TEXT: A Fantasy Setting  Sourcebook for v.3.5 Roleplaying
  
  LANDS OF CONFLICT
  1
  On Thursday, 18 March 2004, my twin brother Michel
  passed away from unexpected heart failure.
  In a matter of three days he progressed from
  a simple fever to a life-threatening situation which,
   in the end, took his life at the age of 19. 
  I want to thank everyone for your support
  in the years we worked and lived together.
  Thank you, art communities and art supporters,
  for bringing so much joy to my brother and me.
  Although we are separated physically
  we will always be Twincruiser in spiritual essence.
  — René Rijkel Koiter
  Michel Martin Koiter
  Born: San Rafael, Argentina - 3 May 1984
  Died: Rotterdan, The Netherlands - 18 March 2004
  
  2
  LANDS OF CONFLICT
  
  LANDS OF CONFLICT
  3
  
  4
  LANDS OF CONFLICT
  Credits
  Check out upcoming Sword and Sorcery Studio products online at: http://www.swordsorcery.com
  Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
  This printing of Lands of Conflict is published in accordance with the Open Game License. See the Open Game License Appendix of this book for more information.
  Arthaus and its logo are trademarks of Arthaus Publishing, Inc. All rights reserved. Sword and Sorcery Studios and its logo, Manual of Monsters, Alliance & Horde Compendium,
  Magic & Mayhem, Lands of Conflict, and Shadows & Light are trademarks of White Wolf Publishing, Inc. All rights reserved.
  © 2004 Blizzard Entertainment. Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment in the U.S. and/or other countries, used with
  permission. All rights reserved.
  Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast, Inc., and are used with permission. “d20 System” and the “d20 System” logo are registered trademarks
  owned by Wizards of the Coast and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.
  The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
  PRINTED IN CANADA.
  Authors:
  Rob Baxter (mass combat units), Tim Campbell
  (timeline, NPCs, monsters), Bob Fitch (NPCs, mon-
  sters), Luke Johnson (Khaz Modan, Lordaeron,
  adventures, new rules), Seth Johnson (Chapter One,
  organizations, prestige classes), Mur Lafferty (Azeroth,
  adventures, organizations, new rules), Andrew J. Scott
  (fiction)
  Creative and Rules Design Assistance
  and Additional Material:
  Chris Metzen and Bob Fitch
  Developer:
  Mike Johnstone
  Editor:
  Ellen P. Kiley
  Managing Editor:
  Andrew Bates
  Art Director:
  Matt Milberger
  Book Design:
  Matt Milberger
  Cover Artist:
  Samwise Didier
  Interior Artists:
  René & Michel Koiter, James Stowe, And UDON
  with Chris Stevens, Eric Kim, Greg Boychuk, Greg
  Brown, Jim Zubkavich and Ray Dela Cruz
  Special Thanks — Mike Johnstone
  To Chris Metzen and Bob Fitch: once again, we
  couldn’t have done it without you. Your generosity is
  unparalleled, and we thank you for the opportunity to
  explore here the incredible setting you have created.
  To the other amazing folks at Blizzard: Paul Sams, Elaine
  Di Iorio, Neal Hubbard, Marc Hutcheson and Lisa Bucek.
  To all the fantasy RPG settings of the past and
  present, which were inspirations and guiding lights
  throughout the development of this book. We hope
  we have made a worthy entry in your company.
  Dedication
  Lands of Conflict is dedicated to the memory of
  Michel Koiter (3 May 1984 – 18 March 2004), who
  contributed his great art and spirit to Warcraft and
  left us far too soon. Thank you, Michel.
  
  CONTENTS
  5
  Contents
  Credits
  4
  Introduction
  10
  Chapter One: History & Culture
  15
  Lands of the Past
  16
  Lands of Savagery, Lands of Magic
  16
  Lands of Chaos, Lands of Empire
  18
  Lands of Darkness, Lands of Demons
  20
  Lands of Storms, Lands of the Horde
  21
  Lands of Conflict, Shadows of the Past
  23
  Bronzebeard’s Compendium of Essential Knowledge
  25
  Currency and Trade
  25
  Languages
  27
  Travel
  27
  Goblin Shops
  28
  A Detailed History of Azeroth
  29
  Timeline
  30
  Chapter Two: Azeroth
  39
  Blasted Lands
  40
  The Burning Steppes
  42
  Deadwind Pass
  43
  Duskwood
  46
  Elwynn Forest
  47
  Redridge Mountains
  50
  Stormwind
  52
  Stranglethorn Vale
  55
  Swamp of Sorrows
  58
  Westfall
  60
  Chapter Three: Khaz Modan
  65
  The Badlands
  66
  Dun Morogh
  69
  
  6
  LANDS OF CONFLICT
  Grim Batol
  73
  Ironforge
  75
  Loch Modan
  77
  The Searing Gorge
  78
  The Wetlands
  79
  Chapter Four: Lordaeron
  84
  Alterac Mountains
  85
  Arathi Highlands
  88
  Dalaran
  90
  Eastern Plaguelands
  91
  Gilneas
  96
  Hillsbrad Foothills
  97
  The Hinterlands
  98
  Kul Tiras
  101
  Silverpine Forest
  102
  Tirisfal Glades
  105
  Undercity
  106
  Western Plaguelands
  109
  Regions of Quel’Thalas
  112
  Blackened Woods
  112
  Silvermoon
  114
  Zul’Aman
  115
  Chapter Five: Adventures
  121
  Arena Games
  122
  Dark Iron Chains
  131
  Dead Men’s Tales
  140
  Appendix One: Organizations
  150
  The Caretakers
  151
  Cult of the Damned
  154
  The Defias Brotherhood
  157
  The Explorers’ Guild
  159
  Royal Apothecary Society
  162
  Scarlet Crusade
  165
  Stormwind Assassins
  168
  The Syndicate
  171
  Appendix Two: Miscellaneous Notes
  174
  Feats
  175
  Equipment
  176
  Magic Items
  176
  Specific Magic Weapon
  176
  Potions
  177
  
  CONTENTS
  7
  Rings
  177
  Wondrous Items
  178
  Prestige Classes
  178
  Dark Apothecary
  179
  Defias Renegade
  182
  Dwarven Prospector
  184
  Scarlet Crusader
  186
  Monsters
  189
  Crocolisk
  189
  Dragonhawk
  190
  Dwarf, Dark Iron
  191
  Stranglethorn
  192
  Threshadon
  193
  Worgen
  194
  Appendix Three: Legal Information
  197
  Index
  199
  Tables
  Table 7–1: The Dark Apothecary (Dap)
  176
  Table 7–2: The Defias Renegade (Dre)
  180
  Table 7–3: The Dwarven Prospector (Dpr)
  183
  Table 7–4: The Scarlet Crusader (Slc)
  185
  Table 7–5: New Weapons
  187
  
  8
  GAzetteeR:  GhelspAd
  Pike’s chest heaved with the strain of trying to breathe properly as he lay in the dirt.
  His entire left side felt as if it were on fire. His arm throbbed as though it had been
  crushed in an artisan’s vice. He spat and was unsurprised that he could taste blood
  in his mouth. Still, he was alive, and that was something more than he thought possible
  a few moments before.
  The knight rolled himself over and attempted to stand. Bracing himself against the
  bulk of a nearby tree, he managed to gain his feet. Squinting in the bright sunlight,
  Pike surveyed his surroundings. His old shield lay shattered and torn on the ground
  a few steps away, but the stout warhammer that was still by his side appeared
  unmarred. He looked down at his surcoat and saw it torn to rags, his armor barely
  held onto his frame by a few ragged leather straps. Still, Pike smiled once again at
  the fact that he wasn’t dead.
  Recalling the reason he was still alive to ponder these things, he limped over to the
  prone figure lying a few feet away. The large orc was struggling to pull himself to
  his feet. His bare leg was a mess of gashes, and his dark chainmail hung loose and torn
  about his thickly muscled frame. Still, the orc had the presence of mind to keep a grip
  on his weapons, a pair of wicked looking twin axes still covered in gore from the beast.
  The beast in question was a massive reptile that lay dead in the center of the clearing,
  just a few yards from where it had erupted from the thick underbrush a short while
  before. When it had first roared, Pike whirled about and brought up his shield by reflex
  just as the monster reached him. It struck ferociously, a blur of claws and fangs. Pike
  was forced back step by step, never given a clear shot to strike back with his
  warhammer. The creature attacked relentlessly. A killing blow was inevitable. Then
  Pike heard the second roar, but this one did not come from the creature.
  Duncan Pike knew somewhere in the Swamp of Sorrows there was a Horde settlement
  called Stonard, but he hadn’t thought himself close enough to run into one of its
  inhabitants. His mission was to carry orders to a secret covey keeping watch on the
  borders of the humid swampland; he never expected he would actually see an orc. The
  savage warrior had come howling from the trees and had thrown himself on the beast
  
  CREDITS
  9
  in a berserker rage. The orc’s twin axes pounded a savage rhythm deep into the
  monstrous lizard’s scaled flesh and rough bone. Bellowing in pain, the scaled predator
  swung around to address the new attacker, and it was then that Pike received his
  opening. With a battle cry of his own he brought his hammer down again and again on
  the creature’s scaled hide. The two warriors engaged the creature for what seemed
  like forever before it finally fell and lay still.
  Now Duncan Pike found himself in a dilemma. He looked down at the wounded orc who
  was his enemy — but who also had doubtless saved his life. And why? Pike’s brown eyes
  met the pale green of the orc’s. For a moment he remembered that his father, a simple
  man, had taught him to judge others by their actions, not by any other measure. Maybe
  somewhere along the line, someone had told this orc the same thing.
  He offered his hand to the green-skinned warrior, who gave a sharp-toothed grin and
  accepted the assistance. The powerfully built orc weighed a hefty load, but Pike
  managed to pull him out of the dirt. Speaking not a word of the orc’s rough language,
  Pike started laughing at the absurdity of the situation. The orc started in with a
  guttural laugh, and for a moment the two warriors understood each other perfectly.
  “C’mon,” muttered Pike, “I know of a goblin outpost not far from here. We can both
  get aid there. And I hope you have some coin to pay them, because I sure don’t.” The orc
  warrior seemed to understand the gist, and his fanged grin got even wider. Together, they
  limped back into the deep forest and away from the corpse of their fallen foe.
  
  10
  LANDS OF CONFLICT
  
  INTRODUCTION
  11
  To His Highness, King Magni Bronzebeard, Right-
  ful Sovereign of Ironforge and Dun Morogh, and
  Grand Explorer of the Guild;
  To High Explorer Tomli Magellas and all august
  members of the Excursion Council:
  The task you set me many months ago is com-
  pleted, thank Kaz’goroth, and I now present the
  results of my travels and my research in this modest
  volume. I’ve titled it simply Lands of Conflict, for
  conflict describes rather aptly the current sorry
  state of affairs throughout the eastern continents
  — and what must continue if the nations of the east
  will one day destroy the Scourge.
  You might see fit to send a copy west across the
  sea, for reading it may encourage Ms. Proudmoore
  and Warchief Thrall to return home and lend a
  hand in dealing with Kel’Thuzad and his minions.
  Certainly, those strange night elves and that dam-
  nable Frozen Throne cannot mean as much as the
  ravaging of their former lands and the destitute,
  fearful lives of their former peoples. Forgive me, but
  a weary dwarf can still dream.
  All the world’s troubles of the past decades (nay,
  even the past centuries) find their roots here, in the
  east, and they must come to a resolution upon the
  blighted soil of the Plaguelands, in the streets of
  Stormwind, at the gates of Ironforge itself. While I
  encountered much weariness and isolation through-
  out the eastern lands, I also saw much determination
  and even hope. I believe we can rid ourselves of the
  undead and the demons. We will, of course, need
  the right people in positions of influence and a
  general consensus that working together produces
  better results than petty bickering; yet the seeds of
  a combined resistance are at least planted. The
  account given in this humble tome should offer His
  Highness and the Explorers’ Guild ample guidance
  for how to act against the Lich King in the next days
  and years.
  I shall proceed to summarize the book’s contents
  and note the function of any of its special features,
  for the reader’s benefit.
  Summary of Contents
  Because knowing the past lets us see how we got
  into the mess of the present, Chapter One: History
  & Culture reviews the events and character of the
  world’s distant and recent ages. It also discusses
  some of the finer and more intriguing aspects of life
  on Azeroth, such as currency and goblin shops.
  Finally, this chapter closes with a lengthy timeline
  of the world’s history, from what we know of the
  titans up to the present day. I must thank High
  Explorer Magellan for all his assistance in taking
  advantage of the Guild’s very impressive collection
  of historical and cultural texts, without which
  Chapter One would be far less useful and much
  more prone to error, I am sure.
  In Chapters Two through Four, I describe the
  current state of all noteworthy regions in Azeroth,
  Khaz Modan and Lordaeron, respectively. For each
  region entry, I give information — as far as I could
  gather it — on population, rulers, settlements,
  languages, resources and more. I also discuss at
  length each region’s people and culture, geography,
  sites and settlements, and history. Sprinkled deftly
  throughout these chapters, if I do say so myself, are
  excerpts from various sources and conversations
  that I recorded during my travels, as well as the
  occasional more focused look at certain important
  personalities and the make-up of a few fighting
  forces, Alliance and otherwise.
  A Note on Sidebars
  Sidebars providing statistics for and descrip-
  tions of notable NPCs and sample mass combat
  units appear in Chapters Two, Three and Four.
  These sidebars are primarily GM aids, contain-
  ing some information best kept from the curious
  eyes of players.
  Statistics for the mass combat units are based on
  the rules presented in Chapter Three of the
  Alliance & Horde Compendium, especially the
  “Unit Combat Statistics” and “Commanders and
  Orders” sections. Mixed units have the stats for
  each creature separated by a slash (i.e., “DF 80 (8)/
  60 (6),” for the damage factors of human knights
  and heavy warhorses, respectively). A unit’s com-
  manders receive short stat blocks, focusing on the
  key information required to use them in mass
  combat battles, such as skills, feats and number of
  orders per battle round.
  Chapter Five: Adventures captures particularly
  admirable tales I heard while knocking back a few
  pints with the locals of various regions. Young
  explorers of the Guild are welcome to seek out the
  
  12
  LANDS OF CONFLICT
  truth or falsity of such tales, and bless their souls if
  they do. The infamous Arena in Azeroth’s
  Stranglethorn Vale, the insidious Dark Iron dwarves
  of Khaz Modan, the foul machinations of undead
  and demons in Lordaeron’s Silverpine Forest: find
  them if you dare, my fellows, just make sure you
  keep your axe and your wits about you — then tell
  me everything at the Weary Boots.
  Supplementary but no less important information
  appears in two appendices. Appendix One: Organi-
  zations details what I could learn about several
  groups and societies active in the eastern lands, such
  as the Cult of the Damned and the Stormwind
  Assassins. Appendix Two: Miscellaneous Notes
  offers a variety of items that I consider intriguing and
  that might prove of some use to the Guild — notes,
  for instance, on the dark apothecaries and Scarlet
  Crusaders, along with a short bestiary and descrip-
  tions of items both magical and mundane.
  I hope that my efforts please His Highness and
  the Council. If you have queries or comments, you
  know where to find me.
  Sincerely,
  BRANN BRONZEBEARD
  Cross-References
  Unless indicated otherwise, the following no-
  tations throughout identify material from other
  Warcraft RPG sources and distinguish new
  material in Lands of Conflict when necessary:
  • An asterisk (*) refers to the Warcraft
  RPG core book.
  • Two asterisks (**) refer to the Manual of
  Monsters.
  • A dagger (†) refers to Alliance & Horde
  Compendium.
  • Two daggers (††) refer to Magic & Mayhem.
  • A double dagger (‡) refers to Lands of
  Conflict.
  
  CREDITS
  13
  “Garrick?” The question came out in a raspy whisper from lips that were withered
  and sickly pale. Still, the sound of that familiar voice rekindled the flame of hope in
  Garrick’s heart.
  “Yes Adric, it’s me. It’s Garrick. I’ve found you at last.” He looked at the face of
  his childhood friend with all the compassion he could muster. The young wizard
  apprentice had entered this patch of blighted forest some time ago, and finally his
  efforts had paid off. Good old Adric stood on the crest of the hill nearby, motionless
  as only the dead can be. Adric’s skin was so shrunken that the bones beneath were almost
  visible. From his empty eye sockets a pale yellow light glowed like twin lanterns, and
  his tattered clothes barely hung on his thin frame. Still, despite all this, there was
  no mistaking his childhood friend. The undead lowered the old crossbow he carried and
  continued to stare incredulously.
  “I came to find you, Adric, once I heard about a dead man in these woods, a dead man
  with a crossbow that matched your old family one. Remember, we used to practice with
  it together as boys? I’d know it anywhere.”
  The dead man lowered his head sadly. “Oh, Garrick, you shouldn’t have come here.”
  Garrick spoke quickly. “Don’t despair Adric. I’ve come on a mission. My master, he
  is one of the mages who seeks to reclaim Dalaran. He sent me here to take observations
  on the spread of the Scourge’s plague. But once I heard your description from a
  woodsman, I abandoned my master’s research and set off in this direction. I just knew
  I could find you. You see, my master is working on a way to reverse the plague. He only
  has theories right now, but when you come back with me, we can work on it together.
  It may take some time, but with you there to help the research will go much faster.”
  Adric raised his head and once again focused his mournful eyes on Garrick. “It’s far
  too late for help, old friend.”
  Garrick raised his voice in passionate anger. “I refuse to believe that! We can undo
  this, don’t you see that? Come with me now, you don’t have to exist like this anymore.
  Just follow me back to my cart, it’s not far away. I can sneak you into the city. You
  
  14
  GAzetteeR:  GhelspAd
  can meet my master and we can get started right away. This plague can be reversed,
  maybe for everyone. My cart is just this way.” Garrick turned and started back down
  the hill in the direction he had come. He took just a few steps when he caught a sound
  he had not heard since his childhood: the twang of a particular crossbow being fired.
  His back exploded in pain and he found himself wondering who had punched him so hard.
  The blow upended him as he fell down the hill, unable to get a grasp on the slippery
  bed of leaves that covered the ground. He turned over painfully again and again, until
  his momentum ceased at last and he rolled up against the stump of a tree.
  Garricks’s legs were numb and he found he couldn’t breathe quite right. His lower
  back was a riot of pain from where the bolt had struck. Yet over his own raspy breathing
  he heard the thumping of ragged boots making their patient progress down the hill.
  From the corner of his eye Garrick saw his old friend sit on a large gray stone nearby.
  The now empty crossbow rested against the dead man’s leg as Adric stared off into
  the dark woodlands. His hollow voice came again in a corroded whisper. “I meant it when
  I said you shouldn’t have come here, Garrick, my old friend. Everything changed the
  day Prince Arthas rode here. Now, everything is dead. But somehow everything goes
  on. If I tried, I think I could go on forever now.” He then turned his baleful yellow eyes
  on his friend. “Your largest mistake was assuming that I wanted to be cured, Garrick.”
  Garrick couldn’t hear his friend too well. He couldn’t feel his legs at all now, and
  everything was going dark around him. His own voice sounded shrill in his ears. “A-
  Adric, I think I’m d-dying….”
  “Yes,” answered Adric nonchalantly, “I do believe you are. But don’t worry, old
  friend, we’ll have all the time in the world to talk once you’re done with that part.”
  
  HISTORY AND CULTURE
  15
  
  16
  CHAPTER ONE
  This chapter reviews the world’s history up to our
  own time, just so that we’re all certain of why the
  Lich King’s walking corpses now march nigh un-
  contested throughout Lordaeron. There’s some sort
  of lesson to be learned in remembering what’s
  happened both recently and long ago, but damned
  if I can see it as other than this: we must once more
  fight desperately to gain our freedom.
  I decided also to include some discussion of cur-
  rent intriguing aspects of life in the eastern lands,
  mostly for the benefit of young prospectors who will
  set out on whatever journeys here in the east.
  To close the chapter, I’ve provided a detailed and
  impressively thorough — if I may be permitted a
  small boast — timeline of the world’s noteworthy
  events during its many millennia.
  Lands of the Past
  Younger prospectors and explorers — and there
  are more and more of them with each passing day —
  often come to me with questions about my meth-
  ods. How do you do it? they ask. How do you come
  back from a distant land and know it as well as a native?
  They’re looking for some sort of exciting revela-
  tion — a trunk of disguises, perhaps, or my secret
  technique for spying unheard and unseen on a
  remote encampment. Now, I won’t say that I haven’t
  used a disguise or two in the past, and when the
  situation is sufficiently dangerous there’s no shame
  in lurking in the bushes. Yet their faces always fall
  when I give the real answer:
  The way to become an expert on a place is to
  know it before you leave.
  Of course, you can’t know a town’s favorite inn
  songs until you drink with the locals, but anyone
  can go to a place to find what it is. Any creature
  with feet and eyes can do it.
  A true explorer knows that some of the most
  valuable time on a journey is spent in scriptoriums
  and archives before a rucksack is packed. I’ve spent
  my life exploring the length and breadth of Azeroth,
  from Sunwell Grove to Booty Bay. The tree’s worth
  of friends and stories I harvest in those faraway
  places is grown from the seed of a helpful librarian
  who helped me gather the maps and history I
  needed to get there in the first place.
  So, before I begin telling you tales of how things are
  now, let me set the stage a bit by talking about the past.
  Campaigning in Earlier Eras
  The primary setting for the Warcraft RPG is
  the period following the Third War and the
  events that played out in Warcraft III: Reign of
  Chaos and The Frozen Throne. Yet the history of
  Azeroth is rich and full of adventure. Long
  before the Horde and the Alliance, the Kaldorei
  discovered magic and built a legendary empire
  that crumbled against the might of the Burning
  Legion in the War of the Ancients, and the
  disgraced Quel’dorei braved the Maelstrom to
  find a new land where they could explore the
  ways of magic. Little is known of the dwarves in
  this era, though some records indicate that they
  had stone hides (or “rock skin”) and seemed
  more “elemental” in nature. An underground
  war was fought in the shadows to prevent the
  return of the demons to the world of the living.
  As Brann expounds on the known history of
  the Lands of Conflict, see these sidebars for
  more information on running campaigns set in
  these eras.
  Lands of Savagery,
  Lands of Magic
  What we know about our world’s earliest history
  is wrapped in mystery and legend. Thousands and
  thousands of years ago, Azeroth was one enormous
  continent surrounded by the sea. Known as
  Kalimdor, it was an explorer’s paradise — danger
  and adventure just a step away, every river and
  mountain range completely unmapped.
  The jungles and forests were ruled by tribes of
  trolls, wandering packs of beast-men hunting savage
  sabercats and kodo beasts and offering up their blood
  in dark rituals. While the explorations of the Guild
  will occasionally turn up the petrified remains of a
  troll encampment from these days, the trolls had
  nothing that would qualify as even the smallest of
  towns. Metalworking was unknown to them, and
  their weapons were carved from the bones of their
  fallen prey. Engravings on these weapons show scenes
  of the hunt as well as fierce duels between trolls,
  suggesting that they were much like their modern
  descendants, a society ruled by the strong, the cun-
  ning and the bloodthirsty.
  
