ADCP2-1 The Paladins Plague
ADCP2-1 The Paladins Plague
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.”
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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
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
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
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
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
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
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
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)
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.
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.
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,
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.
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.
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.
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.
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)
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.
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)
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)
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)
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)
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.
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.
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.
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.
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.
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
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
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
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
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)
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
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
Level of Success: Tier (H1/P2 etc): Level of Success: Tier (H1/P2 etc):
Level of Success: Tier (H1/P2 etc): Level of Success: Tier (H1/P2 etc):
Level of Success: Tier (H1/P2 etc): Level of Success: Tier (H1/P2 etc):
# of Monsters Destroyed:
® Wizards of the Coast LLC. Permission to photocopy for personal use only.
ADCP2-1 The Paladins’ Plague ADCP2-1 The Paladins’ Plague
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
# of Player Characters Killed: Would you play another BI? No (Why?) Possibly (Why?) Absolutely
Table Number:
® Wizards of the Coast LLC. Permission to photocopy for personal use only.
__________________________________
(character name)
Has Received Story Awards From:
(cross out those not received)
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.
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
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