp)
Potion
Power (Consumable): Minor Action. Drink this potion and
spend a healing surge. You do not regain hit points as normal.
Once before the end of the encounter, when you make an attack
roll with an encounter or daily attack power of 5th level or
lower, you can reroll the attack roll but must use the second
result.
Level 10: Power of 10th level or lower.
Level 15: Power of 15th level or lower.
Level 20: Power of 20th level or lower.
Reference: Adventurer's Vault

Silver Sand Level 8+


Your healing powers become more effective after you coat your hands
with this fine sand.
Level 8 (125 gp) Level 18 (3,400 gp)
Reagent
Power (Consumable, Healing): Free Action. You expend this
reagent when you use a healing power of up to 6th level. The
target of the power regains 5 additional hit points.
Level 18: Power of up to 16th level, and the target regains
10 additional hit points.
Reference: Adventurer's Vault 2

ADCP2-1 The Paladins' Plague Page 144


ADCP2-1 The Paladins’ Plague ADCP2-1 The Paladins’ Plague

MISSION: ONE Table Number: MISSION: FOUR Table Number:

Level of Success: Tier (H1/P2 etc): Level of Success: Tier (H1/P2 etc):

Cards Activated: Cards Activated:

Number of Civilians Killed: # of Slaads Killed:

Reinforcements (Yes/No): Reinforcements (Yes/No):

# of Player Characters Killed: # of Player Characters Killed:

Adventuring Company Name: Adventuring Company Name:

ADCP2-1 The Paladins’ Plague ADCP2-1 The Paladins’ Plague

MISSION: TWO Table Number: MISSION: FIVE Table Number:

Level of Success: Tier (H1/P2 etc): Level of Success: Tier (H1/P2 etc):

Cards Activated: Cards Activated:

# of Patrol Members Saved: # of Rounds Casting Ritual Success?

Reinforcements (Yes/No): NPC Ritual Casters Health (Current/Max):

# of Player Characters Killed: Reinforcements (Yes/No):

# of Player Characters Killed:

Adventuring Company Name: Adventuring Company Name:

ADCP2-1 The Paladins’ Plague ADCP2-1 The Paladins’ Plague

MISSION: THREE Table Number: MISSION: SIX Table Number:

Level of Success: Tier (H1/P2 etc): Level of Success: Tier (H1/P2 etc):

Cards Activated: Cards Activated:

# of Monsters Destroyed:

Reinforcements (Yes/No): Reinforcements (Yes/No):

# of Player Characters Killed: # of Player Characters Killed:

Adventuring Company Name: Adventuring Company Name:

® Wizards of the Coast LLC. Permission to photocopy for personal use only.
ADCP2-1 The Paladins’ Plague ADCP2-1 The Paladins’ Plague

MISSION: SEVEN Table Number: Rate ADCP2-1 Table Number:

Level of Success: Tier (H1/P2 etc): Please rate the Battle Interactive by circling the phrase that best describes your
table’s opinion. Please feel free to put additional notes on the back.
Cards Activated:
Combat Difficulty: Too Easy About Right Too Hard
Dragon Killed? Portal Destroyed?
Encounter Variety: Not Enough About Right Too Much
High Priest Killed?
Captivating Storyline: Not Really About Right Excellent

Reinforcements (Yes/No): ADCP2-1 Overall Rating: Disappointed Acceptable Excellent

# of Player Characters Killed: Would you play another BI? No (Why?) Possibly (Why?) Absolutely

Adventuring Company Name:

ADCP2-1 The Paladins’ Plague

Table Number:

Rate your DM for this Battle Interactive (BI):


1 = I would not want this DM to run my next BI
2 = I would be ok with this DM running my next BI
3 = I would seek out and request this DM to run my next BI

Explain your rating:

ADCP2-1 The Paladins’ Plague

MISSION: Interlude 1 Table Number:

Perform Ritual? Tier (H1/P2 etc):

Player Name # of Healing Surges Sacrificed

® Wizards of the Coast LLC. Permission to photocopy for personal use only.
__________________________________
(character name)
Has Received Story Awards From:
(cross out those not received)

ADCP2-1 The Paladins’ Plague


ADCP03 Defender of Elturel
The threat from the plagueland has been turned back thanks to your bravery and skill. The High Observer of
Torm has awarded you the title “Defender of Elturel,” and the survivors of the attack will surely tell stories of
your deeds to their children’s children. The blessing of the High Observer also leaves you attuned to the
Companion. This has the following benefit:
• If you are undead, you are no longer adversely affected by the Companion.
• If you are not undead, when you die, you can choose to have your spirit fly back to the Temple of Torm
in Elturel, where you receive a free casting of the Raise Dead ritual (no component cost and no NPC
spellcasting cost). Cross out this paragraph when you use this benefit.

The near-destruction of the city has left the survivors beaten but not broken. While rebuilding, the citizens of
Elturel wish to honor your deeds and bravery. Buildings, streets, organizations, and other institutions are being
named after the heroes of the battle. You are free to sponsor an institution (such as a temple, hospital, orphanage,
or other civic building) or location (such as a street, plaza, or fountain) of your choice. Write the name of the
building or location that was named after your character on the bottom of this certificate. There are no game-
mechanical benefits, but perhaps you’ll be able to visit this place in a future adventure.

ADCP04 Gratitude of the Order of Blue Fire


Thanks to your ineptitude, the Order of Blue Fire was able to achieve its objectives in Elturgard. The Order
holds you in such low regard that they are actually quite appreciative of you. If they ever face you on the field of
battle again, they will attack your allies first, knowing that you are not a credible threat.

ADCP05 Scar of Yeenoghu


Where the blood mark was placed on your forehead, there is now a scar. This mark shows that you willingly
accepted the blessing of Yeenoghu, and his baleful red eyes are upon you. Gnolls show slight deference to you
(DM’s discretion as to what this actually means). Sometimes, late at night when the world is still, you can faintly
hear the cackling laughter of hyenas.

ADCP06 Spark of Torm


You were raised from the dead by the artifact Loyalty’s Sacrifice. A small measure of the item’s overwhelming
sense of honor has been burned into your soul. Whenever you see injustice or disloyalty, you feel a strong urge to
make sure that justice is done. How you choose to interpret this when roleplaying your character is up to you.

ADCP07 Fragment of the Monolith


As a trophy of the battle, you have claimed a small fragment of the mysterious plagueland-expanding
monolith. This piece of fist-sized black stone is covered in runes of blue fire, shedding light equivalent to a
sunrod. The magic of the fragment causes it to constantly change shape, its surface undulating as it endlessly
remolds itself into a variety of forms. It has no other game-mechanical effects at this time.
Event Name: _______________________________ Event Code: __________________________
(This number was given to the organizer when the event was scheduled)

S ess i o n T r ac k i n g
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)

D u n g e o n MMaste
asterr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.

Player WIN/DCI
Name Number

2
a b c
3
4

6 Dungeons & Dragons is a trademark of Wizards of the


Coast LLC. © 2011 Wizards of the Coast LLC

Event Name: _______________________________ Event Code: __________________________


(This number was given to the organizer when the event was scheduled)

S ess i o n T r ac k i n g
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)

D u n g e o n MMaste
asterr
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.

Player WIN/DCI
Name Number

2
a b c
3

6 Dungeons & Dragons is a trademark of Wizards of the


Coast LLC. © 2011 Wizards of the Coast LLC

You might also like