  HISTORY AND CULTURE
  17
  While the dwarves and humans were still getting
  onto their feet, the elves as we know them had
  already been running for quite some time. More
  attuned to nature and the land, they were a noctur-
  nal people known as the Kaldorei. It’s difficult to
  uncover too much about this period, as the elves of
  Quel’Thalas are loath to speak of it. Yet what is
  known is that these earliest elves were the first to
  discover the ways of magic through something
  called the Well of Eternity. A source of enormous
  power and great reverence, the Well brought the
  Kaldorei to heights never before seen on Kalimdor.
  Their cities and temples spread across the conti-
  nent and left the other primitive races in awe. In
  the early histories of dwarves and humans, the
  Kaldorei are shadowy figures of dark perfection
  wielding incredible god-like powers.
  Then something happened that changed the
  world forever. Something went wrong with the
  Well, or with the Kaldorei, or with both. Somehow,
  the Burning Legion entered the world for the first
  time. Kalimdor felt the searing lash of the demon
  armies for the first time as they ravaged the coun-
  tryside and left it a smoldering wasteland. The
  humans and trolls retreated deep into the wild, and
  the dwarves sealed the gates of their underground
  cities… leaving the Kaldorei to face the demons on
  their own.
  In the war that followed, the Kaldorei rallied
  their forces and fought their way to the Well of
  Eternity. There, they made the supreme sacrifice
  and destroyed the source of their power to rid the
  world of the Burning Legion. When the Well
  collapsed, it took the world with it. Even in their
  distant fortresses, far from the Well, the dwarves
  feared for their lives as the very rocks around them
  shifted and crawled as though they were living
  creatures. The great Kaldorei cities fell into the
  earth, and the sea rushed in to fill the void. Long-
  dormant volcanoes erupted and the rivers ran black
  with ash, running toward the sea and the whirling
  vortex that now marked the lands of the elves.
  As dark clouds gathered to blot out the sun and
  sky for an entire generation, the first great age came
  to an end.
  Adventures at the Dawn of History
  ney into the untracked wilds. It also calls for
  warriors and spies to fight the war between the
  Azotha and the jungle trolls, or between the
  night elves and Queen Azshara’s demon guard.
  It’s a time when a canny diplomat might have
  changed the course of history forever. It’s a time
  when characters can stand on the shores of the
  Well of Eternity itself.
  Tinkers and even simple technology
  (phlogiston and gunpowder have yet to be dis-
  covered) are exceedingly rare in these days,
  found mostly among the dwarves. Spellcasters
  come only from the ranks of the Kaldorei, where
  the corrupting influence of the Well of Eternity
  has already sparked the battle between arcane
  and divine spellcasters that will continue for
  thousands of years.
  Affiliations are nearly always along racial
  lines, though despite their physical appearance
  the Kaldorei are already divided into the night
  elves and the “highborn” elves.
  Campaigns set in the earliest days of the
  world of Warcraft happen between 10,000 and
  14,000 years before the present day. The night
  elf society is similar to that seen in Warcraft III,
  but the other races are quite different. The high
  elves are still physically the same as the night
  elves, living nocturnal lives and slowly corrupt-
  ing themselves with arcane magic. The dwarves
  are just beginning to develop their traditions
  and make the earliest of the technological
  innovations that will revolutionize the world.
  Humans are nearly as savage as their foes among
  the trolls, and both groups wander the land
  battling each other while trying to plant the
  seeds of their cultures.
  Campaigns during this time should center on
  exploration and discovery, on first contact and
  seeing everything in the world for the first time.
  Outside the boundaries of the Kaldorei cities
  and temples, the world is completely untamed;
  it calls for explorers and traders who will jour-
  
  18
  CHAPTER ONE
  The strongest of the human tribes, the Arathi,
  convinced the scattered threads of humanity to
  gather under their rule and wove them together
  into the empire of Arathor. Though some tribes
  chafed when their destinies were bound together,
  the Arathi assured them the land would always
  belong to all peoples and named the land as a whole
  in homage to their ancient ancestors: Azeroth.
  Together, the humans constructed the fortress
  city of Strom and raised an army that pushed back
  the trolls. Yet raids by the trolls continued to
  prevent any large-scale farming and remained a
  danger to anyone traveling outside the empire’s
  protection. The leaders of the tribes had gathered
  in Strom to try to conceive a strategy when word
  came of an elven emissary at the city gates. The
  stunned humans, who had long believed all the
  elves destroyed in the defeat of the Burning Legion,
  were quick to bring the envoy into their council.
  The envoy explained that long after the destruc-
  tion wrought by the Maelstrom, some of the survivors
  had made their way to northern Azeroth and estab-
  lished a new kingdom, called Quel’Thalas, and a new
  source of magical power, called the Sunwell. She also
  told how the elves were waging their own war with
  the trolls and how the elven defenses were perilously
  close to falling under the onslaught. The elves re-
  quested assistance from the army of the human
  empire to stave off an oncoming assault that threat-
  ened to shatter the borders of the elven nation. After
  discussion, Arathor agreed to help Quel’Thalas —
  but required that the elves teach humans the ways of
  magic and sorcery. The elves were quick to agree,
  and the combined elven and human forces drove
  back the trolls on both fronts until the bestial tribes
  held a mere shadow of their former power.
  With the threat of the trolls removed, the high
  elves quickly transformed the lands within the
  borders of Quel’Thalas into a lush paradise where
  they could spend the years in peace and quiet
  contemplation. The humans, on the other hand,
  spent centuries expanding their borders until the
  Empire of Arathor nearly covered Azeroth. As
  their lust for power pushed them to master the arts
  of magic they were learning from the elves, so did
  their lust for land pull them northward into the
  mountains. There, they encountered a dwarven
  expedition gathering supplies, and our two peoples
  met for the first time.
  Lands of Chaos,
  Lands of Empire
  The explosion of the Well of Eternity did far
  more than destroy the civilization of the elves — it
  reshaped the entire world. Azeroth was one land no
  longer, shattered into many continents and islands,
  with the Maelstrom at the ocean’s heart marking
  the grave of the Kaldorei.
  Dwarven history tells little of this period. Except
  for occasional armed expeditions from one clanhold
  to another, our people sealed themselves under-
  ground. We neither knew nor cared what went on
  outside our mountain homes. It was during this
  period, however, that we honed our artistic skills,
  perfecting the arts of metalworking and stonecarving
  as we worked out our fears and frustrations on the
  walls and passages of our homes and turned them
  into the places of craftsmanship and beauty that we
  still know today.
  For thousands of years, the human tribes teetered
  on the brink of extinction as their numbers were
  winnowed by an ever-increasing struggle simply to
  gather what was needed for survival. For millennia
  they persevered, wandering ever further afield in
  search of game, wood and refuge.
  Finally, the clouds parted. The sun returned and
  green sprouts pushed through the ash-fertilized
  earth of the sere plains, although the Barrens —
  once a vast, western forest region — were blasted
  into a dry, desolate wasteland by the Sundering.
  Centuries passed as forest and jungle once again
  flourished, and the beasts increased in number
  until herds of kodos once again roamed the plains.
  Even dragons roused from their long slumbers to
  soar through the warm sunlight and cooling rains.
  Slowly, all traces of the cataclysmic death of the
  Kaldorei were erased save for the ceaselessly hungry
  maw of the Maelstrom.
  The surviving tribes of humans sent out intrepid
  bands to explore the reborn world and to find their
  long-lost brethren. Slowly, trade routes were estab-
  lished across the revitalized world. However, the
  savage trolls had survived their own hardships and
  emerged to once again harry the human merchants
  and travelers. Soon the trolls were bold enough to
  raid settlements, pillaging the towns and taking
  away slaves and fodder for their heathen rituals.
  
  HISTORY AND CULTURE
  19
  We had previously encountered the elves; indeed,
  they came to us first when they needed assistance
  against the trolls, but the clan leaders had deter-
  mined that they wanted little to do with a race they
  found pretentious and overbearing. Yet the clans of
  Khaz Modan and the humans of Arathor met under
  a brighter sun, and they soon became close allies.
  The humans provided the dwarves with a wide array
  of surface goods, and the dwarves traded the finished
  goods produced in our underground workshops. Pass-
  Empire Building
  Campaigns of several types can be played out
  in the time following the destruction of the
  Well of Eternity and the great elven empire.
  Among the elves, campaigns could explore the
  loss of civilization, the attempts to reestablish a
  homeland atop Mount Hyjal, the exile of the
  high elves, and the night elves’ entrance into
  the Emerald Dream. The night elves’ divine
  spellcasters will still be bolstered by the demi-
  god Cenarius walking among them. Arcane
  spellcasters will be weak, struggling to create
  and protect a new source for their power in the
  second Well of Eternity and — after they’ve
  been exiled and journey to create Quel’Thalas
  — the Sunwell. Both groups will be living in the
  wild and fighting to survive like they never have
  before or since.
  Campaigns among the dwarves — the culture
  that best survived the cataclysm — might play
  out the repercussions of isolation as supplies run
  short, tempers flare, and the dwarven clans go
  through the near-inevitable power struggles.
  Other campaigns might deal with new under-
  ground realms opened by the upheavals, and
  what creatures might emerge from deep within
  the bowels of the earth. Some characters might
  play the artisans, craftsmen and tinkers who
  made the tremendous advances of the period.
  This is the era in which the dwarves have
  “awakened” from ancient times, shaken deeply
  by the Sundering and forgetting much of what
  they were as a race. Emerging from beneath the
  earth, they begin to explore their surroundings.
  Yet they no longer have skin of stone, but are
  flesh like other races — losing all knowledge of
  their racial heritage, especially knowledge of the
  titans who created them and of their purpose (to
  shape the world). The dwarves split into three
  clans: the Bronzebeards (mountain dwarves),
  the Wildhammers (hill dwarves), and the Dark
  Irons (shadowy, wandering sorcerers).
  Human campaigns could begin in the years
  that were nearly the race’s last, as it eked out
  sustenance from the ashes and the aftermath of
  the destruction. Then, as the sun returns, play-
  ers would have a chance to help fight the trolls
  and build an empire, from the earliest towns to
  Strom and the Empire of Arathor.
  Eventually, generations later, all these cam-
  paign types collide when the three races gather to
  fight the final war against the trolls that allowed
  for the settlement of Lordaeron. (At this time, all
  trolls in Lordaeron are forest trolls from Zul’Aman;
  jungle trolls would be encountered only in far off
  Stranglethorn.) Spies and diplomats will have
  crucial roles in the days leading up to and through
  the first meetings of the races. Though humans
  may have previously had access to divine spells
  through worship of the Old Gods or early cults
  that would become the Church of the Holy Light,
  once they meet the elves of Quel’Thalas they will
  finally have access to arcane spellcasting. Simi-
  larly, once the dwarves emerge from their
  mountain homeland and share their technologi-
  cal advances, other races will finally be able to
  become tinkers. Fighting side-by-side for the first
  time against unending waves of savage trolls, the
  races who will one day form the Alliance fight not
  to save the world, but to once and for all time set
  the course of their own destinies.
  ing through our lands in peace, the humans ex-
  panded their empire into the northern half of the
  continent, which they named with a combination of
  words from the human, elven, and dwarven lan-
  guages: lorn, dwarven for “land”; daer, the human
  word for “people”; and ronae, “peaceful” in the elven
  tongue — hence, Lordaeron.
  All the races thought it was the dawn of a second
  great age; they would soon learn, to their sorrow,
  that it was already late afternoon.
  
  20
  CHAPTER ONE
  Lands of Darkness,
  Lands of Demons
  As they quickly embraced the ways of magic,
  human mages rose in power until they matched and
  even surpassed their elven tutors. In parts of the
  empire, human sorcerers cleared fields, hunted drag-
  ons and reshaped the earth itself at their whim. To
  many across Arathor and to some on its ruling
  council, this seemed at best a too-easy path and at
  worst an abuse of a sacred power. Confronting the
  wizards took the Empire of Arathor over the brink
  of civil war as the “magocrats” carved out their own
  territory where magic could be practiced without
  restriction. In some places those fearful or distrust-
  ful of magic banded close to one another to prevent
  the mages from taking power, while others compro-
  mised and allowed the free use of magic so long as
  it was policed by Guild overseers.
  When all was said and done, the sprawling Em-
  pire of Arathor had fallen apart into seven separate
  nations: Lordaeron, Stormwind, Kul Tiras,
  Stromgarde, Alterac, Gilneas, and Dalaran.
  It was soon discovered that the use of magic
  without constraint didn’t mean that magic could be
  used without consequence. Relations between the
  newly independent human nations were strained as
  the rulers of the magocracies became increasingly
  withdrawn and obsessed with amassing magical
  power. This led them straight into darkness —
  where they found demons waiting.
  What happened in the years following is a secret
  history that has only been uncovered in recent
  times. To most people of Quel’Thalas, the dwarven
  citadels and the seven kingdoms, these were centu-
  ries of peace and prosperity. Yet unbeknownst to all
  but a few, the powerful spells of elven and human
  mages had quietly called to the Burning Legion.
  The demons were happy to answer the summons
  and began to slip back into Azeroth. An elven
  society called the Council of Silvermoon had long
  ago sworn to forestall any full return by the Legion;
  this society met with the most powerful wizards of
  the human nations to form the Order of Tirisfal to
  hunt those demons who had already arrived. Even-
  tually, the Order’s members combined their magical
  energies to anoint a single special champion — the
  Guardian. Only one Guardian existed at any time,
  guided by the Order, and this person wielded di-
  vine-like powers to beat back the demons.
  The Order and its agents were tireless in their
  efforts to track and destroy the demons, who grew
  increasingly reckless in their attempts to regain a
  foothold on the world they had lost so long ago. The
  demons finally overstepped their bounds when
  they began to drain dragons of their magic, at which
  time Aegwynn, the current Guardian, chose to aid
  the dragons against the Legion. With her assis-
  tance, the demons were driven back and utterly
  destroyed.
  The world returned to a peace it never knew it
  had lost. Far, far away, though, the Burning Legion
  plotted its revenge and gathered its forces.
  The Great and Secret Game
  Most Warcraft campaigns are set during
  times of open warfare. However, games in the
  time of the Guardians of Tirisfal occur in a
  period when the battles were in the shadows,
  when the mages slowly corrupting themselves
  with arcane magic were desperate to maintain
  an illusion of peace.
  The demon-hunting agents of the Order of
  Tirisfal might come from any race or class, and
  their motivations could range from genera-
  tions-long vows with the Council of Silvermoon
  to simple profit motive as mercenaries collect
  a bounty for each demon head collected.
  Through it all, the Order and its agents remain
  the “men in black cloaks,” cleaning up all
  evidence of their struggles and denying the
  existence of the enemy. For more than a thou-
  sand years, this battle is fought by the Magna
  Aegwynn, one of the last Guardians, until the
  close of the era when the dragonflights help her
  defeat and seal the demon lord Sargeras in an
  undersea tomb.
  Much adventure remains for those not fighting
  the secret war. The same years are those leading up
  to the birth of the wizard Medivh and his long
  sleep. Quel’Thalas, the dwarflands, and the seven
  human kingdoms are at the height of their power
  and pristine in a way they will never be after
  Medivh awakens to open the first portal to Draenor.
  
  HISTORY AND CULTURE
  21
  Lands of Storms,
  Lands of the Horde
  In a Guildhall or taproom, this is usually the
  point in my history lecture where I see people
  beginning to nod off or think about quietly ordering
  another round.
  (Incidentally, the gauge of a good storyteller is
  that the audience should drink only when the teller
  does. They should be so focused on the story that
  they think to raise their mugs only when the story-
  teller must moisten his tale-parched throat. So if
  you see someone order another drink and you
  glance down to see a half-full mug before you… it’s
  likely time to wrap up your tale and save your
  strength for another night.)
  So, lest I begin covering ground that my es-
  teemed liege or my readers in the Guild and
  elsewhere have likely walked themselves, I will rely
  on your own memories of the invasion of the Horde
  and the three great wars that followed. For those
  reading my words in some far distant land who were
  lucky enough to live those days in peace, or those in
  some far distant time when even those momentous
  events have faded to but another topic of the tutors,
  I recommend you read any of the innumerable
  tomes penned on those days for tales of incredible
  courage and adventure. I could not do them justice
  if I covered a thousand times a thousand pages in
  my spider-scrawl.
  Lands of Conflict,
  Shadows of the Past
  Though time marches onward, it never leaves
  the past wholly behind. The ruins of ancient towns,
  buildings and temples still mark the landscape, the
  tombstones of times past. Disturbing the spirits of
  the dead is a distasteful thing at best, and at worst
  — and often — a dangerous thing. Yet the ruins
  remain an invaluable and fascinating gateway into
  their time.
  Stories and legends keep the past alive, but physi-
  cal remains provide proof that the stories are more
  than the ramblings of an imaginative minstrel. In
  all my years wandering Azeroth, I have never failed
  to follow a rumor of an ancient city in shambles or
  the entrance to an underground temple to the Old
  Gods. And when I discover a building from the days
  of the Kaldorei, when I can step into the earliest
  days of known history, when I get that much closer
  to discovering the truth of our origins… those are
  the moments that drive me to be an explorer.
  
  22
  CHAPTER ONE
  Shadows of the Past, Future’s Dawn
  As Brann notes, elements of Warcraft’s past
  that have survived into the present make terrific
  adventure seeds. Many of the missions in the
  Warcraft computer game draw in elements from
  Azeroth’s rich history, from the tomb of Sargeras
  to the underground prison of Illidan Stormrage.
  The cataclysmic sundering of the world after
  the destruction of the Well of Eternity and the
  razing of entire kingdoms in the wake of two wars
  and the onslaught of the Scourge can easily have
  hidden the ruins of not just innumerable temples,
  tombs and towers, but entire cities. Did the
  Guardians of Tirisfal imprison any of the demons
  they captured, and if so, where? Do any temples
  built by the trolls still stand from the days when
  they hunted nomadic tribes of humans so long
  ago? What is happening in the remains of the orc
  internment camps on the Alterac plains? Ask
  the unanswered questions of Azeroth’s past and
  answer them in your campaign.
  Chapter Six of the Warcraft RPG lays out
  nearly a dozen different general types of cam-
  paigns that can be run in the western lands.
  Many of these same campaign types have ap-
  peared throughout the history of Azeroth and
  the eastern lands, as explained above and played
  by millions of gamers in the Warcraft computer
  games. Specific ideas for adventures in the lands
  of conflict are seeded throughout the following
  chapters of this book, but here is another look at
  some of those general frameworks into which
  they might be placed:
  • Diplomacy: Peace holds in the west, even
  after the skirmishes sparked by the assaults on the
  Horde by Admiral Proudmoore. In the east, the
  only factors preventing another full-fledged war
  are the expanses of blasted, plague-ridden waste-
  land between the factions and their diminished
  numbers. It will only take time before the Scourge
  dominates enough of the living to begin their
  expansion in earnest, or the Defias Brotherhood
  gathers their number to reveal what’s hidden in
  the depths of the Dead Mines. Only those skilled
  with manipulation and diplomacy will deter-
  mine if the coming age is one of peace, or merely
  the next series of battles in an unending cycle of
  war.
  • Dungeoneering: The last fifty years have
  sundered the countryside and shattered entire
  nations. Once-proud castles and cities lay in
  ruins, and the ravages of battle have torn open
  the earth to reveal long-hidden secrets. From
  recovering artifacts lost in the battles beneath
  Khaz Modan to the catacombs that might have
  been hidden in the rebuilding of Stormwind,
  much adventure awaits those adventurers ready
  to plunder the past and confront its guardians.
  • Espionage: Where once there was only the
  Alliance and the Horde, there are now numer-
  ous independent factions rising to power in the
  world of Azeroth. Major factions such as the
  undead Scourge and lesser powers like the Syn-
  dicate are all attempting to seize power in the
  chaotic aftermath of war, and the first weapon
  they require is information. Those who can
  bring it to them, whether through treachery or
  deceit, might ask for handsome rewards.
  • Exploration: Despite its proud and storied
  history, little is known of the details of the
  present world of Azeroth. Where once there
  were kingdoms and empires, war and conflict
  have left only blank spots on a map waiting to
  be filled in by intrepid explorers. The Explorer’s
  Guild has led the way into many of these
  mysterious regions, but there are innumerable
  trails remaining to be blazed by the skilled and
  courageous.
  • Horror: Darkness has taken root in the
  once-green lands of Lordaeron. The skeletons,
  ghouls and abominations of the undead Scourge
  stalk a cracked and blasted landscape, preying
  upon any living creature foolish enough to
  wander into their domain. Only champions
  willing to face down evil itself can hope to pull
  even the smallest part of the Plaguelands from
  the clutches of the Lich King.
  • Mercenaries: There are many combat-
  hardened veterans who were abandoned in the
  
  HISTORY AND CULTURE
  23
  Alliance and Horde’s rush to confront the Burn-
  ing Legion on Kalimdor. Some of these veterans
  banded together, others joined an independent
  faction, and those remaining now answer only
  to themselves. These mercenaries are warriors
  and wizards for hire, selling their services to
  anyone with enough gold in his pouch.
  • The Quest: Those with wisdom and expe-
  rience can sense the approach of another
  important moment in the history of Azeroth.
  They know that the shape of the next era will be
  decided by heroes who set out in search of lost
  and ancient powers, from the hammer of
  Muradin Bronzebeard to the hidden necropolis
  where the Guardians of Tirisfal buried their
  dead. Some of these quests will turn adventurers
  into true champions, while others might deter-
  mine the fate of the world.
  • Settlement: The eruption of the Well of
  Eternity, the arrival of the Horde, the spread of
  the Scourge, the attacks of the Burning Legion
  — rarely has civilization gained a foothold in
  the eastern lands before it was thrust back to the
  borders of savagery. The graceful towers and
  thick walls of cities are separated in eastern
  Azeroth by vast tracts of untamed wilderness.
  Settlers with the skill, boldness and strength of
  arms to withstand the challenges and dangers of
  the wild may find that from crude beginnings
  mighty empires can be born — or reclaimed. In
  the north, the Scarlet Crusade is always search-
  ing for settlers willing to make a stand on the
  edge of the Plaguelands and reclaim a part of
  humanity’s ancestral lands.
  • Survival: From the earliest nomads wan-
  dering eastern Azeroth to the adventurers
  exploring the aftermath of apocalyptic wars and
  cataclysmic upheavals, part of daily existence
  has always been the battle to survive. With the
  Alliance shattered by the Scourge and the clans
  of the Horde in far-off Kalimdor, there are many
  small settlements that have been forced to be-
  come entirely self-reliant. When the people are
  in need of lumber or gold, they must seek it out.
  When the village falls under attack by the Defias
  Brotherhood or the Blackwater Raiders, heroes
  will not come from far away — they must come
  from within, and only those native heroes can
  ensure that the settlement endures.
  • Trade: Trade routes are just beginning to be
  reestablished across eastern Azeroth, spearheaded
  by the efforts of the Venture Company to con-
  nect isolated goblin trading posts. Intrepid
  adventurers might sign on to explore an over-
  land trade route, or to protect a trade caravan
  from the depredations of bandits and the crea-
  tures of the wild. Alternately, they might choose
  to join with one of the “free merchants” attempt-
  ing to compete with the goblins — which means
  that heroes will be guarding caravans not only
  from thieves and beasts, but also determined
  assaults financed by the Trade Princes.
  • War: The drumbeat of war still sounds on
  the wind in eastern Azeroth. For some, such as
  the Scarlet Crusade, the Third War has yet to
  truly end. For others, such as Alliance remnants
  who believe the Horde weakened by the sever-
  ing of its ties with the demons of the Burning
  Legion, the time for a new war approaches. With
  the storm clouds on the horizon, it is one of the
  rare moments when heroes have the opportunity
  to decide which army they will join — or if they
  might form their own.
  
  24
  CHAPTER ONE
  The Warcraft Library
  For players and Game Masters (GMs) inter-
  ested in setting games during the First, Second,
  or Third War, there is a wellspring of informa-
  tion available in a variety of forms. These sources
  may also prove useful to those gathering infor-
  mation to build a campaign set during earlier
  eras.
  Computer and Console Games
  Warcraft: Orcs and Humans (Blizzard, 1994)
  Warcraft II: Tides of Darkness (Blizzard,
  1995)
  Warcraft II: Beyond the Dark Portal (Bliz-
  zard, 1996)
  Warcraft III: Reign of Chaos (Blizzard, 2002)
  Warcraft III: The Frozen Throne (Blizzard,
  2003)
  There’s no substitute for playing the original
  games to capture the flavor of the world of
  Azeroth. Valuable information can found in the
  game manuals as well. The manual to Warcraft
  III: Reign of Chaos in particular is useful for its
  detailed history of events from the earliest days
  of the Kaldorei through the beginning of the
  Third War.
  Strategy Guides
  Warcraft: Orcs and Humans Official Se-
  crets and Solutions (Prima Publishing, 1995).
  Warcraft II: Tides of Darkness: The Offi-
  cial Strategy Guide (Prima Publishing, 1996).
  Warcraft II: Beyond the Dark Portal Offi-
  cial Secrets & Solutions (Prima Publishing,
  1996).
  Warcraft III: Reign of Chaos Strategy Guide
  (BradyGames, 2002).
  Warcraft III: The Frozen Throne Strategy
  Guide (BradyGames, 2003).
  Written with the assistance of Warcraft’s cre-
  ators at Blizzard Entertainment, these books not
  only walk you through every puzzle and battle in
  the computer and console games, but occasion-
  ally also provide a peek behind the scenes at
  events both in the game and its creation.
  Novels
  Warcraft: Day of the Dragon (Richard A.
  Knaak, Pocket Books, 2001)
  Warcraft: Lord of the Clans (Christie Golden,
  Pocket Books, 2001)
  Warcraft: The Last Guardian (Jeff Grubb,
  Pocket Books, 2001)
  Warcraft: Of Blood and Honor (Chris Metzen,
  Pocket Books, 2001)
  Set between the events of Warcraft II and
  Warcraft III, these novels tell sweeping tales in
  the best Warcraft style and flesh out the history
  and characters of the games.
  Also look for Warcraft: The War of the
  Ancients Trilogy by Richard A. Knaak, to be
  published in 2004. The first volume is The Well
  of Eternity.
  Other Books
  The Art of Warcraft (Jeff Green and Bart G.
  Farkas, BradyGames, 2002)
  A gorgeous book packed with concept art and
  stories direct from the Warcraft development
  teams at Blizzard Entertainment.
  Websites
  Blizzard 
  Entertainment: 
  http://
  www.blizzard.com/
  Official Warcraft II site: http://
  www.blizzard.com/war2bc/
  Official Warcraft III: Reign of Chaos site:
  http://www.blizzard.com/war3/
  Official Warcraft III: The Frozen Throne
  site: http://www.blizzard.com/war3x/
  Official World of Warcraft site: http://
  www.blizzard.com/wow/
  Official Warcraft Online Strategy and Infor-
  mation Center: http://www.battle.net/
  warcraft-universe.shtml
  Blizzard’s official websites for past and future
  Warcraft games, your one-stop shop for unit
  breakdowns, previews and strategy guides,
  downloadable demos and additional content,
  links to community and fan sites, and more.
  
  HISTORY AND CULTURE
  25
  Bronzebeard’s
  Compendium of
  Essential Knowledge
  (or, A Gadabout’s Gazetteer)
  If history is the wall upon which the portraits of
  the present are hung, experienced travelers come
  to see that the portrait they view is framed by their
  own interests. I’ve a good friend in the Guild who
  has taken meticulous notes on every meal he has
  eaten everywhere in Azeroth for the last twenty
  years. When you ask him whether he recommends
  a particular trade route through the Elwynn Forest,
  you can be certain that his first consideration isn’t
  attacks by the Defias Brotherhood — it’s whether
  or not there are fine meals to be had in the taprooms
  of Goldshire and Westridge.
  So I must confess to the Guild and the throne
  that in my past reports I’ve been accused of giving
  more general topics short shrift while expounding
  at great length upon important topics such as how
  migration patterns affect hunting in the Hinter-
  lands and where in the south one can still find the
  remaining stocks of Darrowmere summerwine. In
  the following pages, I will attempt to prevent such
  oversights in this particular report by discussing
  issues of breadth and scope.
  Currency and Trade
  Gold is a tricky thing. Many of us would rather we
  didn’t have to bother with it all… but failing that,
  we’d prefer to have as much as possible. An old
  saying goes, “Anything can be bought if you have
  enough gold.” I’m here to tell you that it isn’t true.
  Many years ago, I was traveling through the
  wastes around the Dark Portal to the orc home
  world when I suddenly came down with a particu-
  larly violent ailment that left me lying nearly
  insensate under a thin clump of scrub brush. On the
  fourth morning of my illness, I lifted my waterskin
  to my lips, only to have it slip from my weakened
  grip and spill its contents onto the parched soil. As
  I watched the blazing sun climb high into the sky,
  I cast about my fevered mind for an escape even as
  I felt the cold shadow of death falling over me.
  Then I realized that the shadow was that of a rag-
  clad hermit, a gnome perhaps, who began poking at
  me with a stick. I pointed weakly at the sloshing
  gourds hanging from his belt and rasped through my
  blistered lips that he could take all the gold in my
  pouch in exchange for two days’ water. The hermit
  took my pouch, poured its contents into his hand
  — then threw them over his shoulder. He turned
  and was about to leave when suddenly he spotted
  the gryphon feathers woven into my beard. Hoot-
  ing in happiness, he plucked the feathers and dragged
  me over to his saddled kodo. The hermit took me
  back to his hut and spent three weeks nursing me
  back to health. Explaining that he was writing a
  magic spell on seven scrolls that would open a
  magic portal to the “land of green,” he said he
  hoped that any traveler who carried quills in his
  beard might give him some pointers.
  Completely crazy, that hermit.
  My point is that sometimes gold is completely
  worthless, while items you had considered hereto-
  fore worthless can suddenly become the treasures
  used to buy back your life. Those who spend their
  days in the civilized lands or with the portable
  civilization that is the army may forget the wonder
  that is the barter system, where one might purchase
  a saw with a basket of eggs rather than with pieces
  of gold.
  Barter is particularly widespread in the north
  these days, where many of the trade routes have
  been completely disrupted by the attacks of the
  Scourge. Those few villages still hanging on in
  isolated glades and valleys survive through the
  barter system; one person will raise chickens, an-
  other weaves roughspun cloth, a third grows wheat,
  and all trade their excess to one another. Travelers
  through these areas often find it hard to step into
  this cycle of survival unless they have something to
  trade of exceptional rarity in the area. I made my
  entire journey through Alterac and the Plaguelands
  into Tirisfal carrying a pack filled with nothing but
  fishing hooks, whetstones, and candles.
  Of course, there are plenty of places where gold is
  still accepted and even required for purchases.
  Shops run by the goblins, for example, accept only
  gold. However, gold can take many forms. In towns
  near operating gold mines, gold is often in nugget or
  dust form and spent by weight, with every business
  
  26
  CHAPTER ONE
  from trading posts to blacksmiths using a balance
  scale to measure their customers’ payments.
  When taxes or trade take the raw gold to a larger
  city, local governments have minting operations that
  ease and speed trade by melting the metal and forging
  it into coins of standard weight. With only a few
  exceptions, such as the quarter-pound coins once
  minted in Moonbrook, gold coins typically are made
  three to the ounce, or roughly fifty to the pound.
  In the minting process, coins are always stamped
  with the mark of the local power, which causes
  problems of its own. Coins minted in Stormwind
  these days, for example, are marked with the face of
  young King Wrynn. When these coins are later
  stolen from travelers by the bandits of the Defias
  Brotherhood, the renegades mar the face of the
  king to produce what are known as “cross-eyed
  coins.” The cross-eyed coins, in turn, are seen as a
  mark of treason against the throne and have been
  declared illegal by the Stormwind Council. Hence,
  you might walk into the Pig and Whistle in
  Stormwind with a pocket full of gold coins pro-
  duced locally… yet find yourself unable to purchase
  a flagon of mead due to a few scratches. Similarly,
  the people of Westfall are growing increasingly
  upset with the inability of the Stormwind Guard to
  protect their villages from the attacks of the Broth-
  erhood, and some have begun refusing
  Stormwind-minted coins as a political protest.
  Though I have yet to encounter it, I have no doubt
  that were I to carry a Stormwind coin long enough
  and far enough, I would find someone who believed
  that it had captured the soul of a man.
  Not that strange coinage is always a problem. Coins
  minted in Stromgarde long ago, or in Lordaeron before
  it was overrun by the damnable Scourge, are becoming
  increasingly rare, and some sentimental merchants will
  actually treat these coins as though they were more
  valuable than normal. I know of a merchant in the
  south whose family was lost to the undead during the
  war, and he accepts coins minted in Lordaeron as
  though they were five Stormwind pieces.
  When I was a child, all coinage was made from
  gold. Every town and clanhold had its own gold
  mine, with a string of miners hauling nuggets and
  ore back to the local town hall to be weighed and
  counted. In recent years, especially after three wars
  have swept the length and breadth of the land-
  
  HISTORY AND CULTURE
  27
  scape, untapped veins of gold are becoming more
  difficult to locate, and as a consequence trade in less
  valuable precious metals has increased. Though
  worth a tenth of their golden counterparts, silver
  pieces have become common in marketplaces, and
  many businesses even accept lowly copper pieces.
  (As silver pieces and copper pieces are usually
  considered too low in value to stamp during the
  minting process, they are the standard form of
  payment to workers who desire… the maximum
  portability in themselves and their currency.)
  mars of every linguistic tome you’ll find in the
  average clanhold library will only provide you a
  stepping stone so that you don’t stumble once
  you’re out in the field.
  Let me provide an example by way of a story. As
  early as the First War, I had already learned a bit of
  Orc in order to help question prisoners of war. By
  the end of the Second War, I considered myself
  conversational in the orc tongue and once spent a
  long night arguing the subtle merits of open-pit
  versus coal-buried roasting of meat with an orc
  captain. However, following the Third War, I was
  traveling in the Hinterlands when I stumbled across
  a small band of eight orcs who had somehow re-
  mained behind when their brethren set off for
  Kalimdor. After the defeat of the demon Sargeras,
  the band was freed of the bloodlust that had con-
  trolled them as part of the Horde, and they started
  a farm around their new home in an abandoned
  watchtower near Durnholde. When I came across
  them, they had been together in an Alliance prison
  camp for several years, then alone in their isolated
  home for several more. Time, combined with their
  change of attitude, had shifted their tongue until it
  was barely recognizable as the language I thought I
  knew so well. They were friendly enough, so I
  stayed for several weeks, slowly communicating
  through hand signals until we had a shared vocabu-
  lary. Their words were similar to the Orc language
  I knew and were spoken in the same guttural growl.
  Yet the word trk’hsk, which I knew to mean “blood
  shed in battle,” had come to mean something more
  akin to “that sacrificed to the earth” in order to
  make crops grow.
  An extreme example, but it is reflective of what
  happens across the land. Towns develop their own
  slang, craftsmen and merchants have their guild
  cants, even twin brothers can have their own argot
  — and none of them can be learned from books,
  though all convey valuable information. An ex-
  plorer cannot learn that information unless he first
  learns the tongue.
  Travel
  In the following pages, I’ll go into great detail
  regarding specific towns and regions. For those read-
  ers of this report who seek such information so that
  they might never need to go to the places covered, I
  pity you. However, if you are a kindred soul for whom
  Coinage in the
  World of Warcraft
  The monetary system in the world of
  Warcraft operates on the scale described in the
  “Wealth and Money” section of Chapter 7 in
  the Player’s Handbook. But for the type of
  political problems Brann describes above, rates
  of exchange are as laid out in the Player’s
  Handbook, and prices for trade goods and equip-
  ment not explicitly determined elsewhere in
  the Warcraft RPG and its sourcebooks are as
  described in the chapter. The only exception is
  that platinum pieces have yet to make an
  appearance in the world of Azeroth; though
  the value of platinum is recognized, it is rare
  enough that it is still used primarily as a deco-
  rative material rather than a type of coinage.
  Languages
  You’ll see them carved into the wall as you enter
  the Explorers’ Guildhall in Ironforge:
  The most useful souvenir a traveler can pick up
  in a foreign land is its tongue
  Those are the words of the wise Samul
  Strangehands, one of my mentors, who joined me
  in founding the Guild. I insisted they be posted for
  all to see, as they have eased my way and saved my
  life more times than I can count over the years.
  There are more than a dozen major languages in
  Azeroth, and there’s little excuse for every explorer
  not to have at least a passing fluency in all of them.
  Not because your education will be complete once
  you can sing in Thalassian and curse in Draconic.
  Far from it — learning the vocabulary and gram-
  
  28
  CHAPTER ONE
  reading about a distant land ignites the spark of a
  burning desire to see it with your own eyes, you will
  quickly discover that you cannot arrive at a destina-
  tion without first making the journey.
  The easiest way to travel, of course, is to put one
  foot in front of another. Repeat the process enough
  times and with enough patience, and you can travel
  anywhere you like. Poyli Stonesole is famous in the
  Explorer’s Guild for his four-year walking journey
  that took him from Sunwell Grove to Booty Bay.
  These days, with the black shadow of the Scourge
  falling across the roads of the north, the Dark Iron
  dwarves in the mountains, and the multitude of
  dangers in the south, the journey might take a bit
  longer, but it remains possible.
  Those with the money for tack and feed — as well
  as the enviable skill to charm stubborn beasts —
  can easily round up saddle or pack animals that
  might help them on their journeys. I’ve never had
  much luck with them myself; the one time I took a
  mule into Deadwind Pass, it ended up buried under
  a rockslide and I had to carry my own pack (as well
  as the added burden of thirty pounds of mule jerky).
  Of course, I know many travelers who have no
  problems whatsoever and praise “traveling like a
  knight,” watching the miles go by from a perch high
  above the road.
  If you don’t mind doing a bit of your travel off solid
  ground, you can easily find a schooner for hire that
  will take you not only from the mainland to Tol
  Barad or Crestfall, but all the way across the western
  bay to Gilneas or Hillsbrad. If you like fish breakfasts
  and the wind at your back, many waterside towns
  will have fishing boats whose crews will be happy to
  take you as far downriver or along the shore as you’d
  like to go in exchange for a handful of coins. I’m
  never comfortable out on the water — not too many
  years ago I lost a good friend to a seawolf — but
  sometimes it’s a necessary evil in order to make good
  time from one harbor to another.
  One mode of travel I do recommend are the
  zeppelins you’ll occasionally find tethered at goblin
  trading posts. Those who brag about riding high on
  horseback should board a zeppelin to see what
  riding high is really like — it often seems as though
  the top of the gasbag is scraping the very clouds as
  you travel above a landscape that looks like some
  sort of mapmaker’s model. It’s a bit expensive, and
  it’s vaguely uncomfortable to travel in cold, airy
  holds designed for cargo crates, but zeppelins can
  get you across enormous distances phenomenally
  quickly. One Guild expedition using the airborne
  vantage point to confirm the details of maps drawn
  by Poyli Stonesole managed to cover that pioneer’s
  trail in just under eighty days!
  Traveling by Zeppelin
  Unless previous arrangements have been
  made, there is only a 20% chance that a
  random goblin trading post will have a cargo
  zeppelin moored nearby and available for hire.
  A zeppelin can cover about 500 miles in a 12-
  hour day of travel, allowing the crew time to
  rest and make any necessary repairs. The aver-
  age cost of hiring a zeppelin and its three-man
  crew (pilot, navigator, and engineer) is 20 gold
  pieces per day on a round trip and 30 gold
  pieces per day for a one-way trip (with an
  increased cost in order to cover the empty
  zeppelin’s return trip).
  For more on goblin zeppelins, including their
  game statistics, see Chapter Five in Magic &
  Mayhem.
  Goblin Shops
  At some point after the Second War, the goblins
  apparently grew tired of carrying explosives for the
  Horde and decided that they needed to take control
  of their own destinies. Surprisingly, they proved
  smart enough to know that building an army of
  their own would be an even bloodier choice for
  their race than sapping and planting mines. So they
  chose a different path.
  I remember the first time I came across a goblin
  shop. I was in Duskwood, in the middle of nowhere,
  returning home from a long expedition. There was
  still two weeks’ worth of walking between me and
  Dun Morogh, and I was running low on supplies.
  Villages had been scarce and I was nearly out of shot
  for my trusty blunderbuss, so hunting would soon be
  quite difficult. I was just considering the idea of
  running down rabbits and strangling them when I
  spotted a wooden shack up ahead on the edge of a
  clearing. The sign above the door read “STUFFE
  FOR SAIL — Rollo Tanglefut, PROP.” On the
  
  HISTORY AND CULTURE
  29
  front porch stood a goblin in a grubby apron,
  waving an empty scabbard. “You need stuff?” he
  cried. “I got stuff you buy! Come to Rollo’s shop!”
  Intrigued, I went into the shack’s dusty interior and
  found it stocked to the gills with an odd miscellany
  of gear and equipment — including a case of rifle
  ammunition, for which I gladly traded a pouch of
  silver dust. Now I make certain to stop by Rollo’s
  shop whenever I’m in the area, as do many others.
  These days, you might know that shack and the
  clearing as the town of Tanglefoot Junction.
  The goblins have taken to the role of merchant with
  a vengeance, and now it’s hard to travel for more than
  a day or two without stumbling across a goblin shop of
  some size. Goblin zeppelins fly across the continent,
  delivering goods, supplies, messages and passengers
  from one shop to another, and I’ve heard more than
  one goblin brag that if it isn’t in his shop, he can have
  it on the shelves within a week. One joker challenged
  that claim and ordered a dozen shredders, only to find
  them waiting outside his cottage two days later.
  Apparently, the proprietor of each goblin shop
  determines how to protect his business from theft.
  Solutions I’ve heard employed include the hiring of
  mercenary fighters as security guards; complicated,
  tinker-built security systems; and, most notoriously,
  enormous bombs on a dead man’s switch that can be
  detonated on a moment’s notice if a goblin merchant
  feels threatened. After news spread of thieves and
  bullies entering shops that were replaced moments
  later by smoking craters, few have found the nerve to
  probe how a given shop might be protected.
  Though many shops remain independent, a grow-
  ing number of them have signs declaring that they
  are owned and operated by something called the
  “Venture Company,” which the proprietors claim
  is headquartered in a faraway city ruled by goblins
  where the streets are paved with gold. Someday
  soon I hope to mount an expedition to see if there’s
  any truth to the stories — or if they’re simply part
  of a pseudo-religion passed among the goblins to
  motivate their new profit-driven existence.
  A Detailed History
  of Azeroth
  Okay. Once more through history before we take
  a look at how things have turned out. If I haven’t
  Goblin Goods
  Goblin shops can be found nearly anywhere
  on Azeroth, seemingly regardless of whether
  or not there are towns nearby and heedless of
  dangers such as the Scourge. The goblins will
  sell anything to anyone, at only slightly in-
  flated prices. Roll percentile dice on the list
  below to determine whether a store has a
  desired item (see Chapter 7, “Equipment,” in
  the Player’s Handbook and Chapter Three of
  the Warcraft RPG for a breakdown of which
  items fall into each category).
  If a goblin shop doesn’t have an item in
  stock, there is a 25% chance the proprietor can
  order and deliver the item within 1d4 days.
  Otherwise, the wait may be up to 1d20 days.
  Equipment
  d%
  Ammunition
  80%
  Armor, heavy
  40%
  Armor, light
  70%
  Armor, medium
  50%
  General adventuring gear
  90%
  Mounts and related gear
  30%
  Shields
  50%
  Special substances and items
  30%
  Tools and skill kits
  50%
  Trade goods
  80%
  Vehicles
  10%
  Weapons, exotic
  25%
  Weapons, firearms
  40%
  Weapons, martial
  60%
  Weapons, simple
  75%
  said it in as many words, let me say again now why
  all of this is worth reading and worth learning:
  what’s happened before can happen again. How
  many times has the Burning Legion come to our
  world? Are we really foolish enough to think the
  demons are gone forever this time?
  In more recent history, the Alliance and Horde
  have fought three great wars that have taken both to
  the brink of destruction. You may know the tales of a
  peaceful coexistence between the orcs and humans on
  faraway Kalimdor, but how long do you think it will be
  before the lingering hostilities in the west flare up and
  the two forces line up across the battlefield again?
  
  30
  CHAPTER ONE
  What’s happened before can happen again.
  Which would make adventuring a boring proposi-
  tion, but for the flip side of the coin: new things are
  happening all the time. When you set out into the
  wilds, you’ll encounter things that are new to you
  on a daily — hourly! — basis. Stay out there long
  enough, and you might find something new to the
  entire world… and that’s what exploration is all
  about.
  Timeline of Events
  –147,000
  A mysterious race of vastly powerful beings known
  as the titans arrives on Azeroth. They create two
  caretaker races to watch over and help reshape the
  world. The dwarves are placed in charge of main-
  taining the earth, while the sea giants watch over
  the waters.
  –65,000
  Azeroth consists of a single, giant continent
  known as Kalimdor. At its center is the magical
  Well of Eternity, placed by the titans as a source of
  restoring energy.
  –64,001
  Before the titans depart, they empower dragons
  to watch over Azeroth and protect it from anything
  that might threaten the tranquility of the world.
  –14,000
  A race of feral, nomadic humanoids is drawn to
  the Well of Eternity. Known as the Kaldorei, they
  are transformed by its power and become strong,
  wise and virtually immortal. Unbeknownst to them,
  their transformation accidentally releases magic
  into the world.
  –13,500
  The Kaldorei begin to actively study and practice
  arcane magic. They bend magic to their will and use
  it to build beautiful cities, craft artifacts and re-
  shape the land. Some Kaldorei resist the lure to use
  the Well of Eternity’s power and warn others of the
  dangers of abusing it. Their warnings go unheeded.
  A group of upper-class Kaldorei call themselves
  the Highborne and revel in the use of magic.
  –11,500
  The Highborne slowly descend into decadence,
  obsessed with using the Well of Eternity’s magical
  energies.
  –10,250
  The Highborne unwittingly attract the attention
  of the Burning Legion — a race of magic-consum-
  ing demons from another dimension. Unable to
  enter Azeroth’s dimension physically without as-
  sistance, Sargeras, the lord of the Burning Legion,
  begins subtly to manipulate the Kaldorei nobles.
  The Highborne open a portal deep within the
  Well of Eternity. This portal stretches between
  dimensions and forges a path from Sargeras to
  Azeroth.
  –10,000
  The Burning Legion pours into Azeroth, led by
  two of Sargeras’ most powerful lieutenants:
  Archimonde the Defiler and Mannoroth the De-
  structor. The demons savagely assault the Kaldorei’s
  unprepared civilization.
  –9,999
  Three young Kaldorei heroes approach the reclu-
  sive demi-god Cenarius and request assistance. The
  three heroes are the brothers Malfurion and Illidan
  Stormrage, and the priestess Tyrande Whisperwind.
  Cenarius hears their pleas and calls the ancient
  dragonflights to defend Azeroth.
  The Well of Eternity implodes in on itself, releas-
  ing a massive shockwave. With Sargeras’ link to
  Azeroth destroyed, the Burning Legion is expelled
  from the world and hurled back to their dimension.
  The seas rush in to fill the void left by the Well
  of Eternity and permanently split Kalimdor into
  several splinter continents. A furious, unending
  storm of elemental energy rages above the spot
  where the Well of Eternity once stood. It becomes
  known as the Maelstrom.
  –9,998
  Illidan Stormrage secretly creates a new Well of
  Eternity using water that he had stolen from the
  original Well. Malfurion is enraged when he finds
  out and locks his brother away in an underground
  prison.
  Three of the most powerful dragons —
  Alexstrasza, Ysera and Nozdormu — create the
  World Tree. Known as Nordrassil, the tree grows to
  massive proportions and covers the new Well of
  Eternity, obscuring its existence.
  –9,900
  The surviving Kaldorei, now known as night
  elves, abandon the use of arcane magic. They exile
  
  HISTORY AND CULTURE
  31
  –2,700
  Human and high elf wizards convene and form a
  secret order called the Guardians of Tirisfal. The
  order’s purpose is to empower a series of individuals
  to wage a secret, never-ending war against the
  Burning Legion.
  –2,500
  The race of dwarves awakens and emerges from
  the expansive titan-created city of Uldaman, lo-
  cated deep beneath the earth. They call their new
  civilization Khaz Modan.
  –1,200
  The human nation of Arathor grows too large
  and shatters into seven independent splinter na-
  tions — Lordaeron, Stormwind, Kul Tiras,
  Stromgarde, Alterac, Gilneas and Dalaran.
  –823
  The current Guardian of Tirisfal, Aegwynn, learns
  of a growing demon presence on the continent of
  Northrend. With the aid of dragons, Aegwynn
  tracks the demons down and defeats them.
  themselves in seclusion around Mount Hyjal and
  the World Tree and begin practicing a safer form of
  divine nature magic.
  –7,300
  Malfurion exiles the last of the Highborne. The
  remaining Kaldorei weave a powerful enchant-
  ment and seal the borders of their lands in a
  protective mist.
  –6,800
  The Highborne, now called high elves, land on
  the shores of Lordaeron and establish their new
  home. They call it Quel’thalas.
  –3,900
  The high elves create a new source of magical
  energy and call it the Sunwell.
  –2,800
  The human tribes band together in the face of
  frequent raids by the forest trolls and form the first
  human nation, Arathor. The high elves are also
  hard-pressed by the forest trolls and enter into an
  alliance with Arathor, teaching humans the ways
  of arcane magic.
  
  32
  CHAPTER ONE
  Sargeras appears and challenges Aegwynn. Al-
  though she easily slays his physical form, Sargeras’
  spirit secretly enters Aegwynn’s body and hiber-
  nates inside of her.
  Aegwynn seals Sargeras’ carcass in a hidden
  tomb, buried deep beneath the Great Sea.
  –500
  Sargeras’ second-in-command, Kil’jaeden, dis-
  covers another world ripe for conquest. The world
  is Draenor, homeland of the shamanistic orcs and
  the peaceful draenei.
  –100
  Kil’jaeden contacts one of the most powerful orc
  shamans, Ner’zhul. Through quiet manipulations,
  Kil’jaeden starts to spread violence and savagery
  throughout the orc race.
  –46
  Ner’zhul realizes the threat that Kil’jaeden poses
  and cuts off contact. Kil’jaeden quickly replaces
  him with Ner’zhul’s most powerful apprentice,
  Gul’dan.
  –45
  Gul’dan gathers the most powerful shamans in the
  orc clans and teaches them how to communicate with
  spirits in the Twisting Nether. A pact is formed be-
  tween Guldan’s followers and the dark forces of
  Kil’jaeden. Together, they create the Shadow Council.
  The Shadow Council begins quietly infiltrating
  the highest political ranks in each of the orc clans.
  Aegwynn decides to bear a child and pass the
  mantle of Guardian of Tirisfal to him. The spirit of
  Sargeras quietly infects her unborn son as he grows
  in her womb.
  –41
  Gul’dan teaches the dark arts of demon magic to
  other orcs, turning shamans into warlocks and
  training them in necromancy.
  –40
  The Shadow Council manipulates the clans into
  forming a single, unified Horde. Gul’dan coerces its
  leaders into outlawing shamanism and installing
  his warlocks as key advisors.
  Kil’jaeden dispatches the pit lord Mannoroth to
  Draenor in order to bind the orcs to his will. Chief-
  tains from each of the twelve orc clans are tempted
  by his promise of power and drink from Mannoroth’s
  blood, ensnaring themselves in the curse of bloodlust
  and initiating a slow corruption of their entire race.
  –30
  Aegwynn’s son Medivh turns 14 and abruptly
  falls into a mysterious coma. Sargeras’ presence
  perverts Medivh’s mind and soul and bends them to
  his will.
  –23
  The orcs give in to rage and attack their longtime
  neighbors — a peaceful race known as the draenei.
  Virtually unchallenged, the Horde easily defeats
  the vastly overmatched draenei.
  –20
  The orcs track down the last organized forces of
  the draenei and finally conquer all of Draenor. The
  widespread practice of necromancy finally drains
  Draenor completely, leaving the land dead.
  –19
  With no enemies left to fight, the orc clans fall
  into anarchy and begin waging war against each
  other.
  –10
  Gul’dan begins to explore the Twisting Nether
  with a projection of his mind. He desperately
  searches for new worlds for the Horde to conquer.
  Medivh awakens from his coma-like state and
  finds himself a grown man.
  –5
  Sargeras, working through Medivh, sends Gul’dan
  a series of visions, showing him images of a rich and
  fertile land ripe for conquest. The land in his
  visions is Azeroth.
  Medivh creates a small rift between Draenor and
  Azeroth. The rift is initially too small for even a
  single orc to pass through, but it grows slowly.
  0
  Orc scouts enter the rift and begin exploring the
  lands on the other side.
  A small outpost is gradually constructed in the
  disease-ridden marshlands around the rift’s exit
  point, providing a military foothold for the Horde
  in the new world. Known as the Black Morass, the
  marshlands are completely uninhabited and pro-
  vide perfect cover for the Horde’s arrival.
  1
  Gul’dan manages to open a permanent rift be-
  tween the two worlds. The Dark Portal opens fully
  for the first time, allowing the orcish Horde to
  begin its assault on Azeroth.
  The First War begins.
  
  HISTORY AND CULTURE
  33
  Initial battles do not go well for the Horde.
  Expecting an easy victory against a weak opponent,
  the Horde rushes to assault the fortress of Stormwind
  Keep, only to suffer a defeat of catastrophic propor-
  tions. Few orcs survive the initial battle.
  Gul’dan invokes shadow magic to enshroud the
  Black Morass in a blinding mist. The mist obscures
  the retreat of the last remaining orcs and prevents
  the human forces from pursuing them.
  The Horde is humiliated by its unexpected rout,
  and the tribes swiftly descend into turmoil. Chaos
  ensues, with factions blaming each other for the
  Horde’s defeat.
  2
  Gul’dan manipulates a ruthless dictator onto the
  throne of the Warchief. Known as Blackhand the
  Destroyer, the new Warchief rallies the tribes back
  together again and prepares them for a new assault
  on Azeroth.
  Medivh sends Gul’dan another vision, teasing
  him with images of the Tomb of Sargeras and the
  power it contains.
  The Horde surges into Azeroth again, decimat-
  ing towns and villages and plundering everything
  in its path.
  Durotan, chieftain of the Frostwolf clan, is am-
  bushed and slain by rival orcs. The assassins leave
  Durotan’s infant son for dead, but the young orc is
  quickly discovered and saved by a band of humans
  under the command of Aedelas Blackmoore. The
  infant is taken as a slave and given the name Thrall.
  3
  Lord Anduin Lothar realizes Medivh’s betrayal.
  He leads a small band of gryphon-mounted warriors
  to Medivh’s tower and confronts the wizard.
  Lothar slays Medivh’s body and destroys the
  spirit of Sargeras. Medivh’s spirit escapes, however.
  4
  Blackhand the Destroyer is betrayed and slain by
  Orgrim Doomhammer, a trusted general and close
  friend. Doomhammer replaces Blackhand as
  Warchief of the Horde.
  Stormwind Keep falls before the full might of the
  Horde and is sacked. During the battle, King Llane
  is slain by one of Gul’dan’s assassins, the half-orc
  Garona.
  Spies loyal to Orgrim Doomhammer capture and
  torture Garona. In agony, she reveals the existence
  of the Shadow Council and directs them to the
  location of Gul’dan’s warlocks near the ruins of
  Stormwind Keep.
  Doomhammer dispatches his elite wolfriders to
  the ruins. They slay or execute most of Guldan’s
  warlocks and disperse the remaining members of
  the Shadow Council. Gul’dan pleas for mercy and
  offers complete submission. Doomhammer accepts
  and grants him mercy.
  Lord Anduin Lothar concedes that the Kingdom
  of Stormwind has been lost. He rallies his country-
  men and leads them in a desperate retreat across the
  Great Sea, eventually landing upon the shores of
  Lordaeron.
  The First War ends.
  Gul’dan uses his powers to raise an unholy legion
  of Stormwind’s fallen soldiers and names them
  death knights.
  5
  King Terenas of Lordaeron offers the refugees
  sanctuary and convenes an emergency council to
  discuss the invasion. Together, Lothar and Terenas
  convince the others to form an alliance between
  the seven human nations and the kingdoms of the
  dwarves and high elves.
  The Horde brings ogre allies through the portal
  from Draenor and replenishes its depleted ranks.
  Afraid for the survival of his people, the troll
  Zul’jin coordinates an alliance between the forest
  trolls and the orcish Horde.
  Sir Uther Lightbringer founds an order of holy
  defenders known as the Knights of the Silver Hand.
  Their purpose is to serve as a last line of defense
  against the Horde.
  6
  The Second War begins.
  The Horde pushes north, rolling through the
  continent of Khaz Modan and up into Lordaeron.
  The conflict is widespread and bloody, with large
  portions of Quel’Thalas destroyed by the Horde.
  The Alliance makes a desperate stand and stalls the
  Horde’s advance. The combined forces of humans,
  high elves and dwarves manage to rally and push the
  Horde back to the ruins of Stormwind Keep.
  Gul’dan, consumed by his thirst for personal
  power, secretly forges an agreement with a group of
  demons loyal to Sargeras. They agree to help Gul’dan
  locate their master’s tomb.
  
  34
  CHAPTER ONE
  Gul’dan searches for the Tomb of Sargeras and
  raises it from deep beneath the ocean. When Gul’dan
  enters the burial chamber, however, he acciden-
  tally releases a swarm of demons that kill him. The
  demons surge out of the Tomb of Sargeras and
  inflict great damage on the forces of the Horde.
  Deathwing, an ancient and powerful black dragon,
  assumes the form of Lord Prestor — a young human
  diplomat — and infiltrates the high council of the
  Alliance. Using subtle magic, the dragon ensnares
  the minds of the human leaders and forces them to
  grant him the title of king of Alterac.
  The Alliance pushes the weakened and disorga-
  nized Horde all the way back to the Black Morass,
  where the Dark Portal is located. Lord Anduin
  Lothar is slain during the Alliance’s final victory.
  The Dark Portal is shattered.
  The Second War ends.
  7
  Ner’zhul opens additional portals in Draenor and
  flees through one. The energies from the portals
  conflict and create a series of violent earthquakes
  and storms that tear Draenor apart in a catastrophic
  explosion. Its floating shards eventually become
  known as Outland.
  Kil’jaeden captures the fleeing Ner’zhul and irre-
  versibly transforms him into the Lich King, encasing
  him in a block of ice.
  8
  Under orders from the Kirin Tor, the conclave of
  wizards that rules Dalaran, Rhonin and Vareesa
  Windrunner free the imprisoned Dragonqueen,
  Alexstrasza. Three other dragon aspects — Ysera,
  Nozdormu and Malygos — are also awakened.
  Together, the dragons manage to defeat Deathwing
  and force him to flee.
  Blackmoore begins instructing Thrall in how to
  fight. The young orc is a good student and quickly
  becomes an accomplished warrior. At the same
  time, he secretly learns to read and speak the
  language of men.
  10
  Kil’jaeden casts the Lich King’s icy prison into
  Azeroth, followed by a legion of undead followers.
  It comes to rest on the continent of Northrend,
  buried deep within Icecrown Glacier.
  Ner’zhul corrupts the Archmage Kel’Thuzad and
  directs him to begin spreading a disease across
  Lordaeron. Kel’Thuzad creates the Cult of the
  Damned to aid him in his mission.
  14
  Thrall begins to fight in the slave pits as a
  gladiator and swiftly gains a reputation as a peerless
  warrior.
  16
  Thrall escapes from Blackmoore’s control and
  begins to search for his lost heritage. He learns of
  the existence of the Warsong clan — the only clan
  remaining that is undefeated by humans — and of
  its ferocious leader, Grom Hellscream.
  18
  Thrall defeats a disguised Orgrim Doomhammer
  in combat and earns his respect. Doomhammer
  appoints Thrall as his second-in-command.
  Thrall, Hellscream and Doomhammer combine
  forces to raid the internment camps and free their
  fellow orcs from captivity. Thrall convinces them
  to reform the Horde.
  19
  Orgrim Doomhammer is slain in battle and Thrall
  becomes the next Warchief of the Horde. He turns
  his people from the practice of demon magic and
  reintroduces them to the abandoned shamanistic
  culture of their ancestors.
  20
  Kel’Thuzad’s Cult of the Damned infects
  Lordaeron’s farmlands with the Lich King’s plague.
  Uther Lightbringer and his Knights of the Silver
  Hand try to stem the tide of the disease, but fail.
  Prince Arthas fears that the spread of the disease
  will tear the Alliance apart and eventually lead to
  the downfall of the entire human race. He tracks
  the source of the plague to Northrend and attempts
  to slay the Lich King. There, Arthas falls prey to a
  trap and loses his soul to the cursed blade
  Frostmourne.
  The Lich King transforms Arthas into a death
  knight. He returns to Lordaeron, assassinates his
  father King Terenas, and takes charge of the undead
  forces.
  The Third War begins.
  Kel’Thuzad seizes Medivh’s spellbook from the
  city of Dalaran and uses it to summon forth the
  Burning Legion. Archimonde and his host of de-
  mons arrive in Dalaran.
  
  HISTORY AND CULTURE
  35
  The spirit of Medivh foresees the eventual down-
  fall of Lordaeron and begins to manipulate events
  in order to arrange the formation of a last-ditch
  alliance between the mortal races on Kalimdor.
  Guided by a mysterious vision from Medivh,
  Jaina Proudmoore loads several ships and sets sail
  through the Maelstrom to the far-off continent of
  Kalimdor. Simultaneously, the Horde steals several
  human warships and also begins traveling to
  Kalimdor.
  Thrall’s ships land on a mysterious island chain
  in the Maelstrom and encounter a friendly tribe of
  jungle trolls. Thrall helps the trolls to escape from
  their sinking island, and the trolls respond by
  joining the Horde.
  The Maelstrom scatters the Horde’s fleet. After
  regrouping on Kalimdor, the orcs encounter a race
  of wise giants known as tauren. Thrall dispatches
  Grom Hellscream to lead a group of orcs north and
  begin collecting lumber.
  The tauren lead Thrall to the lair of a mysterious
  Oracle, who turns out to be Medivh. Jaina
  Proudmoore is already there, and Medivh intro-
  duces her to Thrall. Medivh warns both of them
  about the coming of the Burning Legion.
  Night elf Sentinels respond violently to lumber-
  gathering incursions by orcs into the forests of
  Ashenvale. The orcs, led by Grom Hellscream,
  respond in kind and engage in battle with the night
  elves. Cenarius intervenes and temporarily halts
  the Horde’s advance.
  Mannoroth deceives Grom into drinking from a
  corrupted well of demon blood. The power of chaos
  grants Grom and his followers incredible strength
  and near invulnerability. The orcs strike back and
  slay Cenarius.
  The night elves awaken Malfurion and the rest of
  the slumbering druids.
  The Burning Legion arrives in Ashenvale, seek-
  ing the World Tree and the Well of Eternity that it
  guards.
  Malfurion and Tyrande free Illidan from his
  prison. Illidan consumes power from a demonic
  artifact known as the Skull of Gul’dan and then
  tracks down and slays Mannoroth. However, the
  artifact initiates a transformation in Illidan, irre-
  versibly changing him into a demon. He is banished
  by Malfurion for his actions.
  Thrall’s orcs and Jaina’s humans join forces with
  the night elves in a desperate attempt to defend
  Mount Hyjal from Archimonde’s advance. How-
  ever, the demon is too powerful and systematically
  destroys their forces.
  The night elves sacrifice their immortality and
  imbue the World Tree with the spirits of their
  ancestors. The World Tree becomes empowered
  and lashes out at Archimonde with a wave of pure
  magical energy, destroying the demon and all of his
  forces.
  The Third War ends.
  Now mortal and possessing only a fraction of
  their old powers, the night elves begin the process
  of rebuilding their society.
  Thrall leads the orcs south to the deserts of
  central Kalimdor. They found a new homeland,
  called Durotar, and begin constructing the city of
  Orgrimmar.
  Jaina also travels south, sailing her people to the
  large, coastal island of Theramore. There, the hu-
  mans disband their fleet and construct a new city in
  which to live.
  Illidan awakens the amphibious race of naga and
  bends them to his will. He journeys to the Tomb of
  Sargeras, following in Gul’dan’s footsteps. Illidan
  manages to find an artifact known as the Eye of
  Sargeras.
  21
  Illidan travels to Lordaeron and uses the Eye of
  Sargeras to open a portal to Outland in the ruined
  city of Dalaran. A band of night elf heroes am-
  bushes Illidan and tries to take him captive.
  However, he dives through the open portal and
  escapes to Outland.
  The remaining high elf forces gather under the
  leadership of Prince Kael’thas Sunstrider. Craving
  magic, they follow Illidan through the portal to
  Outland.
  22
  In Outland, Kael and the high elves pledge alle-
  giance to Illidan. Together, they seize control of the
  Black Citadel, a stronghold of the Burning Legion.
  23
  Arthas’ undead forces reach the continent of
  Northrend and approach the Lich King’s throne.
  However, Illidan’s forces return from Outland and
  
  36
  CHAPTER ONE
  position themselves around the Lich King’s tower
  before Arthas can reach it.
  Arthas defeats Illidan in combat and dons the
  Lich King’s crown, infusing his body with the spirit
  of Ner’zhul.
  Strange human forces begin to conduct raids
  against Orgrimmar’s outlying villages. Thrall em-
  powers a half-ogre, half-orc beastmaster named
  Rexxar to investigate the situation.
  24
  Rexxar sneaks into the human settlement on
  Theramore Isle and confronts Jaina about the re-
  cent attacks on orc territories.
  Admiral Proudmoore, Jaina’s father, arrives on
  Theramore with the remainder of the Kul Tiras
  navy and reveals himself as the force behind the
  recent attacks.
  Admiral Proudmoore’s troops land on Kalimdor
  and engage Thrall’s Horde in a series of battles. The
  Kul Tiras marines lose badly and are forced to make
  a last stand on Theramore Isle. Jaina pleads with
  Thrall for mercy on the citizens of Theramore who
  are still loyal to her.
  The Horde assaults Theramore Isle, slaughtering
  the Kul Tiras forces and killing Admiral
  Proudmoore. Thrall honors Jaina’s request and
  orders the Horde to withdraw, leaving Theramore
  damaged and in flames but still standing.
  25
  Present time.
  The non-aggression pact in Kalimdor between the
  Horde and Theramore Isle is tenuous at best, and
  tempers still run hot over the recent conflict. Both
  humans and orcs begin to expand across Kalimdor,
  settling in whatever habitable locations they can find.
  Lordaeron remains loosely controlled by the
  undead, although a civil war rages between Arthas’
  Scourge and Sylvanas’ forsaken. Demons roam
  freely across the continent, terrorizing what few
  human forces remain. Pockets of human knights
  and dwarven warriors slowly gather in an attempt
  to regroup and initiate a counterattack.
  Although Azeroth has been battered by bloodshed
  and warfare for years, there is still no indication that the
  turmoil will soon come to an end. Each of the mortal
  races begins to position itself for what could soon become
  the most crucial period of time in the world’s history.
  
  CREDITS
  37
  Sir Antonio Kremen felt quite the fool, being bound and gagged and shoved
  unceremoniously into the back of a small covered wagon as he was. The thugs who
  captured him had committed the foul deed with almost no trouble at all to themselves.
  In fact, from what he could decipher from their chatter at the head of the wagon, the
  task had gone more easily than expected. Sir Antonio could only heave a heavy sigh at
  that. He knew he shouldn’t have taken that last, heavy drink before leaving the tavern,
  and now he was paying for his folly.
  He sat back, resigned to his situation. In his younger days, he could have handled the
  uncouth louts with one hand secured behind his back, but such glory days were far behind
  him. He was an older man now (and much more dignified, he added for his own bruised
  ego), with tracts of land and a large household to oversee. With the rebuilding of the
  city of Stormwind, his family had prospered more than in the years before the war
  with the orcs. They supported King Anduin Wrynn unfailingly even during the worst
  of times.
  Yet now he would be ransomed back, much to the ruin of his house. The family had
  enough money to live comfortably, but the way his captors were talking, they would
  demand an outrageous sum for his return. And Sir Antonio had to admit that his family
  would pay the amount eagerly. It was a sad world indeed when love and loyalty were
  used so easily against the kind-hearted.
  With a sudden, lurching motion, the wagon stopped. Sir Antonio craned his neck to
  peer through the knothole that he had discovered upon his rude awakening in the wagon.
  Two men had dismounted from the wagon and were walking toward a young maiden
  sitting by the side of the road. The girl was obviously a sheepherder, tending her flock.
  Even as she huddled in the folds of her long baggy cloak, Sir Antonio could see she was
  fetchingly fair, and there was no doubt from the way the two men leered at her that
  they meant her no good. It was her poor luck that they spotted her.
  Sir Antonio knew he must warn the girl, and so did the first thing he could think of:
  He began to bang his head against the side of the wagon as hard as he could. Maybe
  
  38
  GAzetteeR:  GhelspAd
  the poor girl would realize the danger that was upon her and flee. He would not have
  his carelessness be the harm of this innocent girl as well as of his family.
  From outside the wagon, Sir Antonio heard the sounds of a struggle and a loud groan
  of pain. Sir Antonio almost wept at the injustice of it, when suddenly the back of the
  wagon sprung open. Blinking at the harsh light of day, he was shocked to see the young
  woman standing there, a broad smile upon her fair countenance.
  She leapt onto the back of the wagon and began cutting his bonds with a long, curved
  knife. “Hello there. You are Sir Antonio, I would presume?” Her voice was confident,
  and under her plain brown cloak he could see she was wearing well-crafted dark
  leathers and fine black silk clothing.
  Once free of his gag, Sir Antonio could only stutter in confusion. “Yes, that is who
  I am. But my dear, what about those wicked men? What has happened?”
  The girl smiled sweetly. “Don’t worry about them, sir knight, they’ve been taken care
  of. By the way, thank you for the distraction you provided. It was most brave of you,
  though hardly necessary. I think the smaller one never even saw my knife coming. Oh,
  and the good King Wrynn sends his regards.”
  “The King?” asked Sir Antonio in confusion, still trying to make sense of this turn
  of events.
  “Yes, who else do you think could make such good use of a Stormwind Assassin? His
  instructions regarding your safe return were most specific, and frankly there is no
  job too trivial if it’s in the service of the royalty. His Majesty is most eager to see
  you home, good sir.” With a sly wink she then added, “Now, shall we turn this wagon
  around and go home, or would you prefer it if we extended your trip into the
  countryside?”
  
  AZEROTH
  39
  
  40
  CHAPTER TWO
  Rulers:
  Rulers:
  Rulers:
  Rulers:
  Rulers: Agramalor, Lord of Dreadmaul ogres (male ogre
  Ftr10/Wiz8); Lord Kazzak, Lord of Doomguard demons (male
  doomguard Wiz10); Archmage Thas’ranan, Commander of
  Nethergarde’s mages (male high elf Wiz13).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Nethergarde Keep (300), The Tainted
  Scar (300).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Eredun, Low Common, Orc,
  Thalassian.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Burning Legion, Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Minerals.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: The Burning Legion.
  The Blasted Lands bear that name for a reason:
  they were twisted by the magic that brought the
  Dark Portal into being, spewing the rampaging
  Horde into Azeroth. Now, the wretched land hosts
  few inhabitants and no significant settlements.
  There is but one usable road in the Blasted Lands,
  guarded at the north by Nethergarde Keep’s grim
  mages. They have the unenviable task of watching
  the Dark Portal, guarding the rest of the continent
  from the demons in the south and protecting them-
  selves from the ogre tribes that roam the desert.
  The weather here is dry and hot during the day and
  bitterly cold at night. Mountains block any moisture
  that may come from the Swamp of Sorrows to the
  north, and no rivers grace this land. The eastern
  coast will occasionally get storms from the sea, but
  these downpours come so quickly the water merely
  runs off the packed earth and back into the sea.
  People and Culture
  I was received with reservation at Nethergarde.
  At first, I thought its people were uptight bastards,
  but when I learned of their responsibility and the
  danger they face, I gave them permission to be as
  grim as they liked. These poor sods fight daily with
  the ogre magi and demons that threaten either to
  destroy the keep or take over the Dark Portal.
  This tightly knit community experiences little
  crime; however, those found breaking the agree-
  ments they take on when accepting a post at the
  Keep are sent for a time to the Stockade in
  Stormwind. These mages cannot afford any dissen-
  tion in the ranks.
  If you must visit the Blasted Lands, remember
  that the Nethergarde mages are the only hospitable
  people in the entire region. And they’re not even
  that hospitable.
  During my previous travels in Azeroth, I stopped
  in Stormwind for an extended stay. I looked up an
  old friend of mine, Hargh Silvereye, and shared an
  ale or three with him. We met at the Pig and
  Whistle — he insisted that what he had to tell me
  about the Alliance in Azeroth would go over better
  with some ale.
  The Alliance forces of this continent are a hardy
  and bitter bunch — hardy because they are deter-
  mined to remake their homes and scour the land of
  the Burning Legion and the Horde, but bitter
  because of the Alliance’s new “home” many leagues
  across treacherous waters.
  Hargh told me that many here feel abandoned by
  Admiral Proudmoore and his daughter. Azeroth’s
  forces also fought in the Third War and stayed to
  heal their land, unlike those who left. Some of the
  more ambitious Alliance troops here are dedicated
  to freeing Lordaeron from the undead once Azeroth
  is cleansed. Hargh suspects that most leaders here
  allow them that dream, for this continent will not
  likely be in any shape to lose its soldiers to the
  northern undead any time soon.
  The small factions of Horde in the east are
  hunted constantly by Alliance forces. The word
  from Jaina Proudmoore is that the Alliance de-
  clared a truce with the Horde, but neither faction
  here follows that decree.
  One more bit of information from Kalimdor
  meets with derision from both the Alliance and the
  Horde here: that of the Burning Legion’s defeat at
  Mount Hyjal. While people concede that the Le-
  gion is not the fighting force it once was, the
  demons and undead remain a significant threat in
  Azeroth. Several regions are tainted by their slime,
  and Azeroth will not consider the undead defeated
  until the land is free of every last one.
  After leaving Stormwind, I saw Azeroth for my-
  self. Most of the western lands show the resilience
  of the Alliance, especially of the humans. South
  and east, however, I found the continent still suffers
  from the conflicts that ravaged it for the past fifty
  years.
  Blasted Lands
  Population:
  Population:
  Population:
  Population:
  Population: 2,000 (55% Dreadmaul ogre, 15% demon, 15%
  draenei, 10% human, 5% high elf).
  Government:
  Government:
  Government:
  Government:
  Government: Primarily tyrannical law within tribes.
  
  AZEROTH
  41
  Geography
  Magic that leaked through the Dark Portal warped
  the Blasted Lands, leaving an infertile desert land-
  scape. This region does not welcome life of any
  form.
  The Tainted Scar: This area is covered with a
  thick, vile mist that chokes mortals stupid enough
  to venture close. Demons dwell here and pervert
  the already taxed land with their energies. Many
  people believe that Lord Kazzak of the Burning
  Legion resides in a tower hidden in the poisonous
  fog, but few have returned to give details.
  Sites and Settlements
  The Blasted Lands have the Alliance powers
  guarding the north, the demon infestation in the
  south and ogre tribes in the middle.
  The Dark Portal: The portal that started it all. An
  unnecessary guard of reluctant mages and paladins
  allowed me only within a couple of hundred feet. I
  could still see the massive statues of robed figures that
  flank the portal and the purple, swirling mass of
  magical energy that leads to Outland. The area
  around the portal is blackened and scarred from the
  explosion that destroyed the portal years ago. Newly
  rebuilt, it yet resonates with an evil thrum.
  Nethergarde Keep
  Population:
  Population:
  Population:
  Population:
  Population: 300.
  Government:
  Government:
  Government:
  Government:
  Government: Feudal monarchy.
  Rulers: 
  Rulers: 
  Rulers: 
  Rulers: 
  Rulers: Archmage Thas’ranan, Commander of
  Nethergarde’s mages (male high elf Wiz13); General
  Lordenson, Commander of Nethergarde’s warriors (male
  human Ftr8/Plw6).
  Languages: 
  Languages: 
  Languages: 
  Languages: 
  Languages: Common, Thalassian.
  Faith: 
  Faith: 
  Faith: 
  Faith: 
  Faith: Holy Light.
  Resources: 
  Resources: 
  Resources: 
  Resources: 
  Resources: Magic, tension.
  Affiliation: 
  Affiliation: 
  Affiliation: 
  Affiliation: 
  Affiliation: Alliance.
  Nethergarde Keep is a dam holding back the evils
  of a blighted land — and a building full of uptight
  perfectionists. It was built by the Archmage Khadgar,
  who led an expedition into Draenor long ago and
  was lost. The mages who occupy it today serve in
  honor of his memory.
  This medium-sized keep sits at the very north of
  the Blasted Lands, guarding the sole road into the
  region. Its mages and warriors have given up fun for
  duty and a constant struggle against demons and
  ogres. Some may think they are losing, but they
  continue to fight to protect the portal and the rest
  of Azeroth from Lord Kazzak’s forces.
  I fear the Keep’s greatest problem is not the threat
  from the outside but the threat from inside.
  Thas’ranan and Lordenson share leadership, the
  first leading the mages and the second the warriors.
  They are rarely at odds, but when they are, the
  other inhabitants make themselves scarce as the
  sparks fly. The Keep’s people are a solitary bunch
  under a great deal of stress. If you ask me, the place
  is a powder keg.
  The only building for miles, the Keep stands stark and
  alone by the road. Warriors man the walls at all times,
  watching for movement to welcome ambassadors or
  food trains from Stormwind, to turn back travelers, or
  to mount a defense against ogres or demons.
  History
  This foul desert was once a fen of marshlands
  called the Black Morass, similar to the Swamp of
  Sorrows. When Medivh built the Dark Portal to
  connect Azeroth to the orc home world of Draenor,
  the orcs poured through and began the first of the
  great wars. The orcs’ arcane magic was so strong it
  consumed the swampland and left dry red clay.
  When the Alliance destroyed the Dark Portal, the
  spread of the taint stopped, but the Blasted Lands
  still cannot heal itself.
  As if the Horde weren’t enough, Dreadmaul
  ogres also came through the Dark Portal. Unlike
  the orcs, they remained in the Blasted Lands.
  Nethergarde’s mages tell me they believe the ogres
  serve Lord Kazzak. Whoever their master is, he
  orders them to attack the Alliance’s keep on an
  uncomfortably regular basis.
  Adventures
  Caravans headed for Nethergarde Keep need
  guarding, and its grumpy inhabitants prefer the
  company of those who deliver food and mail over
  that of an exploring dwarf.
  Sudden Sickness: The whole of Nethergarde
  Keep is struck by a mysterious illness, and the
  Dreadmaul ogres take their opportunity to attack.
  With sickness inside and a siege outside, the mages
  and warriors send messengers to retrieve anyone
  capable of wielding a sword or healing sickness.
  
  42
  CHAPTER TWO
  The Burning Steppes
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Blackrock Spire (1,500).
  Population:
  Population:
  Population:
  Population:
  Population: 3,000 (50% Blackrock orc, 30% Fire-Gut
  ogre, 15% black dragon, 5% Dark Iron dwarf).
  Government:
  Government:
  Government:
  Government:
  Government: Tyrannical dictatorships.
  Rulers:
  Rulers:
  Rulers:
  Rulers:
  Rulers: Warchief Rend Blackhand (male orc Ftr8/Rog5);
  Chief Ogg’ora (female ogre Sor9).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Fire-Gut Rock (900), Blackrock Deeps (150).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Draconic, Dwarven, Kalimag, Orc.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Shamanism.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Minerals, torture.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Black dragonflight and fire elementals.
  The only accessible passage from Azeroth to my
  home in Khaz Modan is through foul Blackrock Spire
  and the Burning Steppes. The highway is thus well
  traveled, but still dangerous. Passing over rugged
  foothills and mountains, the road is frequented by
  enough travelers to be safe, but beasts will sense when
  you leave the road and pounce on you instantly.
  While many use the Burning Steppes as a thor-
  oughfare, it is populated by one of the few successful
  orc settlements in Azeroth. These orcs do not honor
  Thrall’s truce with the Alliance, instead following
  the barbaric practices of the orcs I remember from
  before the Third War. Yet speaking truthfully, I can’t
  blame their hatred of the Alliance, as Stormwind
  parties hunt them frequently. If you delve deeper
  into the region, you can find ogres, dragons and my
  vicious cousins of the Dark Iron clan.
  With the volcanic activity and lava flow, the
  weather is in a perpetual state of hot and dry. This
  is perhaps the most arduous leg of the journey from
  Khaz Modan to Azeroth.
  People and Culture
  The casual (and lucky) traveler between Khaz Modan
  and Azeroth is unlikely to see any of the Burning
  Steppes’ inhabitants. Still, orcs maintain a lasting
  settlement around the volcano, staying hidden from
  the road but always keeping watch for Alliance attacks.
  These orcs are more typical of those I saw during the
  First and Second wars rather than the current Horde
  I hear tell of in Kalimdor. Bloodthirsty and savage,
  they mine the mountains around Blackrock Spire for
  metals with which to make weapons and armor.
  The Fire-Gut ogres from the south study arcane
  magic, but their massive bodies still allow them to excel
  in combat. Give an ogre sorcerer a club and she’s still
  likely to bash out the brains of the strongest dwarven
  fighter. This violent race is dedicated solely to claiming
  the Burning Steppes as ogre territory. The Alliance —
  not to mention the orcs, the Dark Iron dwarves and the
  dragon folk — will not let this happen, as they refuse to
  lose the only passage to the north.
  The black dragons are elusive, and one who
  wishes to avoid getting torn apart doesn’t approach
  without considerable firepower. They will attack
  solitary travelers for the sport of it and consider
  anyone approaching their usurped fortress free game.
  Geography
  Lacking the grace and beauty of Khaz Modan’s
  peaks, the Blasted Lands’ mountains show the force
  of the energy that twisted them. The very rock
  melted when the volcano was formed, and lava
  changed the surrounding areas forever. The
  Blackrock Spire is awe-inspiring in its sheer mass
  and obvious devastation, while the rest of the land
  visibly attempts to recover from the damage done
  by the rebirth of the fire elemental king, Ragnaros.
  Sites and Settlements
  The Burning Steppes are occupied by those who
  greet travelers only if they’re on the end of a pike.
  Travel through this land is a necessary evil, and the
  quicker the better.
  Blackrock Deeps (fortress, 300): One of the
  more talented masons of the Dark Iron clan, Franclorn
  Forgewright, created this dungeon under Blackrock
  Spire fortress after Ragnaros was summoned. Rumor
  has it that Ragnaros dwells here with the remaining
  Dark Iron dwarves who do his bidding. No one can
  get inside, though any who try and manage to survive
  babble about armies made of moving stone. One
  wonders what Ragnaros plans to do with this army
  once he retakes the fortress from the draconic forces
  that control the upper levels.
  Blackrock Spire (fortress, 450): Franclorn
  Forgewright built this grand fortress as the new
  home of the Dark Iron dwarves after their idiotic
  summoning of Ragnaros destroyed much of the
  mountain range. Nefarion, a dragon lieutenant,
  had other plans, and drove the dwarves to the
  dungeon in his attempt to seize the fortress. He and
  his forces cannot take the lower depths of the
  complex, as Ragnaros still wields power there.
  
  AZEROTH
  43
  The Dark Irons shaped cooling lava to form the
  foundation for this fortress, and it is a wonder. Barely
  visible from the Molten Span, it stands black and fore-
  boding. Dragon sentries man the walls, and the black
  obsidian seems to suck the light in from all surrounding
  areas. The dragons delight in attacking travelers, so
  leaving the road may be a bad idea in this area.
  Blackrock Spire Foothills (encampment,
  1,500): The orcs have built several encampments
  at the foot of the volcano, claiming the mountain
  as their own (but refusing, I noticed, to explore the
  depths of it). They have hidden much of their
  settlements in the foothills, making sure that some-
  one will not simply happen upon them. They can
  see people approaching for miles.
  Although the orcs outnumber the ogres, they are
  still bothered by ogre attacks as they also fend off
  hunting parties from Stormwind sent to eradicate
  the Horde from Azeroth. There is an angry, desper-
  ate sense about this place.
  Fire-Gut Rock (camp, 900): This ogre camp is
  well away from the main thoroughfare, in the
  northeastern area of the Burning Steppes. The
  ogres within keep no allies except other ogres, and
  are determined to push all other races from the
  land. The camp is strongly defended, with well-
  fortified ogre mounds staggered in a valley of rock.
  The ogres do not take kindly to visitors of any
  race but their own, made apparent by the mangled
  bodies hanging from trees in the wilderness near
  the camp. Carrion eaters dwell here in mass num-
  bers, as the ogres simply hang from trees what they
  do not eat. If someone were foolish enough to visit
  this area, the beasts would likely get him first before
  he even laid eyes on an ogre.
  The Molten Span: The connection preceding the
  fortress of Blackrock Spire is, I will grudgingly admit, a
  fine construction indeed. This massive stone bridge
  crosses the gorge of fire created by Ragnaros. If you do not
  wish to dangle your life high above a pool of lava, you may
  walk down stairs carved into the rock to an obsidian
  platform that runs all the way around the inside of the
  gorge, allowing for travel to a another staircase on the
  other side. You will pass several massive statues of
  dwarves along the way, anchoring adamantine chains
  that suspend a great wedge of earth over the lava flow.
  Ruins of Thaurisan: This mockery of dwarven
  settlements was named after the first pretender who
  titled himself the Dark Iron king. They left Khaz
  Modan and built this city, but during the war with
  our people destroyed it when the volcano was
  formed by their folly.
  History
  These steppes were formerly part of the Redridge
  Mountains before the Dark Irons came here after their
  exile. They established a colony called Thaurisan, but
  were not even smart enough to keep it safe. Their thane,
  a mad sorcerer, summoned the fire elemental king
  Ragnaros to aid them in the war against the Ironforge
  dwarves. Ragnaros’ arrival melted several mountains in
  this range and forged a great volcano in the blast’s
  epicenter. Tales circulate of Dark Irons living as pup-
  pets to Ragnaros, who dwells under Blackrock Spire.
  Though it is but a rumor, I believe it is true.
  Orcs also came here after the Second War and
  maintain settlements around and within the vol-
  cano, the climate being to their liking, I expect.
  The Horde conquered Blackrock Spire and used it
  as a base of operations during the campaign against
  Lordaeron in the Second War. Warchief Orgrim
  Doomhammer slew the human hero Anduin Lothar
  by the foot of the volcano at the war’s end, though
  Lothar’s death turned the tide and spurred the
  Alliance on to crush the failing Horde.
  Adventures
  Many people in Khaz Modan and Stormwind will
  pay adventurers to hunt the monsters in the hills,
  either for pelts, meat or to protect the road. Those
  braver or stupider than I may even explore the
  depths of Blackrock Spire.
  Rescue on a Holiday: The Horde has stolen a
  child for use in a sacrifice for one of its barbaric
  feasts, and the PCs have 12 hours to rescue her.
  Deadwind Pass
  Population:
  Population:
  Population:
  Population:
  Population: 1,000 (75% Deadwind ogre, 15% human, 5%
  undead, 5% demon).
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Warlord Kolbine (male ogre Bbn17).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Deadwind Ogre Mounds (700).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Low Common, Orc.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Death, terror.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Independent.
  Deadwind Pass is another region of this proud
  continent perverted by evil magic. It sits in the very
  
  44
  CHAPTER TWO
  middle of Azeroth and connects Duskwood and the
  Swamp of Sorrows. The Ivory Spire of Karazhan, the
  seat of Medivh once upon a time, still stands; it leaks
  corrupting magic, destroying the region’s flora. A foul
  wind constantly blows across the decimated canyon,
  giving it the name Deadwind, and travelers are wise to
  stick to the road and hurry along their way.
  Although Deadwind does have a handful of in-
  habitants, you will not likely run across them. The
  Deadwind ogres comprise most of the population.
  They are the biggest obvious threat to travelers and
  why most caravans and groups go heavily guarded.
  The weather is in one of two states: threatening
  to storm or stormy. The wind smells foul and dead,
  and the lightning storms are actually a bit of a
  concern to travelers carrying metal weapons.
  People and Culture
  The Deadwind ogres are dedicated to cleansing
  the region of all interlopers; some speak of a “mas-
  ter,” but we do not know to whom they refer. These
  ogres dress in foul rags and carry crude, rough weap-
  ons like all other ogres I’ve encountered in Azeroth.
  The humans of the region are travelers, carrying their
  homes on their backs and trying to stay one step ahead of
  the ogres, demons and undead that haunt them. I spoke
  with some, and they would not tell me why they remain
  here in Deadwind when there are safer places in Azeroth.
  They do not recognize the Alliance or even ask its aid.
  They simply move from place to place, fighting for their
  lives, stolidly proclaiming Deadwind Pass as their home.
  Geography
  This land is dead. The remaining trees are leafless
  and petrified, leeched of life by the tower’s foul
  magic. Undead and demons move over the land,
  refusing to allow it any chance of healing itself. In
  clear view of the road, scarecrow-like totems hang
  from the trees, a warning to remain on the path.
  The main pass is through the middle of the region,
  and one must travel to the south to reach the cursed
  Ivory Tower of Karazhan. In all my research, I found
  only reports of people claiming that they wished to
  travel there, but none by those who returned. The
  few who did return claimed simply that they never
  reached the tower: attacking ogres forced them back
  before they came within sight of it. Considering the
  mages, paladins and fighters who made the one-way
  trek, I found it best to avoid the tower.
  Besides the ogres, travelers must watch for har-
  pies in the canyons.
  Sites and Settlements
  Deadwind Pass is an area I cannot imagine any
  being wishing to live in, but live here they do.
  Deadwind Ogre Mounds (village, 700): Little is
  known of these violent ogres. They built their
  mounds into the very cliffside along the southern
  pass and look down upon the road, ready to ambush
  any curious adventurers. Few escape their attacks.
  Ivory Tower of Karazhan: Located along the pass
  to the south of the ogre mounds, this tower is the
  bane of Deadwind Pass and perhaps all of Azeroth.
  Once Medivh’s home, its use is now unknown. No
  one who wished to investigate it has returned with a
  report. Ogres attack anyone they find in the area,
  making such forays doubly dangerous. The Alliance
  forbids venturing into this area until it has a better
  understanding of the tower and the magic within.
  History
  The fates of many people in Azeroth — and the
  surrounding continents — were forged here. Medivh
  made his home here and planned the Dark Portal’s
  creation and opening. His evil is felt in this region
  more strongly than anywhere else, the land corrupted
  forever, perhaps, with the foul taint of his magic.
  Currently, the pass has little significance. People
  move through quickly, wishing to avoid ogres, undead
  and demons. Some of the traveling folk in the area
  whisper that the attacking monsters do not kill those
  they capture, but take them back to the tower. If this
  is true, then someone must reside there.
  Adventures
  If you want to go to Deadwind Pass, you have my
  sympathies. Yet the traveling folk can usually use a
  good healer, and caravans always need more merce-
  nary protection.
  Speed Rescue: The paladins of Stormwind have con-
  tacted the player characters (PCs), telling them that five
  of their young recruits decided to prove themselves and
  their dedication to the Holy Light by investigating the
  Ivory Tower. Their hands full with an orc raid, the paladins
  cannot stop the recruits before they reach southern
  Deadwind Pass. The PCs must catch the recruits and
  return them to Stormwind, keeping them safe.
  
  AZEROTH
  45
  
  46
  CHAPTER TWO
  Duskwood
  Excerpt from a Letter
  to King Llane Wrynn
  There is little hope for us if you do not send
  forces to our aid. The undead overwhelm our
  scouts, our livestock does not grow, a preg-
  nancy — human, elven or dwarven — has not
  been carried to term in two years. The Alli-
  ance has abandoned our residents to fuel the
  undead forces.
  If our pleas remain unheeded, I can only
  pray that after I fall to the undead I will lead the
  Scourge against Stormwind so that you will
  know the horror we live with every day.
  Your loyal servant,
  Lord Ello Ebonlocke
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Darkshire (3,500).
  Population:
  Population:
  Population:
  Population:
  Population: 5,000 (60% human, 20% Vul’Gol ogre, 5%
  Ironforge dwarf, 5% half-elf, 5% high elf, 5% undead).
  Government:
  Government:
  Government:
  Government:
  Government: Democracy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Lord Ello Ebonlocke (male human Hlr5/Wiz3).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Vul’Gol Ogre Mound (1,000).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Orc, Thalassian.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Agriculture, intrigue, mercenary work.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  Duskwood is a confused and sorry region. Tech-
  nically part of the Alliance and under Stormwind’s
  protection, its distance from the mighty fortress
  and its close proximity to more malevolent forces in
  the south and east make it a realm of horror.
  This region lies next to Deadwind Pass. Al-
  though Deadwind Pass stops at the border in name,
  the taint of its foul magic permeates much farther
  than that. The poor citizens of Darkshire in the east
  feel their once-perfect township is now cursed;
  undead rise from the cemeteries and haunt the
  woods surrounding the town. With ogres to the
  south, worgen‡ in the north, Deadwind Pass to the
  east and the undead within Darkshire’s town limits,
  Duskwood is one of the most dangerous areas held
  by the Alliance.
  The weather is affected by the magic, making
  every day foggy and grim. The wind blows from the
  east, smelling as stale as the air in Deadwind Pass.
  People and Culture
  Darkshire is the paranoid sanctuary for Alliance
  races in the region. While inhabited mostly by
  humans, a handful of high elves, dwarves and half-
  elves live here as well. They also house refugees from
  Raven Hill. The citizens are brave and stubborn;
  some feel they should abandon the doomed town to
  the undead before they fall to the Scourge, but most
  are determined to keep fighting for their homes.
  There is little cause for enjoyment in the town.
  The last time anyone celebrated to take their minds
  off the troubles plaguing Darkshire, three children
  were stolen from their beds. Now vigilant, the people
  bear a hard, haunted look in their eyes. Everything
  seems dull here — the clothing, the laughter, the
  shouts of defiance as a warrior cleaves an undead.
  I met with Erin Von Halnor, a human Alliance
  emissary, in the Scarlet Raven Inn. This tavern is
  the only spot of merriment in this dour town. Erin
  told me that the townspeople are so desperate to rid
  themselves of their many woes that crime has
  relatively ceased. While they may fear theft or
  murder from those passing through, the community
  has banded together behind the mayor and the
  Night Watch militia.
  Geography
  Duskwood is a dangerous place, no two ways
  about it. Raven Hill in the west is a ghost town,
  overrun by the Scourge. Brightwood Grove in the
  south holds only the mysterious beasts called the
  worgen‡. And I’ve already mentioned the danger
  that surrounds Darkshire.
  Vul’Gol ogres reside in the north and raid any
  remaining Alliance villages. The neighboring re-
  gions’ corrupting magic has not reached the flora of
  the area, and the trees yet stand tall in the wilder-
  ness between towns (although they begin to show
  signs of missing the sun, as the weather is frequently
  foggy). Darkshire attempts to keep its farming
  economy going, but the weather makes it difficult
  as the months progress.
  Brightwood Grove: This area was formerly a
  sunny vacation spot with fertile land that grew
  flowering trees, succulent fruits and strong trees. In
  recent years, powerful monsters have befouled it.
  This region, as far as we can tell, is the point of origin
  for the worgen. No one knows why they appeared
  
  AZEROTH
  47
  here, but I’m guessing the answer lies within the
  Ivory Tower standing almost directly east of here.
  Rotten Orchard: This farm, formerly Duskwood’s
  largest, lies southwest of Darkshire. Once the sup-
  plier of a great deal of Azeroth’s fruit, it now lies
  abandoned and fallow, the trees slowly dying as the
  worgen run rampant.
  Sites and Settlements
  Duskwood can be considered a message to the
  Alliance that if it does not attend to the continent’s
  growing problems, its precious western regions may
  suffer the same fate eventually.
  Raven Hill: This ghost town once took pride in
  its honor for the dead. It held a mortuary school
  that graduated the finest embalmers in Azeroth. A
  shame that the undead killed the town. The inhab-
  itants attempted to fight their loved ones that rose
  from the graves, but eventually gave up and fled
  east to Darkshire. I hear that the Defias Brother-
  hood tried to set up camp in this town after the
  citizens fled, but even they couldn’t take the con-
  stant attacks by the undead. Some citizens remain,
  including a master embalmer called Abercrombie,
  who lives near Raven Hill cemetery. A serious man,
  he works both to stay alive and to stop the undead.
  Raven Hill is possibly the origin of the massive
  dark riders, huge beings that suddenly appear with
  hellhounds at their feet to run down frantic travel-
  ers. Some nights they skirt the perimeter of
  Darkshire, howling loudly.
  Vul’Gol Ogre Mound (small town, 1,000):
  These ogres, like the others in Azeroth, delight in
  attacking the villages to the south, depleting the
  already poor people of their dwindling resources.
  Darkshire
  Population:
  Population:
  Population:
  Population:
  Population: 3,500.
  Government:
  Government:
  Government:
  Government:
  Government: Democracy.
  Ruler: 
  Ruler: 
  Ruler: 
  Ruler: 
  Ruler: Lord Ello Ebonlocke (male human Hlr5/Wiz3).
  Languages: 
  Languages: 
  Languages: 
  Languages: 
  Languages: Common, Dwarven, Thalassian.
  Faith: 
  Faith: 
  Faith: 
  Faith: 
  Faith: Holy Light.
  Resources: 
  Resources: 
  Resources: 
  Resources: 
  Resources: Agriculture.
  Affiliation: 
  Affiliation: 
  Affiliation: 
  Affiliation: 
  Affiliation: Alliance.
  Darkshire is plagued with many problems: undead,
  worgen, ogres, and a sense of abandonment as
  Stormwind does not send its forces to the failing
  town. Several people have left, hoping to make it
  west to the safety of Stormwind.
  A farming village, Darkshire used to supply the
  Alliance with a great quantity of goods. Most of
  those goods have dried up in the taint that slowly
  kills the land. The economy falters as farmers and
  merchants have nothing to sell. Many occupy their
  days spending their savings at the Scarlet Raven
  Inn, the town’s only tavern. It is run by a lovely and
  hospitable dwarf, Orena Goldtooth, who has turned
  into the only wealthy citizen in town. I knew some
  master brewer Goldtooths back in Khaz Modan,
  and Orena’s skill would make them proud.
  The mayor’s daughter, Commander Althea
  Ebonlocke, runs the Night Watch. This small po-
  lice force constitutes the town’s only defense against
  the monsters that frequently attack it.
  History
  Duskwood used to be a lovely stretch of farmland and
  forest, with many small towns sending their tributes to
  Stormwind and north to Lordaeron. In the past five years,
  however, the region has deteriorated at an alarming rate.
  Many blame its proximity to the Ivory Tower or to the
  growing ogre population in Azeroth. The undead that
  came in the wake of the Third War did little to help.
  Now the region is barely more than ghost towns
  and havens for monsters. Even thieves can’t get a
  foothold there. I don’t know what the Alliance
  plans to do about this region. A respectable force,
  I should think, would help this area a great deal: I
  took out three ogres and four zombies on my way to
  Darkshire, so it’s not as if the foes here are difficult.
  Adventures
  Duskwood cries for heroes. Its hardy people enjoy
  their autonomy but will always accept a helping
  hand. The people are proud, but not stupid.
  Diplomatic Mission to Darkshire: Stormwind
  has received word that Darkshire needs help to
  maintain its livelihood; it regrets that it cannot send
  much more than the PCs and a healer. The PCs must
  keep an agriculture expert and a healer alive on the
  way to Darkshire and then aid the town in bolstering
  its defenses until Stormwind can send a bigger force.
  Elwynn Forest
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Goldshire (7,000).
  Population:
  Population:
  Population:
  Population:
  Population: 10,000 (70% human, 15% high elf, 7% Ironforge
  dwarf, 5% half-elf, 3% Wildhammer dwarf).
  
  48
  CHAPTER TWO
  Government:
  Government:
  Government:
  Government:
  Government: Democracy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Marshal Dughan (male human Sct6).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Northshire Abbey (500), Eastvale
  Logging Camp (1,000).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Thalassian.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Agriculture, minerals, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  Elwynn is a gorgeous span of fertile land and thick
  forests. Unlike Duskwood, it is close enough to
  Stormwind to enjoy considerable Alliance guard-
  ianship, and it has stayed pure and beautiful through
  the wars of recent years.
  Home to many farmers, loggers and miners,
  Elwynn Forest is a tranquil region with several
  friendly places to stop. Little troubles this region:
  kobolds infiltrate some mines, and murlocs have
  moved inland to reside in some lakes and rivers, but
  overall it is safe. I discovered the hard way that you
  should stick to the roads, though. Several forest
  creatures are skilled at using their teeth and claws
  as the Makers intended. I was not in any danger, of
  course, with my axe readily available, but others
  might not be so lucky — or skilled.
  Elwynn enjoys consistently good weather, warm
  and humid with few stormy days. Gentle rain falls
  just enough to make everything grow full and lush.
  If I didn’t prefer the open road, I’d consider retiring
  here when my axe finally dulls.
  People and Culture
  Humans are plentiful here, but many high elves
  also reside in this region. Ironforge dwarves often
  seek work in the mining towns, and this region has
  a surprisingly high number of half-elves. I usually
  consider these poor bastards as wastes of good
  human and elf blood since they skulk around most
  cities feeling sorry for themselves, but these hard
  workers have found acceptance and community
  here, and they do little skulking.
  The region organizes its festivals and celebrations
  around the planting calendar, its two biggest parties
  being the planting and harvesting festivals. I am
  happy to tell you that they are not stingy with their
  beer, especially in the spring, when they break open
  the ale that’s been fermenting since the fall harvest!
  True criminals in the area are usually sent to
  Stormwind for trial and punishment, as most people
  Night Watch Militia
  The statistics below describe a typical unit
  of the Night Watch militia that might see
  action in mass combat.
  10 human Sct4:
  10 human Sct4:
  10 human Sct4:
  10 human Sct4:
  10 human Sct4: Medium humanoid; HD 4; DF 50 (5);
  Spd 300 ft. (6 squares); AC 15; Base Atk +3; Unit Atk
  +5 melee (short sword); Full Unit Atk +5 melee (short
  sword) or +5 ranged (longbow); Space 50 ft.; SA
  blessed arrows; SQ Track, nature sense, wild healing,
  woodland stride, trackless step, uncanny dodge; AL
  NG; SV Fort +4, Ref +5, Will +2; Str 12, Dex 14, Con 12,
  Int 10, Wis 13, Cha 10; Morale +5.
  Skills: Climb +8, Heal +8, Hide +11, Listen +8, Move
  Silently +4, Spot +8, Survival +8.
  Feats: Point Blank Shot, Rapid Shot, Stealthy, TrackB.
  Blessed Arrows: Priests bless the arrows of the Night
  Watch militia; thus, treat the ranged attacks of the
  Night Watch as magical against undead.
  Woodland Stride (Ex): Squares of natural under-
  growth do not count as hard going for this unit. Enchanted
  or magically manipulated undergrowth still impedes
  movement, however.
  Equipment: Studded leather armor, short sword,
  longbow, arrows.
  Commander
  Captain
  Captain
  Captain
  Captain
  Captain Helvas Grange, male human Sct8, hero com-
  Helvas Grange, male human Sct8, hero com-
  Helvas Grange, male human Sct8, hero com-
  Helvas Grange, male human Sct8, hero com-
  Helvas Grange, male human Sct8, hero com-
  mander:
  mander:
  mander:
  mander:
  mander: Base Atk +6; Cha 16; Knowledge (military
  tactics)* +12, Profession (military commander)† +12 (11
  ranks); Courageous Command†, Leadership; Orders 3.
  Tactics
  Night Watch units move deftly and swiftly
  through Duskwood. The crafty warriors stalk
  their undead prey, avoiding direct confronta-
  tion with supernatural and mundane
  opponents. The carefully placed tracks of a
  member of the Night Watch militia typically
  lead pursuers into a deadly ambush where
  eager warriors wait with bows ready.
  Multiple units often work together under
  the direction of Commander Althea
  Ebonlocke. She has yet to earn the respect of
  many of the militia. Well known for her keen
  and decisive orders in the field, however, she
  is well on the road to gaining the Night
  Watch’s trust.
  
  AZEROTH
  49
  care more for their jobs than housing criminals.
  Goldshire has a small holding area for drunks and
  pickpockets, but few stay in the clink for very long.
  Elwynn’s towns will welcome most any travelers,
  especially those who want to shop or trade to help
  the local economies. They are especially kind to
  those willing to lend a hand in a tough spot: I once
  got a week of free ale when I aided a dam building
  crew near Westridge. Good folk out that way.
  Geography
  This region is an apparent paradise. If you enter
  it from the desolate south of Duskwood, it’s an
  assault on the senses: a sense of fear no longer clogs
  your nose, the trees are lush and the people are
  friendly instead of terrified.
  Much of Elwynn is forest, except around the
  logging camp and the villages. It also harbors many
  lakes and rivers, good for keeping the land rich but
  bad for bringing in murlocs from the sea. Dire
  wolves inhabit the forest near the north, although
  the clerics and paladins of the Holy Light attempt
  to keep their numbers down.
  Sites and Settlements
  Elwynn is a haven for travelers who have struggled
  though eastern Azeroth. Guard towers dot the road
  throughout the region, and the Stormwind Garri-
  son keeps the peace in most of the areas.
  Eastvale Logging Camp (camp, 1,000): This
  small camp is in the east, under the shadow of the
  Redridge Mountains. Inhabited mainly by loggers,
  it faces periodic attacks from murlocs. Although
  more of a camp and less of a town, I think it would
  greatly help the locals to establish some sort of
  military setting to protect the loggers.
  Goldshire (small city, 7,000): This town sits at
  the crossroads of the two main roads through
  Elwynn. It is a convenient place to stop, replenish
  supplies and get a rest and a mug of ale at the Lion’s
  Pride Inn. As one of the towns in Azeroth with
  goblin merchants, it’s a good place to purchase out-
  of-the-way items — if you can stand the little
  buggers’ company for more than an instant.
  Jasperlode and Fargo Deep Mines: Gold mines
  once held by the orcs to fuel their war efforts, the
  Jasperlode and Fargo mines were retaken by the
  Alliance after the First War. Kobolds have since
  occupied them and begun mining the gold, their
  numbers growing at such a rate that the Westbrook
  Garrison militia has trouble containing them.
  Northshire Abbey (monastery, 500): This abbey
  sits in the region’s northeastern corner, in the middle
  of the woods. Beyond their holy duties, the priests
  hunt the dangerous animals in the forest and will lead
  any lost traveler back to the monastery for a hot meal,
  a bed, flawless directions out of the woods and healing,
  if necessary. These holy folk maintain an outpost of
  the grand Cathedral of Light in Stormwind.
  Tower of Azora (personal tower, 100): This
  small tower sits along the southern route and houses
  mages who wish to escape the politics of Stormwind
  City. They are led by Theocritus, a human wizard
  who refuses to see visitors. I was given a meal by his
  servants and politely shown the door when I was
  through, but I did overhear some talk about how
  the mage’s nemesis, Morganth, is planning some-
  thing nefarious from Redridge.
  Westbrook Garrison (military camp, 750): This
  garrison holds Elwynn’s western border and pro-
  tects the region from gnoll attacks. The soldiers and
  mercenaries within are a loud and brawling bunch,
  eager for tales from the road; they enjoy a good mug
  of ale and a good fight.
  History
  The forest was taken by the Horde during the
  First War along with Stormwind City, and the
  resources helped the orcs’ attack on the north.
  When the Alliance retook Stormwind, it also re-
  captured Elwynn. With the Alliance patrolling the
  region, Elwynn has thrived since the end of the
  First War and remains the peaceful pocket of the
  troubled continent.
  The Defias Brotherhood does reach into Elwynn
  Forest from time to time, preying on lone travelers.
  Some say they have a case against Stormwind, as
  they weren’t paid for their work rebuilding the city,
  but I say they’re whiners who charged too much in
  the first place. I did my work, I was paid; I don’t
  understand their problems. They might as well be
  orcs with their unreasonable demands.
  Adventures
  This region can always use help clearing a mine
  of beasts or repelling the Defias Brotherhood.
  
  50
  CHAPTER TWO
  Westbrook Garrison
  The statistics below describe typical units of
  the Westbrook Garrison that might see action
  together in mass combat.
  10 human War3:
  10 human War3:
  10 human War3:
  10 human War3:
  10 human War3: Medium humanoid; HD 3; DF 30 (3); Spd
  300 ft. (6 squares); AC 15; Base Atk +3; Unit Atk +5 melee
  (longsword); Full Unit Atk +5 melee (longsword) or +5 ranged
  (light crossbow); Space 50 ft.; AL NG; SV Fort +4, Ref +2, Will
  +3; Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 10; Morale +3.
  Skills: Climb +7, Spot +4.
  Feats: Defend*, Iron Will, Weapon Focus (longsword).
  Equipment: Studded leather armor, light wooden shield,
  longsword, light crossbow, bolts.
  10 human Ftr5/Mow1 and 10 heavy warhorses:
  10 human Ftr5/Mow1 and 10 heavy warhorses:
  10 human Ftr5/Mow1 and 10 heavy warhorses:
  10 human Ftr5/Mow1 and 10 heavy warhorses:
  10 human Ftr5/Mow1 and 10 heavy warhorses: Medium
  humanoid/Large animal; HD 6/4; DF 80 (8)/60 (6); Spd
  500 ft. (10 squares); AC 16 (17/15); Base Atk +6/+3; Unit
  Atk +10 melee (masterwork longsword), or +7 melee (hoof);
  Full Unit Atk +10/+5 melee (masterwork longsword), or +7
  melee (hoof) and +2 melee (bite); Space 100 ft.; SQ low-
  light vision, scent; AL NG; SV Fort +7, Ref +3, Will +1; Str
  15 (13/18), Dex 12 (12/13), Con 15 (14/17), Int 6 (10/2), Wis
  12 (11/13), Cha 8 (10/6); Morale +7.
  Skills: human — Climb +6, Handle Animal +8, Intimi-
  date +6, Jump +4, Ride +10, Swim +6; heavy warhorse —
  Listen +5, Spot +4.
  Feats: human — Cleave, Expert Rider*, Mounted Combat,
  Power Attack, Toughness, Weapon Focus (longsword), Weapon
  Specialization (longsword); heavy warhorse — Endurance, Run.
  Equipment: Breastplate, masterwork longsword;
  chainmail barding.
  Commander
  Captain Sumner Trask, male human Ftr6/Mow4, hero
  Captain Sumner Trask, male human Ftr6/Mow4, hero
  Captain Sumner Trask, male human Ftr6/Mow4, hero
  Captain Sumner Trask, male human Ftr6/Mow4, hero
  Captain Sumner Trask, male human Ftr6/Mow4, hero
  commander:
  commander:
  commander:
  commander:
  commander: Base Atk +10; Cha 16; Diplomacy +10, Intimi-
  date +12, Knowledge (military tactics)* +10, Profession
  (military commander)† +12 (10 ranks); Leadership, Ruth-
  less Commander; Orders 3.
  Tactics
  The Westbrook Garrison fields excursions and
  patrols against the gnoll marauders lurking along
  the borders of Westfall and Elwynn Forest. The
  Garrison holds Westbrook and ensures that gnolls
  and bandits do not gain a strong foothold in
  Stormwind-held territory. The Stormwind guard
  tends to use the Westbrook Garrison as a testing
  ground for newly initiated knights.
  These units are exactly the sort that together
  would regularly patrol the area around the Gar-
  rison and surrounding settlements.
  Message of Peace: The PCs are sent by the
  Academy of Arcane Sciences in Stormwind to
  carry a message to Theocritus. His advice is sorely
  needed in Stormwind, and the PCs must charm
  their way in to see him and then to convince him
  of the need. This task will be difficult, as he has
  vowed never to return to Stormwind.
  Redridge Mountains
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Lakeshire (1,500).
  Population:
  Population:
  Population:
  Population:
  Population: 2,000 (65% human, 12% Ironforge dwarf, 10%
  Blackrock orc, 6% Wildhammer dwarf, 4% half-elf, 3% high elf).
  Government:
  Government:
  Government:
  Government:
  Government: Democracy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Magistrate Solomon (male human Ftr7).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Stonewatch Keep (200).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Orc, Thalassian.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, Mystery of the Makers.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Agriculture, fish, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  The Redridge Mountains are so far untainted by
  the Burning Legion or the Scourge. It is a lovely area
  surrounded by some troubled spots. While the rav-
  aged mountains of the Burning Steppes border it on
  the north and the deadly Swamp of Sorrows and
  Deadwind Pass border it on the South, the region
  more reflects the beautiful Elwynn Forest to the west.
  Supplying the Alliance with timber, fish and crops,
  this region is also a vacation spot for many residents of
  Stormwind. The tranquil woods, rivers and lakes make
  it a sought-after retirement area for veterans with fish to
  catch and tales to tell. Only a handful of dangers trouble
  it: the usual monsters of the woods and the small matter
  of the Alliance keep overtaken by orcs.
  Redridge matches Elwynn’s climate, being warm
  and temperate with just the right amount of rain. The
  higher altitude and closer proximity to the mountains
  make it a bit cooler than Elwynn, but no less pleasant.
  People and Culture
  The people of Redridge, mainly of Lakeshire, are
  an easy-going folk. Although their modest town
  bustles with travelers and merchants, they seem
  content to watch the world pass them by and spend
  the day fishing or sitting in their stores, discussing
  the politics of Stormwind and laughing that if the
  people up there would just relax, their problems
  would solve themselves. They wear a mixture of
  
  AZEROTH
  51
  fashions, a layered look of tunics and undershirts for
  the chilly evenings and the warm days. Some tailors
  have found a sap that waterproofs clothing and sell
  these clothes at ridiculous prices to visiting fishers.
  Twice a year, at midsummer and midwinter, Lakeshire
  holds the Festival of the Lake. In the summer, people
  fish and swim, while in the winter they ice fish and
  skate. And, like all good festivals, you can get a fine
  serving of ale during these times. In the winter, they
  serve their wine hot, which isn’t really to my tastes but
  the high elves and half-elves seem to like it.
  The Stormwind army maintains a token pres-
  ence here and handles Redridge’s few crime
  problems. I like this region best aside from
  Stormwind itself. There’s definitely no better place
  in Azeroth to enjoy a pint.
  Geography
  Several elms and pines make up the forests in this region,
  providing a traveler much needed relief from the sun if he’s
  coming from the Blasted Lands, but also giving monsters
  and orcs good places to hide. Rivers snake through the area,
  most of them emptying into the massive Lake Everstill.
  Although a peaceful Alliance region, the mountains
  remain dangerous at times, with tarantulas in the east and
  orcs in the north, and the usual gnolls or wolves prowling
  the forest. I do not normally worry while traveling alone,
  but I missed some of my old friends when I stumbled upon
  a nest of tarantulas. I could have used a healer’s tender
  touch after that day, let me tell you.
  Lake Everstill: Coming out of the forest, you
  find yourself on the shores of Lake Everstill, a
  massive, deep lake with the town of Lakeshire
  tracing its shores. It is large enough to satisfy
  swimmers, boaters and fishers.
  Stonewatch Falls: A couple of miles inland from the
  northern coast lies Stonewatch Falls, a popular swim-
  ming area. The river’s bottom is smooth and provides a
  safe and swift journey through rapids and then through
  a cave, finally dropping the swimmer thirty feet into a
  dark pool. If she follows the current farther, she can see
  the eastern canyons before the sea, but most do not go
  that far for fear of those damn tarantulas.
  Sites and Settlements
  Redridge is a haven in the midst of a troubled
  continent. I can only hope that the demon and
  undead taint in other regions does not come to
  harm this wonderful place.
  Lakeshire (small town, 1,500): Lakeshire is a
  sleepy town, a blessing for those who just passed
  through the Burning Steppes to reach Stormwind.
  Some travelers don’t even make it to Stormwind;
  they’d rather stay in Lakeshire. Populated by every-
  one from farmers and fishers to retired warriors and
  mages, it is a diverse town where people are friendly
  and keep their secrets to themselves.
  Welcoming to strangers, Lakeshire offers many
  inns and taverns where a traveler can enjoy ale. You
  can spend the day fishing on the lake and the night
  drinking in the tavern and call that a good vaca-
  tion, as far as I’m concerned. The most serious
  person in the town is Magistrate Solomon, who is
  dedicated to keeping the town safe from orcs and
  gnolls. He is short on supplies and always on the
  lookout for mercenaries.
  Stonewatch Keep (keep, 200): Once an Alliance
  fortress, Stonewatch Keep fell in the Second War to
  the orcs, and in their hands it stays. It is located east
  of Lakeshire in a strategic position atop a hill. The
  orcs harry travelers and sometimes muster the cour-
  age to raid the outskirts of Lakeshire. They are
  advance forces for their brethren in Blackrock Spire,
  and I suspect they have more nefarious plans for
  Lakeshire than mere raiding, perhaps urged by their
  master, the black dragon Nefarion.
  Most often, however, they just sit in their keep
  and taunt others to take it back from them. When
  passing by the keep, I experienced their more
  colorful greetings. A clever orc actually made a
  suggestion about my beard in Dwarven, and I nearly
  tore the keep down with my bare hands. Only the
  knowledge of my mission kept me on my course.
  One day I will return, though.
  Tower of Ilgalar (personal tower, 100): In this
  remote tower, located northeast of Lakeshire and
  directly north of Stonewatch Falls, resides the
  mage Morganth and his supporters and servants.
  Exiled from Stormwind for using dark magic, he
  remains the enemy of Theocritus in Elwynn Forest.
  History
  Redridge was once a larger stretch of mountains
  until the Dark Iron dwarves befouled the region
  when they summoned Ragnaros. Half the moun-
  tain range melted into the Burning Steppes, but the
  rest remained pristine. These mountains and foot-
  hills were used as thoroughfares in the many wars in
  
  52
  CHAPTER TWO
  the past fifty years, but they somehow remained
  untouched while the surrounding regions suffered.
  Now it is the last true area wholly under Alliance
  influence in Azeroth, and it sometimes struggles to
  remain so.
  Adventures
  Even on vacation to dip your hairy toes in the fine
  waters of the lakes, you must keep your sword by
  you. You never know when a gnoll will get uppity.
  And if you get there before me, a keep full of orcs
  must be cleaned out — just save me the one who
  speaks Dwarven.
  Running Errands: A goblin merchant has moved
  into Lakeshire looking for a place to set up shop as
  well as a seasoned party to get her some, ah, special
  items. She has a list she needs filled, including items
  found in Stonewatch Keep, the Tower of Ilgalar, and
  in the canyons beyond Stonewatch Falls.
  Stormwind
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Stormwind City (200,000).
  Population:
  Population:
  Population:
  Population:
  Population: 200,000 (70% human, 14% Ironforge dwarf,
  10% high elf, 4% half-elf, 2% night elf).
  Government:
  Government:
  Government:
  Government:
  Government: Hereditary monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: King Anduin Wrynn (male human Ftr5/Ari10).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Thalassian.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, Mystery of the Makers.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Armor, magical education, weapons.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  Stormwind is the jewel of the Alliance in Azeroth.
  The oldest and grandest human city, it has weath-
  ered three wars, ransacking by the orcs and invasions
  by the Alliance to take it back.
  Although mostly a human city, Stormwind does
  house a respectable dwarven and a less respectable
  elven population. It opens its gates to all Alliance
  members to participate in trade within the city
  limits. Most of the city’s coffers are filled with the
  taxes taken from the merchants in the busy market.
  Stormwind’s climate is warm, the skies clear and
  the seasons generally temperate.
  People and Culture
  No doubt about it: Stormwind is a human city.
  Sure, the residents claim they are an Alliance city,
  and high elves, dwarves and even some of those
  mysterious night elves from the west do live here,
  but it is by and large a human city.
  The climate being what it is, clothes in the city
  are composed of light fabric for the most part. Color
  choices usually are bold: whites, reds, blues, or-
  anges, yellows. Although one might assume the
  climate would call for as little clothing as possible,
  the inhabitants of Stormwind prefer light fabric but
  lots of it. Humans usually wear long-sleeved tunics,
  billowy trousers and leather boots, and sometimes
  even ridiculously large, floppy hats for excessively
  sunny days. The high elves generally copy the
  humans’ fashions here, though I know some high
  elves who prefer to set themselves apart.
  Although Stormwind is well-defended, the city
  guard usually wears only light armor to handle the
  occasional thief or bandit. The paladins will don
  their full plate (made by a friend of mine, Bael
  Deathax, a master armorsmith) during ceremonies
  and when they ride out of the city on business
  defending Elwynn Forest or the surrounding areas,
  but around the city they wear nothing more than
  the breastplate that identifies them as paladins.
  My friend Hargh informed me, in discreet under-
  tones, that a third force in the city is dedicated to
  maintaining the peace. All I have learned of assassins in
  my life pointed toward evil folk who worked their will
  outside the law, but apparently they’re different here. A
  guild of assassins supposedly works behind the scenes
  with the blessings of the king and the Stormwind ruling
  council. When solving an “inconvenient” problem
  would go against the tenets of the Holy Light, the
  Stormwind Assassins are called. They deal with matters
  quickly and efficiently, and few questions are asked.
  As I stated before, Stormwind is a human city,
  but it honors its non-human citizens well. Every
  night at sunset, the Cathedral of Light rings a
  solitary bell whose sweet pitch reaches the entire
  city. This is for the night elves, who are unaccus-
  tomed to living within cities. A day of mourning is
  set aside for the high elves, remembering Dalaran’s
  destruction. And, praise the Light, the ale pours
  free for every dwarf in the city during the holy
  birthday of Anvil Stormglaive. I was lucky enough
  to be in Stormwind during its first celebration of
  Third War veterans, when they honored the citi-
  zens of all Alliance races who fought in the war.
  Those criminals who survive arrest and trial
  reside in one of the city’s two prisons. Common
  
  AZEROTH
  53
  General Marcus Jonathan,
  13th-Level Fighter
  General of Stormwind
  Male Human
  Male Human
  Male Human
  Male Human
  Male Human: CR 13; Medium humanoid (human); HD
  13d10+13, hp 84; Init +4; Spd 20 ft.; AC 21, touch 10, flat-
  footed 21; Base Atk +13; Grp +16; Atk +20 melee (1d8+9/
  19–20/x3, +2 undead bane warhammer); Full Atk +20/
  +15/+10 melee (1d8+9/19–20/x3, +2 undead bane
  warhammer); AL LN; SV Fort +9, Ref +4, Will +7; Str 16,
  Dex 11, Con 12, Int 10, Wis 13, Cha 15.
  Languages Spoken: Common.
  Skills: Balance –6, Climb +5, Escape Artist –6, Handle
  Animal +7, Hide –6, Intimidate +5, Jump +5, Move Si-
  lently –6, Profession (military commander)† +7, Ride
  +10, Swim +1.
  Feats: Cleave, Endurance, Greater Weapon Focus
  (warhammer), Greater Weapon Specialization
  (warhammer), Improved Initiative, Improved Critical
  (warhammer), Iron Will, Leadership, Mounted Combat,
  Power Attack, Quick Draw, Weapon Focus (warhammer),
  Weapon Specialization (warhammer).
  Possessions: +1 arrow catching heavy steel shield, +2
  undead bane warhammer, +3 half-plate, gauntlets of
  ogre power.
  Description
  The knight is tall, with wide shoulders and a
  sweeping mustache, proudly wearing a suit of
  heavy plate mail. The Stormwind insignia is
  emblazoned across both the breastplate of his
  armor and the crest of his helm, and a series of
  smaller engravings indicates that he is a high-
  ranking officer in the human army. His stance is
  that of a battle-hardened veteran, wary but still at
  ease, as if he is absolutely confident in his ability
  to deal with any danger that comes his way.
  General Marcus Jonathon is absolutely fear-
  less in battle, completely willing to lay down his
  life in the defense of his country. He always
  strides boldly into combat, attempting to iden-
  tify and then work his way toward the leader of
  the enemy forces. He prefers to move steadily
  into the middle of the enemy force, surrounding
  himself with enemies in order to maximize the
  benefit of his cleaving attack and to gain a
  moderate amount of cover from enemy archers.
  criminals from pickpockets to murderers stay in the
  Stockade. More dangerous types — demons, rogue
  mages and the like — are left to rot in the Vault. I
  don’t like coming near that one; it’s surrounded on
  all sides by water, and I’m assured it is safe, but the
  hairs on my feet prickle when I get too close to it.
  Keeping those demon abominations alive in there
  is just asking for trouble.
  Geography
  A grand city with new construction that still
  gives a nod to human and dwarven architecture of
  old, you can move about Stormwind on foot, rent
  one of many mounts or even have a small boat take
  you through the several canals that bisect the city.
  Although the worst problem you may encounter
  in Stormwind is a pickpocket (or, if you are a
  pickpocket, the City Guard), greater threats sur-
  round the city. The mountains north hold some
  nastier sorts of beasts that will sometimes venture
  south to see what they can pick from the road. The
  passage is no stranger to harpy attacks, and even
  dire wolves are spotted north of the city. The locals
  assume the creatures have escaped from the
  Blackrock orcs in the Burning Steppes.
  The Valley of Heroes: This gloriously lush
  valley lies south of the city, and all visitors must pass
  through it, as it is the only entrance to Stormwind.
  Statues of heroes such as Danath Trollbane, Alleria
  Windrunner and High General Turalyon stand on
  either side of the road, welcoming visitors while
  providing an awe-inspiring warning.
  Sites
  With all the rebuilding efforts in the past thirty
  years, the city has several notable structures.
  Academy of Arcane Sciences: This vine-covered
  tower sits to the west of the city. For a long time, the
  Academy was considered to be a second-best school
  of magic compared to Dalaran, but since that region’s
  destruction by the demons and undead, the northern
  mages fled to Stormwind and took up residence in
  the tower. It’s full to bursting with mages, and some
  say it’s difficult to get a word in edgeways with the
  differing opinions inside. Yet as it’s the only magic
  school left in the east, few complain openly.
  Cathedral of Light: Perhaps the only construc-
  tion to rival the glory of Stormwind Keep, this
  massive white building is topped with towers and
  
  54
  CHAPTER TWO
  spirals, and serves as the base for those who follow
  the Holy Light. Priests, healers and paladins study
  and worship within. This building graces the very
  center of the city.
  The Pig and Whistle: I’d not mention this fine
  alehouse, as I’d like it to be my little secret, but duty
  compels me. It’s small and dirty, and the barkeep
  would sooner punch your teeth down your throat
  than give a drink on the house, but it’s also the secret
  headquarters for Stormwind’s warriors’ guild. If you
  sit tight and don’t interrupt, you can hear a fine tale
  from just about anyone for whom you buy an ale.
  The Stockade and Vault: The city’s two prisons,
  the Stockade keeps the everyday criminals, while
  the Vault houses those who have no right to live
  but we don’t have the means to kill easily —
  demons, ogre mages and other nightmares.
  Stormwind Keep: This mighty keep sits watch
  over Stormwind atop the cliffs north of the city. I
  helped construct this fine building, housing the King
  himself and many of the city’s nobles. It was designed
  with the thought of another invasion in mind: if the
  city fell to an army vaster than it could handle, the
  keep itself becomes a means of escape, with several
  secret tunnels entombed deep within the rock.
  History
  Stormwind was the first kingdom invaded by the
  Horde during the First War. Beloved King Llane
  was killed in the attacks, and it was in his name that
  Sir Lothar led Alliance forces to take the city back.
  With Stormwind under its control again and
  serving as a strong base of operations, the Alliance
  eventually wrested most of Azeroth from the Horde’s
  grip. The Alliance set to rebuilding then, calling on
  whoever could spare artisans. I was among those
  sent to help the rebuilding effort, and I still look on
  the city with pride.
  Now it is the last of the great human cities. It
  boasts a powerful City Guard and a strong army,
  and it is a base of magical or divine study, and
  contemplation, in Azeroth.
  Adventures
  Stormwind’s peacekeeping forces are impressive,
  and I would not advise a young thief to attempt to
  make his living in this town. However, those fools
  who prefer a good challenge could enjoy living life
  on the edge of the peacekeepers’ swords and possi-
  bly make a very good living at it, too.
  
  AZEROTH
  55
  Government:
  Government:
  Government:
  Government:
  Government: Tribal rule.
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Zul’Kunda (4,000), Zul’Mamwe
  (2,500), The Arena (1,500), Booty Bay (1,000), The Vile
  Reef (1,000).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Goblin, Low Common, Orc.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Shamanism.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Armor, gambling, intrigue, timber, weapons.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Independent.
  Stranglethorn Vale is perhaps the largest region
  of Azeroth and certainly one of the busiest. Its thick
  jungles do well to hide the teeming populations of
  trolls that occupy it.
  The trolls all seem the same to an outsider, but
  they have at least four different tribes and two
  separate allegiances. Besides the great number of
  trolls, goblin pirates and even some naga** also
  inhabit the region.
  One big rain forest, Stranglethorn Vale gets
  frequent showers and unbearably humid weather. I
  tend to like it dry and hot, and this area simply saps
  a dwarf’s strength.
  People and Culture
  Stranglethorn Vale is ruled for the most part by the
  many different tribes of jungle trolls. The inhabit-
  ants prefer to live primarily within the ruins of the
  once-great troll cities. These trolls keep close to their
  tribes, rarely mixing unless they meet in the Arena.
  Stranglethorn’s inhabitants are connected by
  very little except a love for this thick weather and
  a respect for the baser rules of life. Democracy they
  can’t grasp, but the old “if I hit you harder than you
  hit me, then I win” makes a strong impression.
  Otherwise, they follow no overall government,
  leader or set of laws. I found great sport in teaching
  solitary trolls that this dwarf is no easy target.
  After our little lessons, I wove their nose rings into
  my beard (wiping them off first, of course). I will
  caution, however, that it’s best not to offend
  groups of the brutes, as they have a practice of
  capturing and cooking interlopers — especially
  Alliance interlopers.
  The Horde elements are different down here
  than elsewhere on the continent. Some of the trolls
  from the Darkspear clan claim to be Horde affiliates
  and may not catch and cook a lone traveler. The
  orcs also seem less violent, leading me to believe
  that they, unlike the continent’s other orcs, are
  beholden to the Horde leader on Kalimdor, Thrall.
  Breakout!: The “secure” bonds of the Vault are
  breached and demons roam Stormwind’s streets. The
  PCs are called upon for any duty, from protecting the
  populace, to keeping the peace, to demon hunting, to
  aiding the mages in restoring the Vault’s security.
  Stormwind City Guard
  The statistics below describe a typical unit of
  the Stormwind city guard that might see action
  in mass combat.
  10 human Ftr3:
  10 human Ftr3:
  10 human Ftr3:
  10 human Ftr3:
  10 human Ftr3: Medium humanoid; HD 3; DF 60 (6);
  Spd 300 ft. (6 squares); AC 15; Base Atk +3; Unit Atk +7
  melee (longsword); Full Unit Atk +7 melee (longsword);
  AL NG; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12, Con
  14, Int 10, Wis 11, Cha 10; Morale +3.
  Skills: Intimidate +6, Jump +8.
  Feats: Cleave, Improved Initiative, Power Attack,
  Toughness, Weapon Focus (longsword).
  Equipment: Studded leather armor, light wooden shield,
  longsword.
  Commander
  Sergeant Mandred Grummel, male human Ftr5, hero
  Sergeant Mandred Grummel, male human Ftr5, hero
  Sergeant Mandred Grummel, male human Ftr5, hero
  Sergeant Mandred Grummel, male human Ftr5, hero
  Sergeant Mandred Grummel, male human Ftr5, hero
  commander:
  commander:
  commander:
  commander:
  commander: Base Atk +5; Cha 14; Diplomacy +5, Intimi-
  date +10, Knowledge (military tactics)* +10, Profession
  (military commander)† +8 (4 ranks); Ruthless Com-
  mand; Orders 1.
  Tactics
  The Stormwind city guard patrols the streets
  and walls of the capitol of Azeroth, keeping the
  public safe. This smaller unit would patrol the
  street during times of peace. During times of
  war, several of these units combine under a sub-
  commander, who in turn operates under the
  auspices of a commander-in-chief.
  If a fighting force were to penetrate the walls
  of Stormwind, these smaller units would engage
  intruders, buying time for the army to respond.
  As a note, the Stormwind army can also muster
  together quickly and provide aerial and magical
  support for the city’s militia during an invasion.
  Stranglethorn Vale
  Population:
  Population:
  Population:
  Population:
  Population: 10,000 (25% Bloodscalp troll, 20% goblin,
  15% Skullsplitter troll, 15% Gurubashi troll, 10% Darkspear
  troll, 6% orc, 4% naga).
  
  56
  CHAPTER TWO
  Geography
  Stranglethorn Vale is unsafe for any Alliance
  member to visit. Even the jungle itself is hazard-
  ous. Firstly, one encounters the very plant for
  which the region was named: the stranglethorn,
  a massive carnivorous plant capable of eating a
  man (see Appendix Two). High elves, dwarves,
  half-elves and trolls (I hope) are also in danger
  around this plant, which resembles a vine-cov-
  ered, fleshy sack.
  Lurking in the jungle (although well away from
  the stranglethorns) are several other creatures that
  make travel treacherous. Gorillas, panthers and
  tigers constantly prowl for meat, and when you’re
  free of the heavy jungle you still need to watch the
  sky for raptors.
  Moreover, the vicious naga** have been spotted
  along the coast. I fear they’re making their home on
  Azeroth’s shores.
  Murky Depths Lake: In the center of
  Stranglethorn Vale, just west of Zul’Gurub, is
  Azeroth’s largest lake, called Murky Depths Lake.
  A far cry from the pleasant waters of Lake Everstill,
  this lake is thick with slime and insects, and a
  swimmer will learn much about pain if she sticks
  in a toe. Small fish with teeth as sharp as a sword
  inhabit the lake and will devour anything that
  falls in. I saw some suicidal trolls crossing the lake
  in boats and appreciated this example of their
  stupidity.
  Sites and Settlements
  Stranglethorn Vale is an inhospitable land in-
  habited by inhospitable beings. It is fascinating to
  travel through, however, if (like me) you have a
  taste for danger.
  The Arena (ruins, 1,500): This is one of the few
  places you can visit and not expect to be immedi-
  ately captured and killed. The ancient Gurubashi
  trolls built a huge gladiatorial arena many years ago,
  and it stands in ruins now — though the remaining
  Gurubashi still hold games within the Arena. Some
  of the participants are volunteers, and some are
  captured travelers or adventurers who were sold to
  the Arena by other troll tribes. The more well-
  known gladiators are very popular, and much can
  be won and lost (including your life) in gambling
  over these games.
  While the Arena is relatively safe compared to
  the other areas of Stranglethorn Vale (uncommon
  races such as humans, dwarves or high elves will not
  be immediately snared and eaten), it is not a friendly
  place. Desperate people will cut your throat or your
  purse to pay a gambling debt, and thugs working for
  the Arena will snatch people if the competition
  needs some variety. Still, it is a good place to stock
  up on weapons and supplies from the several goblin
  merchants in the area.
  The Arena has the region’s most diversified popu-
  lation. Most of the Horde races make their home
  here; the orcs like the competition of the Arena,
  and the Darkspear trolls will stay where the orcs do.
  Booty Bay (small town, 1,000): This dangerous
  little town is the home base for the pirates who traffic
  off the southwestern coast of Azeroth. Inhabited
  mostly by goblins and ruled by Baron Revilgaz, Booty
  Bay is home to the Blackwater Raiders, a group of
  notorious pirates comprised of goblins, humans, and
  many others who them allegiance. After a raid, these
  pirates send their loot up the road to the Arena to
  sell, or even further into Azeroth.
  The Vile Reef (aquatic ruins, 500): The
  Gurubashi trolls left many ruins in Stranglethorn,
  some of which have fallen into the ocean. The Vile
  Reef deserves mention because it has recently be-
  come the naga’s home. These creatures are living in
  the ruins and coming onto land to deal with the
  goblins and trolls for supplies. I don’t know where
  they came from, but it’s unlikely they’re leaving any
  time soon.
  Zul’Kunda (ruins, 4,000): The Gurubashi trolls’
  numbers have dwindled, and some of their ruins lie
  in the hands of their cousins. The Bloodscalp trolls
  occupy these northern ruins in the jungle just south
  of the mountains separating Stranglethorn Vale
  from Westfall. These trolls, in addition to attack-
  ing, robbing and eating travelers, guard the crystals
  in the hillside from prospecting goblins. The
  Bloodscalps find these crystals sacred, while the
  goblins find them profitable. These trolls have
  perhaps the most antagonistic relationship with
  goblins I have seen in my wide travels; they simply
  will not welcome goblins into their town.
  Zul’Mamwe (ruins, 2,500): This Gurubashi ruin
  is in the middle of the jungle, well off the main road
  and directly south of Murky Depths Lake. As the
  Bloodscalps claim Zul’Kunda, the Skullsplitters claim
  
  AZEROTH
  57
  Zul’Mamwe. These trolls are solitary and deal mostly
  with outsiders when they are visiting the Arena.
  They seem dedicated to shoring up the old ruins and
  building structures to fit their growing populations.
  Zul’Gurub: The beginning of the great Gurubashi
  civilization lay here in Stranglethorn’s far eastern
  reaches. Few trolls live here now — only those
  Gurubashi who research and wish to preserve the
  ruins from the encroaching jungle.
  History
  Stranglethorn is the only region of Azeroth that
  seems completely untouched by the wars that shook
  the land. The ancient troll civilization, the
  Gurubashi, built magnificent cities and populated
  them with trolls and eventually goblins. Since
  then, the cities have become ruins and the trolls
  broke apart into warring tribes. After the Third
  War, some of Thrall’s orcs settled here with their
  allies, the Darkspear clan, jungle trolls who partici-
  pate in none of their cousins’ cannibalistic rituals.
  Adventures
  If an adventurer or explorer thinks she has the
  skill to avoid the trolls’ stewpots, goblins always
  need heavy laborers to excavate land or serve as
  mates on their pirate ships. One can’t trust their
  honor, however.
  Baron Revilgaz, 8th-Level Rogue/8th-Level Tinker
  Goblin Leader of Blackwater Raiders,
  Stranglethorn Vale
  Male Goblin
  Male Goblin
  Male Goblin
  Male Goblin
  Male Goblin: CR 16; Small humanoid (goblinoid); HD
  16d6+16, hp 72; Init +12; Spd 20 ft.; AC 27, touch 20,
  flat-footed 27; Base Atk +12; Grp +8; Atk +14 melee
  (1d4+1/19–20 plus 1d6 cold, +1 icy burst adamantine
  short sword); Full Atk +13 melee (4d6, steamsaw) or +14/
  +9/+4 melee (1d4+1/19–20 plus 1d6 cold, +1 icy burst
  adamantine short sword); SA bomb-bouncing, sneak at-
  tack +4d6; SQ low-light vision, coolness under fire 2/
  day, evasion, resistance to fire 5, improved uncanny
  dodge, scavenge +4, trap sense +2, uncanny dodge; AL
  CN; SV Fort +5, Ref +20, Will +10; Str 10, Dex 27, Con 13,
  Int 14, Wis 10, Cha 8.
  Languages Spoken: Common, Dwarven, Goblin and
  Orc.
  Skills: Appraise +23, Balance +13, Bluff +4, Concentra-
  tion +6, Craft (alchemy) +23, Craft (technological
  devices)* +25, Decipher Script +12, Diplomacy +8, Dis-
  able Device +21, Escape Artist +13, Forgery +7, Gather
  Information +18 (local +20), Hide +12, Knowledge (local)
  +7, Listen +7, Search +13, Sense Motive +5, Spot +5, Use
  Magic Device +4 (using scrolls +6), Use Rope +8 (involv-
  ing bindings +10), Use Technological Device* +21.
  Feats: Build Small Devices*, Build Vehicles*, Delay
  Malfunction*, Emergency Repair*, Exotic Weapon Profi-
  ciency (steamsaw)††, Improved Initiative, Iron Will,
  Vehicle Proficiency (land vehicles)*.
  Possessions: +1 icy burst adamantine short sword, +3
  studded leather, acid bombs† (x2), beehive bombs† (x2),
  gloves of Dexterity +6, goblin shredder††, grenades*
  (x4), ring of protection +2.
  Description
  The goblin is mounted on top of a large, steam-
  powered contraption that resembles a metal suit
  with whirling buzzsaws in place of hands. He
  wears extremely gaudy clothes, adorned with all
  manner of jewelry. As the contraption’s engine
  runs, it makes the goblin bounce up and down,
  seemingly out of control, causing his jewelry to
  rattle and clink in ridiculous fashion.
  Extremely cautious in battle, Baron Revilgaz
  prefers to fight only when he holds a clear
  advantage. Unafraid to flee when a situation
  favors his enemies, Revilgaz’s first priority is
  always to preserve his own life. His shredder suit
  is custom-built to provide enough armor and
  weaponry to allow him to fight toe-to-toe with
  heavily armored warriors, although he will avoid
  doing so if at all possible.
  When engaged in combat, Revilgaz’s first ac-
  tion is always to call for his bodyguards — a trio
  of disguised Blackwater Raiders who usually lurk
  nearby. Fully aware of the dangers of fighting
  spellcasters, Revilgaz then tries to hurl bombs at
  any obvious wizards and sorcerers before engag-
  ing other targets in melee combat. If possible, he
  maneuvers his shredder to the sides of his en-
  emies and attempts to flank them, taking full
  advantage of his ability to deliver sneak attacks.
  If overmatched, he ejects from his shredder and
  flees on foot, only stopping to fight with his
  enchanted short sword as a last resort.
  
  58
  CHAPTER TWO
  have not found it in their excavations yet, so they
  hire the PCs to get it, telling them they can keep
  whatever else they take in the ruins.
  Swamp of Sorrows
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Stonard (2,000).
  Population:
  Population:
  Population:
  Population:
  Population: 5,000 (55% orc, 30% green dragonflight, 15%
  draenei).
  Government:
  Government:
  Government:
  Government:
  Government: Participatory democracy.
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: The Lost Temple (1,500), Fallow Sanc-
  tuary (750).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Draconic, Draenei, Orc.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Shamanism.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Weapons.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Horde.
  The Swamp of Sorrows is not for the faint of heart.
  Monsters thrive in this smelly bog, making travel
  difficult and unrewarding. There are few settlements
  and a lot of stagnant water with thriving beasties.
  The swamp lies along Azeroth’s eastern coast, bor-
  dered by the Redridge Mountains, Deadwind Pass and
  the Blasted Lands. No main roads run through the
  sodden lands, and I can see few reasons to visit the
  place. Its sparse inhabitants include orcs of a different
  ilk than those from the Burning Steppes; some vile
  green dragons; and the draenei, mortal enemies of the
  orcs who also call themselves the Lost Ones.
  The murky region is humid and rainy a lot of the
  time, almost as if it is a displaced part of Stranglethorn
  Vale. The ocean seeps into the swamp, making it a
  salty marsh. Massive, drippy trees rise from the
  swamp and encourage the air to hold in more mois-
  ture, making it as miserable as a rainforest.
  People and Culture
  The people in this area, when you can find them, are
  different from most regions. While you know what to
  expect from the humans, the undead and even the orcs,
  surprises await in the swamp. I was running from some
  crocolisks‡ that outnumbered me and didn’t take a
  warning shot to heart when three orcs dropped from a
  tree and cut them all to ribbons! I was stunned and not
  afraid to admit it. They were gruff, as I expect orcs to be,
  but they did not attempt to strike my head from my
  shoulders. They mentioned their leader Thrall had
  ordered them to make peace with the Alliance. Since the
  Alliance did not welcome orcs in this continent, peace
  was difficult, but they did what they could. I thanked
  Race to the Gem: The Bloodscalp trolls unearth
  some of the Gurubashi records in their home of
  Zul’Mamwe and discover that a powerful gem awaits
  in the ruins of Zul’Gurub. They figure the Gurubashi
  Bloodscalp Trolls
  The statistics below describe a typical
  unit of Bloodscalp trolls that might see
  action in mass combat.
  10 jungle troll Bbn2:
  10 jungle troll Bbn2:
  10 jungle troll Bbn2:
  10 jungle troll Bbn2:
  10 jungle troll Bbn2: Medium monstrous human-
  oid; HD 2; DF 50 (5); Spd 400 ft. (8 squares); AC 14;
  Base Atk +2; Unit Atk +5 melee (battleaxe); Full Unit
  Atk +5 melee (battleaxe) or +4 ranged (spear);
  Space 50 ft.; SA rage; SQ darkvision 60 ft., fast
  healing 1, fast movement; AL CE; SV Fort +4, Ref +0,
  Will +0; Str 15, Dex 10, Con 16, Int 9, Wis 10, Cha 9;
  Morale +2.
  Skills: Climb +7, Survival +5, Swim +7.
  Feats: Toughness.
  Rage (Ex): The unit can rage for 1 minute. It gains
  an additional +2 bonus to attack and damage rolls
  during the rage. The unit also gains a +2 bonus to
  saving throws and morale. After raging, the entire
  unit is fatigued (–2 penalty to Strength and Dexter-
  ity) for the rest of the battle.
  Fast movement (Ex): Barbarians gain +10 feet to
  their base movement while wearing light or no armor.
  In mass combat, add an additional +100 feet per
  minute (already factored in).
  Equipment: Leather armor, battleaxe, spear.
  Commander
  Hajukka, male jungle troll Bbn5, hero commander:
  Hajukka, male jungle troll Bbn5, hero commander:
  Hajukka, male jungle troll Bbn5, hero commander:
  Hajukka, male jungle troll Bbn5, hero commander:
  Hajukka, male jungle troll Bbn5, hero commander:
  Base Atk +4; Cha 14; Intimidate +11; Determined
  Command†; Orders 1.
  Tactics
  The violent and brutal jungle trolls of
  Stranglethorn Vale thrive on conflict. While
  the Bloodscalp tribe can afford only a unit or
  two of these warriors, the trolls can strike
  swiftly and inflict terrible losses on enemy units
  while keeping highly mobile. The trolls will
  throw spears before coming into close combat
  with their brutal axes. If pressed, they tend to go
  into a berserk rage to hack and crush their way
  through their enemies. Motivating a mass of
  berserker trolls is difficult, and these creatures
  don’t make the most responsive of troops.
  
  AZEROTH
  59
  them and offered to share my flask of whiskey I’d received
  from the folk in Redridge, and as we drank I found out a
  little about their village and the surrounding area.
  These orcs were not only more reasonable than the
  ones I’d seen in the Burning Steppes, but they also
  seemed smarter. Two were strong warriors, but the
  smaller one, a female, was clearly a shaman. They told me
  of the vicious draenei in the north who sequester them-
  selves from outsiders, and the corrupt green dragons in
  the east. The quiet marshes are apparently dangerous for
  reasons other than the sucking mud and the monsters.
  They did not invite me back to their homes, but these
  orcs did much to inform me of the state of the region,
  and they saved my life, so I am indebted to them.
  Geography
  The swamp is aptly named, as the water from the
  ocean estuary encrusts fallen logs and rocks with
  salt deposits. The road rises mere inches from the
  water, painstakingly built to allow travel through
  this wretched area.
  This stagnant land is made worse by the jaguars,
  the hulking bog beasts** and the crocolisks, many-
  toothed beasts that lurk at the water’s edge waiting
  for travelers (see Appendix Two).
  Sites and Settlements
  Settlements are few in this region, as the Swamp
  of Sorrows is a mostly forgotten area. The settle-
  ments that do survive here are populated with
  hardy people who wish not to be disturbed.
  Fallow Sanctuary (village, 750): This town lies
  in the north of the Swamp of Sorrows, in view of the
  Redridge Mountains. The draenei, a race who shared
  a homeland with the orcs, fled their world when it
  shattered with the Dark Portal and took residence
  here where few would follow. They’ve managed to
  make a life for themselves in the swamp and make
  plans to wipe out the hated orcs.
  The Fallow Sanctuary sends its spies and assas-
  sins to raid Stonard — presumably to steal supplies,
  but if several orcs die in the process, the draenei
  don’t mind. They have, the orcs tell me, managed
  to plant water-loving crops in the drier areas of the
  swamp and can feed themselves with those and
  with meat from the area’s monsters.
  The Lost Temple (underwater stronghold, 1,500):
  This temple is located underneath the middle of the
  Swamp of Sorrows, where the monsters are the thick-
  est. Also known as the Sunken Temple, trolls built it
  many centuries ago, using it to focus demonic arcane
  magic. They fell to its corrupting influences. The green
  dragonflight has since taken over the area, attempting
  to cleanse the temple, but the dragons frequently fail
  and lose some of their number in the attempt. Now they
  see it as their duty to guard the temple from others who
  may be controlled by the power inside.
  Several orcs have explored this area while keep-
  ing clear of the green dragons on watch. Some were
  even able to question surreptitiously the less intel-
  ligent of the green dragons and pull some
  information about the area from them. Long ago,
  the trolls here attempted to summon and control
  Hakkar, an old god of theirs. Eranikus the Green, a
  powerful dragon, was sent in to contain Hakkar's
  evil and cleanse the temple. Although he sunk the
  temple below the waters, over time Eranikus went
  crazy. That's the story, anyway, but no one has
  come close enough to the temple to verify it.
  Stonard (large town, 2,500): This southern town
  lies just off the swamp’s only road. Formerly used as
  an orc stronghold during the wars, now it functions
  as a Horde outpost. While populated mostly by orc
  warriors, some orcs do follow their calling as sha-
  mans. I was not permitted entry, but the orcs who
  saved my life told me a bit about the town.
  It is protected by 8-foot walls, and sentries watch
  every gate. Although there is little traffic through the
  swamps, the orcs must guard against Alliance attacks.
  They send caravans to their allies in Stranglethorn
  Vale to trade for supplies twice a year, though the
  town does boast several weaponsmiths who create
  beautiful weapons with the ore they trade for.
  The orcs are, if not friendly, certainly not the evil
  orcs I fought in the wars. There might actually be
  something to the claims that the Horde and the
  Alliance are at truce in the west.
  History
  The Swamp of Sorrows is largely left out of Azeroth’s
  histories, at least those written by the Alliance. Its
  proximity to the Dark Portal and its remote location from
  the Alliance, the Burning Legion and the Scourge make
  it a suitable place for the draenei and the orcs to settle.
  The Horde had to trek through the southwestern corner
  during their rampage across the continent and felt the
  need to set a stronghold there, and the draenei discovered
  that the northern swamp’s remoteness suited them.
  
  60
  CHAPTER TWO
  The only notable event that happened in the
  past is the amazing creation of the Lost Temple, the
  watertight demonic temple that houses something
  terrible. I am not entirely sure what happened
  there, but I know the green dragonflight guards it
  closely to protect others from falling to corruption.
  Adventures
  The Swamp of Sorrows is a hunter’s paradise. A
  person could make a sack full of gold with the hides,
  teeth and organs he finds in this area. Of course,
  separating these items from their owners is the trick.
  Monster Attack: A fledgling shaman’s spell goes
  awry and attracts the swamp’s monsters, as well as
  some of the demons wandering north of the Blasted
  Lands, to Stonard. The draenei hear of the orcs’
  vulnerability and attempt to take advantage of this
  opening. Stonard is under siege, and the orcs need all
  the assistance they can get to survive. The orcs will
  likely accept Alliance help if it is offered respectfully.
  Westfall
  Population:
  Population:
  Population:
  Population:
  Population: 6,000 (85% human, 8% goblin, 5% high elf,
  2% half-elf).
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Edwin VanCleef, leader of the Defias Brotherhood
  (male human Rog12).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Moonbrook (4,000), Sentinel Hill (300).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Goblin.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Agriculture, minerals.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Independent.
  An odd place, Westfall both borders Stormwind
  and is populated by humans not under the Alliance’s
  complete control. The region was stolen right un-
  der the Alliance’s nose by its own bitter people.
  This rich land has lain fallow since after the Second
  War, but it is now held by the Defias Brotherhood.
  Stormwind claims the land as its own, but it has found
  little time to be concerned with it (sources tell me of
  insufficient funds and might to retake the region). A
  handful of farmers still try to keep their land, and some
  even attempt a tithe to Stormwind every year, but
  most only grow enough to feed themselves. The Defias
  Brotherhood controls much of the region, focusing in
  the southern area of Moonbrook.
  Westfall has the mild temperatures of Elwynn,
  but winds batter it both from the sea and from
  Duskwood. The bare farmlands add little to break
  the wind, which can cut through clothing on a
  blustery day.
  
  AZEROTH
  61
  People and Culture
  The peaceful inhabitants in Westfall find it a
  frightening place to live. While the Defias Brother-
  hood hatches its schemes to hurt Stormwind, the
  Alliance and all beholden to it, Westfall’s simple
  folk just try to live from day to day with thieves,
  bandits and gnolls threatening them. The thieves
  and bandits find it a large area in which they can
  plan their attacks without much bother. Little fun
  and celebration occurs among Westfall’s inhabit-
  ants, as they have poor community support and no
  aid from Stormwind. The garrison at Sentinel Hill
  is nothing more than a Stormwind figurehead.
  The thieves of the Brotherhood, on the other
  hand, apparently live a fine life. I did some careful
  searching of the area and learned that only a few
  Brotherhood members live in Moonbrook, presum-
  ably acting as sentries. The bulk of the population
  occupies the Dead Mines, which the Brotherhood
  has converted into an underground fortress.
  Geography
  Once a proud land of farmers and herders, Westfall
  now lies fallow for the most part because of the thieves
  who have usurped it. Weeds and seedling trees mark
  the rich land, and the wind cries over the fields.
  Thieves and bandits are the greatest problems
  here, but gnolls and the slouching harvest golems††
  also terrorize the already harried farmers.
  Sites and Settlements
  Most of Westfall is choked by the Defias Broth-
  erhood (see Appendix Two). The residents who
  are not part of the Brotherhood live in fear and
  require Alliance aid that rarely comes.
  Moonbrook (ghost town, 4,000): This town’s true
  inhabitants fled during one of the Brotherhood’s frequent
  raids. When the Brotherhood discovered the Dead Mines
  south of the town, they decided to set up camp there,
  making it look as abandoned as possible. Doing so becomes
  more and more difficult, however, as the Brotherhood
  grows and more move to the centralized location.
  Approaching Moonbrook, you will see what looks
  like an empty town with closed curtains and locked
  doors, but you will probably get a prickly feeling on
  your neck that you are being watched. And you are.
  The Dead Mines: These mines are south of
  Moonbrook. Formerly the richest vein of gold the
  Past Due
  While camping in Westfall, I met a man
  whom I recognized as one of the architects I
  worked under while rebuilding Stormwind.
  He did not recognize me, however, and after
  taking a careful look at my axe, he chose
  wisely to talk instead of attack. I was friendly
  and didn’t mention our history, choosing
  instead to invite him to share my supper. We
  chatted a bit and I learned some of his
  twisted mindset. He gave me a copy of this
  bill that he sends to Stormwind quarterly. If
  anyone has sympathies with the Brother-
  hood, it’s likely they won’t after reading it.
  Bill #12515
  From:
  From:
  From:
  From:
  From: Erefor Pelija
  To:
  To:
  To:
  To:
  To: King Anduin Wrynn
  Design of eastern merchant’s
  block over 1 year:
  500,000 gp
  Building supplies, including
  but not limited to lumber, stone,
  spikes, nails and tools:
  300,000 gp
  Labor over 6 months:
  100,000 gp
  Late fee:
   100,000 gp
  Total:
  Total:
  Total:
  Total:
  Total:
  1,000,000 gp
  Alliance could claim, they were abandoned when
  the Horde took Stormwind. After they rebuilt
  Stormwind, the Defias Brotherhood began using
  their artisan skills to turn the mines into a sophisti-
  cated underground fortress. I was unable to see it, but
  I’ve spoken to enough people who got inside to feel
  alarmed at the Brotherhood’s ingenuity. One woman,
  an old high elf, told me that goblins also live in the
  mines and are helping the Brotherhood build some-
  thing powerful with which to attack the Alliance.
  Sentinel Hill (tower, 300): This sad garrison
  houses the 300 remaining soldiers who attempt to
  keep the peace in the whole of Westfall. That is
  their intent, but about all they concentrate on is
  catching Brotherhood members heading to the
  main road to attack Alliance villages.
  The soldiers inside are despondent and harried,
  for their job is difficult and the Alliance claims it
  has no more resources for them. They welcome aid
  from anyone who offers, but regret that they cannot
  pay mercenaries. Thus, they receive little assis-
  
  62
  CHAPTER TWO
  Edwin VanCleef, 13th-Level Rogue/3rd-Level Expert
  Leader of the Defias Brotherhood, Westfall
  Male Human
  Male Human
  Male Human
  Male Human
  Male Human: CR 16; Medium humanoid (human); HD
  16d6+16, hp 72; Init +8; Spd 30 ft.; AC 23, touch 19, flat-
  footed 23; Base Atk +11; Grp +11; Atk +21 melee (1d6+1/18–20,
  +1 wounding rapier); Full Atk +21/+16/+11 melee (1d6+1/18–
  20, +1 wounding rapier), or +20/+15/+10 melee (1d4/19–20,
  masterwork dagger), or +20/+15/+10 ranged (1d8/x3, +1
  longbow); SA opportunist, sneak attack +7d6; SQ evasion,
  improved evasion, improved uncanny dodge, trap sense +4,
  trapfinding, uncanny dodge; AL CN; SV Fort +10, Ref +19, Will
  +11; Str 10, Dex 27, Con 13, Int 14, Wis 10, Cha 8.
  Languages Spoken: Common, Gnome, Goblin.
  Skills: Appraise +8 (metal works, woodworks and stone
  works +10), Balance +15, Bluff +4, Climb +5, Craft
  (blacksmithing) +7, Craft (carpentry) +7, Craft (stonema-
  sonry) +8, Decipher Script +7, Diplomacy +16, Disable
  Device +15, Escape Artist +13, Gather Information +11 (local
  +14), Hide +17, Intimidate +8, Jump +5, Knowledge (archi-
  tecture) +7, Listen +13, Move Silently +17, Open Lock +13,
  Profession (construction) +6, Profession (mining) +6,
  Search +7 (secret doors and compartments +9), Sense
  Motive +13, Spot +13, Tumble +15, Use Magic Device +12
  (scrolls +14), Use Rope +8 (bindings +10), Use Technologi-
  cal Device* +5.
  Feats: Combat Reflexes, Dodge, Great Fortitude, Iron
  Will, Mobility, Weapon Finesse, Weapon Focus (rapier).
  Possessions: +1 longbow, +1 silent moves shadow stud-
  ded leather, +1 wounding rapier, cloak of resistance +2,
  gloves of Dexterity +6, masterwork daggers (x2), ring of
  protection +1.
  Description
  Small and wiry, the man has a mousy look
  about him. He wears the sweaty, oil-stained
  clothes typical of a peasant laborer, along with a
  short cloak and thick leather gloves. The man’s
  overall appearance is so common, in fact, that he
  would be almost instantly forgettable if not for
  the spotless, scarlet bandana fastened around his
  neck. Despite his unseemly appearance, he has a
  cunning look in his eyes and a partially concealed
  blade sheathed underneath one arm.
  Edwin VanCleef relies on his unassuming ap-
  pearance to avoid most fights. When engaging in
  battle, he always prefers to take the offensive; he is
  known to frequently retreat from combat only to
  circle around and strike a few minutes later when his
  enemies have lowered their guard. VanCleef uses
  his longbow to surprise enemies from a great dis-
  tance away, then draws his rapier and sneaks to a
  second hiding spot. When his enemies approach,
  investigating the location from which the arrows
  originated, he springs forth and attempts a sneak
  attack. He prefers to strike at lightly armored targets
  first in the hope that he might be able to incapaci-
  tate or kill them outright with a single sneak attack.
  tance. They try to protect the farmers in Westfall,
  but the free farms are spaced throughout the land
  and guarding the safety of them all is difficult.
  History
  All other Azeroth territories taken out of Alli-
  ance control had the Horde, the undead or the
  demons behind them. Westfall fell to bitter hu-
  mans soon after the Second War. The Defias
  Brotherhood, led by Edwin VanCleef, attempted to
  take Elwynn Forest but failed. Its members chose
  Westfall as their home, and the farmers, still shaken
  from the Horde attacks, put up little fight.
  Apparently, the time to steal land from your own
  accepted ruler is when he’s too concerned with orcs,
  undead and demons to realize that a good chunk of the
  continent is gone. And that’s what has happened.
  The rulers at Stormwind, even with knowledge of the
  Brotherhood’s actions, considered other threats to be
  higher priorities and figured they’d get to Westfall
  eventually. They likely do not know the true threat
  Westfall presents — or even how much the city will
  miss the agricultural tributes the farmers made.
  Adventures
  Westfall needs to be saved from the Brotherhood, and
  I would encourage anyone with a strong sense of justice
  and honor to take this region back for the Alliance.
  Spies Like Us: The Alliance hears of the under-
  ground fortress in the Dead Mines and hires the
  PCs to infiltrate the fortress and bring back a report
  on the Brotherhood’s numbers, its weaponry, and
  the fortress’s layout.
  
  CREDITS
  63
  The thick white snow clumped together into a slushy soup. It clung to his boots and
  the bottom half of his legs, adding to the weight of limbs that felt heavier by the
  moment already. With each plodding step, it seemed the ground itself wanted to pull
  him down. Dun Morogh was just coming out of the grip of a hard winter, and while the
  early spring weather was usually a blessing, today it only made things more difficult.
  The cause of this melting was overhead, and the glare of that bright yellow midday sun
  reflected back against the snow was blinding. His eyes stung from the sweat that rolled
  down his face, and it made his beard a tangled mess. And though the air remained cold,
  it was just warm enough to melt some of the snow, making every step a battle. His
  breath came in sharp gasps.
  Of course, this was just another day for Honagger Bradwarden. The dwarf had been
  trained to fight and survive against all kinds of odds. He even learned a trick or two
  from the humans, mentoring to a group of their knights so as to get a wider
  understanding of tactics and warfare. Yet now he wondered if that training might not
  have been enough.
  The wolves had come out of nowhere. He was expecting Frostmane trolls, so the mangy
  scavengers were a surprise. Thinking back, Honagger admitted that his instincts were
  precise and his reactions had carried him through that initial skirmish. He took the
  head off a large wolf and wounded two more badly enough that they didn’t get up again,
  but the rest were not giving up the chase. Now, Honagger almost regretted wearing
  his heavy armor on this little trip. Its protection was welcome, but its weight was
  another matter.
  The sound of harsh howling split the cold air. The wolves were closing in.
  Beneath the snow, a jagged rock threatened to topple the usually sturdy dwarf. He
  stumbled but held his balance. Looking down, he could see that the gash in his leg was
  still seeping blood. The bandage he put over the bite wound was caked in the dried brown
  fluid, but at least it remained knotted securely in place. He was heartened little to
  see that, despite the pain and the impromptu walking tour of the mining trail he had
  just taken, he could still tie a good knot. That’s just good training for you. He found
  
  64
  GAzetteeR:  GhelspAd
  those wagon ruts under the snow by luck alone; otherwise, he could not have made his
  way back.
  Coming up over the top of the rising trail, Honagger looked down the hill and saw
  the muddy tracks. They almost made him laugh out loud. From his vantage point, he
  could just make out the main trail that wound right up to the massive wood and iron
  doors of Ironforge itself. It was somewhere up that trail. He couldn’t see it with his
  own eyes, but he knew it was there waiting for him. Beyond those tall trees and white-
  covered rocks was his home. Within those gates and in those dark hallways, deep in the
  arms of earth, there was home. A door with a hinge needed oiling. A large hammer
  hanging on the wall had belonged to his father. A wide hearth waited for a fire and
  a bed with down pillows and an old blanket… and it was home. Seeing that trail
  stretching out in front of him somehow cut straight through the pain dulling
  Honagger’s senses. It would not end like this.
  Honagger called on all the discipline and dedication of a lifetime of training. Taking
  the cold air into his lungs with several deep, slow breaths brought everything back into
  sharp focus.
  From the trail behind him, the dwarven warrior heard another howl, much closer than
  before, and then another mournful call answered from a place that was closer still.
  It wouldn’t be long now.
  He must return home, and that meant surviving what was coming rapidly from behind.
  Pulling himself up, Honagger set his pointed helm straight on his head and brought his
  axe up to his shoulder. He turned around slowly and waited for the pack to come.
  His eyes narrowed in concentration. He would see home again, but he had some pests
  to deal with first.
  
  KHAZ MODAN
  65
  
  66
  CHAPTER THREE
  Home! Khaz Modan, long the homeland of dwarves
  and gnomes, still stands firm against the tide of enemies
  that flows around the eastern continents. In the Second
  War, the rampaging Horde conquered vast areas of
  Khaz Modan, and in the Third War the Scourge
  withered the land. Now, the dwarves and their allies
  have retaken much of what was lost. Dangers surround
  Khaz Modan on all sides, but the dwarves plant their
  feet, raise their blunderbusses and stand strong.
  Outside enemies are perhaps the least of Khaz
  Modan’s problems, however. Recent excavations
  unearthed a terrible menace that was let loose upon
  Khaz Modan — the troggs. Long thought to be
  merely myth, the troggs were the titans’ first at-
  tempt at creating a race (the second attempt, entirely
  successful, produced the dwarves). Rather than
  destroy the troggs, the titans locked them deep
  beneath the earth where they slept for untold
  generations. Recent archaeological fervor in
  Uldaman and Gnomeregan released the troggs,
  who now roam across Khaz Modan and claim some
  of its most important ruins for themselves.
  Gnomeregan, the Ironforge gnomes’ ancestral
  home, is now claimed by the same troggs who
  decimated its populace. The troggs’ attacks occupy
  much of the dwarves’ attention, enough so that
  trolls and other enemies can take advantage and
  strike at the dwarves as well. I fought plenty of
  troggs in Khaz Modan — the barbaric creatures are
  not so frightening alone, but they come at you in
  overwhelming numbers. Cowards!
  In addition to the troggs, another ancient evil has
  recently resurfaced. The Dark Iron dwarves‡, un-
  der the leadership of the terrible fire-being Ragnaros,
  occupy Khaz Modan’s fringes. The Dark Irons’
  goals are unclear, but undoubtedly dire. They be-
  smirch the dwarves’ good name.
  Despite all this, Khaz Modan is the safest of the
  eastern continents. The dwarves are tough and skilled
  and — as long as they keep their eyes on the world —
  will drive away their enemies. The dwarves’ recently
  discovered titan powers only add to their might.
  The Badlands
  Population:
  Population:
  Population:
  Population:
  Population: 2,000 (40% Drysnout gnolls, 20% Dark Iron
  dwarves, 20% Stonevault troggs, 10% Duskbelcher ogres,
  5% Horde orcs, 5% Ironforge prospectors and their crews).
  Major Settlement:
  Major Settlement:
  Major Settlement:
  Major Settlement:
  Major Settlement: Kargath (100).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Low Common, Dwarven, Orc.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, shamanism.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Adventure, ruins, titan artifacts.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Dark Iron dwarf.
  I approached the Badlands from the Searing
  Gorge to the west. There’s little reason to visit the
  Badlands these days. Ages ago, this land was a
  verdant valley, lush with natural resources. Evil
  magic scorched the land and transformed it into
  what it is today — a desolate, barren wasteland.
  Ogres trundle across the cracked ground, looking
  for victims. Lions prowl the canyons, and drakes
  hunt across the evening sky. Add to this Ironforge’s
  old enemies— troggs and Dark Iron dwarves — and
  it is clear why this region is called the Badlands.
  The Badlands is a high desert valley, bone dry and
  hot. Searing winds blow the heat around but do
  nothing to cool this sweltering land. The harsh
  environment allows only the heartiest plants —
  cacti and shrub brush — to survive. I brought plenty
  of water, but it still did not seem enough. Read up on
  your desert survival skills before coming here: travel
  at night, sleep during the day, you know the drill.
  Yet in all this chaos stout Ironforge prospectors shrug
  off the danger and search for titan artifacts. What a
  noble race we dwarves are! In the northern Badlands is
  a canyon, in which lies the entrance to Uldaman — a
  massive, ancient titan city. These ruins contain mark-
  ings bearing secrets of the dwarves’ true ancestry. How
  I would love to see these sights myself! Unfortunately,
  excavations in Uldaman unearthed the vile Stonevault
  troggs who had been sleeping within. The troggs drove
  away the dwarves and now bitterly defend their stolen
  city. If not for the troggs, we dwarves would have all sorts
  of titan powers at our disposal — this stone flesh thing
  is just the beginning! Hmph. You would think the
  titans, being as smart as they were, could have found a
  better place to put the troggs.
  People and Culture
  Few people live in this realm, and “culture” is
  nonexistent. Drysnout gnolls are more numerous
  than the other factions, due mainly to the fact that
  their birth rate is higher than that of randy rabbits.
  The gnolls are easy prey for the Dark Iron dwarves,
  drakes and ogres that roam the Badlands. You can
  tell a Drysnout because he wears brown clothing,
  simple leather armor, and is running for his life.
  The Dark Iron dwarves are another story. I realize
  that not everyone is familiar with this unfortunate
  
  KHAZ MODAN
  67
  area of dwarven history, so I conscripted a scribe to
  copy a page or two from a history book, the text of
  which is included here.
  The Badlands holds few cultured races. Ironforge
  prospectors brave the dangers to search for titan
  relics. These brave dwarves keep themselves well
  defended, carrying axes and rifles as well as picks and
  shovels. Small teams and wagons move carefully
  across the baked earth. If you see a dwarf in the
  Badlands that is not a Dark Iron, he’s a prospector.
  These dwarves often hire mercenaries for additional
  protection. If you wish to travel in the Badlands, as
  I did, I suggest joining one of these expeditions for
  mutual protection. I fondly remember sitting atop a
  wagon as it rolled across the uneven ground, idly
  picking off gnolls and ogres with a customized long
  rifle. Good times in an otherwise bleak land.
  The Horde has an outpost in the Badlands called
  Kargath, and the orcs within are strong and noble.
  They are a bit suspicious, but so is everyone in the
  …Being a Recounting of the War of Three Ham-
  mers and a History of the Dark Iron Dwarves, as
  Chronicled by Ginduin Lorespeak of Ironforge.
  Ages ago, three dwarven clans inhabited
  Ironforge Mountain. These clans were Ironforge,
  Wildhammer and Dark Iron. They lived peace-
  fully for ages, but three hundred years ago (scribe’s
  note — updated the time frame appropriately)
  they grew divided. The Wildhammers wished to
  open up trade and negotiations with the high
  elves, which at the time was considered taboo.
  The Dark Irons practiced arcane sorcery, a black
  art that threatened to bring destruction upon
  the dwarven people. Clan Ironforge would not
  tolerate these indiscretions and, after a short,
  fierce battle, exiled the other clans. The
  Wildhammers moved into the hills above the
  Wetlands, where they established a small king-
  dom at Grim Batol. The Dark Irons founded
  their kingdom of Thaurisan — named for their
  sorcerous leader — in the Redridge Mountains.
  The Dark Irons refused to accept this slight.
  They were furious at their cousins, and the
  sorcerer-king Thaurisan continually sent in
  troops to harass Ironforge. Eventually, the Dark
  Irons launched a full-scale invasion of Khaz
  Modan, attacking both Ironforge and Grim Batol.
  Clan Ironforge and Clan Wildhammer joined
  forces to repel this assault.
  Ironforge and Wildhammer drove the Dark
  Irons back into the Redridge Mountains.
  Thaurisan, realizing that he faced imminent
  destruction, resolved to bolster his forces with an
  enchanted being from another plane. He inad-
  vertently summoned Ragnaros, a flaming
  elemental lord the titans had exiled in ages long
  past. No mortal could command Ragnaros. His
  catastrophic rebirth shattered the Redridge
  Mountains and created a gigantic volcano where
  the city of Thaurisan once stood. This cataclysm
  destroyed all three dwarven armies. Ragnaros
  took shelter in the new volcano’s molten heart
  (dwarves would later name this mountain
  Blackrock Spire) and bound the remaining Dark
  Irons to his will.
  The War of Three Hammers ended several
  centuries ago, but the Dark Iron dwarves still live.
  Their elemental master has granted them power
  and they plot vengeance against Khaz Modan.
  One can easily recognize a Dark Iron, for their
  years in servitude have changed them. They
  have ashen, gray skin and their hair and beards
  are black or pale white. Their eyes burn with
  orange fire — a gift from their elemental master.
  Badlands. Kargath’s citizens are almost all warriors,
  and they welcome any good soul who enters, whether
  Horde or Alliance.
  Geography
  The Badlands are rocky and flat. Mountains to the
  north block cool air and moisture from Loch Modan.
  Canyons surround the Badlands, and they are rife
  with lions and vicious humanoids. Only the hardiest
  plants and animals survive — withered trees, cacti,
  scorpions and bobcats. The landscape also hides rock
  elementals. The smaller ones are easier to kill. Run
  from the bigger ones unless you want to see what you
  look like as a pasty smear on the ground.
  Sites and Settlements
  Only one permanent settlement exists in the
  Badlands, but numerous interesting sites draw
  dwarven prospectors and other explorers.
  
  68
  CHAPTER THREE
  Angor Fortress: Dark Iron dwarves control Angor
  Fortress. Ragnaros’ fire elemental lieutenant, Am-
  bassador Infernus, stays in Angor and keeps tabs on
  the Dark Irons who work for Ragnaros. The fortress’
  Dark Irons are concerned with the new dwarven dig
  site of Uldaman. They believe ancient titan secrets
  hide within Uldaman — secrets that could help
  their fiery lord in his personal war. The Dark Irons
  Duskbelch Ogres
  The statistics below describe a typical unit
  of the Duskbelch ogres that might see action
  in mass combat.
  34 Ogres:
  34 Ogres:
  34 Ogres:
  34 Ogres:
  34 Ogres: Large giant; HD 4; DF 170 (5); Spd 300 ft. (6
  squares); AC 16; Base Atk +3; Unit Atk +11 melee (greatclub);
  Full Unit Atk +11 melee (greatclub) or +3 ranged (spear); SQ
  darkvision 60 ft., low-light vision; Space/Reach 340 ft./
  10 ft.; AL NE; SV Fort +6, Ref +0, Will +2; Str 22, Dex 9,
  Con 15, Int 8, Wis 12, Cha 8; Morale +5.
  Skills: Climb +5, Intimidate +4, Listen +5, Spot +5.
  Feats: Improved Initiative, Weapon Focus (greatclub).
  Equipment: Hide armor, greatclub, spear.
  Commanders
  Gro’ach the Wise, male ogre Bbn3, commander-in-
  Gro’ach the Wise, male ogre Bbn3, commander-in-
  Gro’ach the Wise, male ogre Bbn3, commander-in-
  Gro’ach the Wise, male ogre Bbn3, commander-in-
  Gro’ach the Wise, male ogre Bbn3, commander-in-
  chief:
  chief:
  chief:
  chief:
  chief: Base Atk +7; Cha 12; Intimidate +13; Leadership;
  Orders 2.
  Vaxar, female ogre Bbn1, hero commander:
  Vaxar, female ogre Bbn1, hero commander:
  Vaxar, female ogre Bbn1, hero commander:
  Vaxar, female ogre Bbn1, hero commander:
  Vaxar, female ogre Bbn1, hero commander: Base Atk
  +4; Cha 10; Intimidate +9; Ruthless Command†; Orders 1.
  Thugrim Seven-Eyes, male ogre magus Hlr2, hero
  Thugrim Seven-Eyes, male ogre magus Hlr2, hero
  Thugrim Seven-Eyes, male ogre magus Hlr2, hero
  Thugrim Seven-Eyes, male ogre magus Hlr2, hero
  Thugrim Seven-Eyes, male ogre magus Hlr2, hero
  commander:
  commander:
  commander:
  commander:
  commander: Base Atk +4; Cha 16; Intimidate +13; Be-
  loved Commander†; Orders 1.
  Tactics
  The Duskbelch ogres are content to feed on
  troggs and stray dwarves, but pity the fool that
  draws the wrath of the entire tribe. The sub-
  stantial might and fearsome aspect of the ogres
  make them a truly awesome foe in combat.
  Gro’ach the Wise, leader of the Duskbelch
  tribe, is an accomplished warrior and a re-
  spected chieftain.
  Relentless when moved to take up their
  clubs in battle, the Duskbelch ogres usually
  fight as a single unit. When facing inferior
  numbers, the lumbering hulks separate into
  three smaller divisions. These smaller units
  move to envelope the enemy, crushing oppo-
  nents from three directions at once.
  are Ragnaros’ thralls, now. I do not believe they
  know of their titan ancestry; if they do, their long
  association with dark powers has denied them ti-
  tan-born abilities. I fought one patrol of Dark Irons
  and immediately I caused my flesh to harden: The
  Dark Irons seemed surprised at this ability.
  Duskbelch Grotto: Duskbelch Grotto is a large
  ogre camp in the southwestern Badlands. The
  Duskbelcher ogres are largely unconcerned with
  the other races in the area. They prey on caravans
  and raid occasional camps, but their numbers are
  too few to cause a major threat to the dwarves (of
  either sort) or to Kargath.
  Kargath (hamlet, 100): Kargath is a small, func-
  tional Horde base where orcs and their allies regroup
  and resupply when adventuring in this part of the
  world. The old orc Gorn runs the enclave, located
  in the northwestern Badlands. Gorn and his war-
  riors keep tabs on the renegade orcs in the eastern
  lands — remnants of the Blackrock (in Azeroth’s
  Redridge Mountains) and Dragonmaw (in Khaz
  Modan’s Wetlands) clans. He aims to wipe out the
  remaining evil orcs and bolster the Alliance’s con-
  fidence in the Horde. He’s got my vote. He’s as
  tough as a dwarf, and that’s saying something.
  Lethlor Ravine: Black drakes inhabit this deso-
  late area in the eastern Badlands. Before Ragnaros’
  summoning, this was a beautiful, verdant region of
  the Redridge Mountains. Now dragons, agents of
  mighty Nefarion (see Chapter Two: Lordaeron,
  “The Burning Steppes,” Blackrock Spire), roam the
  area spying on the Dark Iron dwarves who seek to
  overthrow Nefarian’s control of Blackrock Spire.
  Uldaman: Uldaman is a famous dig site hiding
  ancient titan relics and remnants. It has produced
  many important finds, and more undoubtedly wait
  within its depths. Ironforge’s entire population,
  including myself, is eager to see what’s down there.
  Unfortunately, the site is currently inhabited by
  Stonevault troggs who were buried for millennia
  inside the ruins. Ironforge prospectors uncovered
  the ruins and inadvertently set the troggs loose
  upon Khaz Modan.
  History
  Three hundred years ago Ragnaros’ arrival blasted
  this region, transforming it into the Badlands. The
  Badlands are inhospitable, and were rarely visited
  until recently. Ironforge prospectors discovered
  
  KHAZ MODAN
  69
  Uldaman’s ruins only a few years ago. Months of
  digging uncovered amazing finds, including scrawls
  in the ancient tunnels that gave us the first hint of
  the dwarves’ true genesis. Sadly, the prospectors
  also unearthed another titan remnant: the primi-
  tive troggs. These foul creatures drove the dwarves
  from the site and claimed Uldaman as their own.
  Adventures
  Ogres, gnolls, dragons, vicious animals and Dark
  Iron dwarves threaten the tiny dwarf and orc en-
  claves. Prospectors need protection, and Uldaman
  must be reclaimed.
  Titanic Mystery: Ironforge prospectors discov-
  ered a small cave system that eventually winds into
  Uldaman’s recesses. Oozes and monstrous scorpi-
  ons infest the cave system, and troggs rule the
  underground titan city. Yet the caves lead directly
  to a massive room, at the far end of which is a block
  inscribed with spidery runes. Troggs worship this
  strange altar. They nevertheless noticed the pros-
  pectors and attacked the dwarves, who fled their
  vast numbers. Only one prospector managed to
  survive. Now, he hopes to hire a band of mercenar-
  ies to assist him in sneaking into the Uldaman
  temple and claiming the altar.
  Dun Morogh
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Ironforge (20,000).
  Population:
  Population:
  Population:
  Population:
  Population: 28,000 (85% Ironforge dwarf, 10% gnome,
  3% Wildhammer dwarf, 2% human).
  Government:
  Government:
  Government:
  Government:
  Government: Hereditary monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: King Magni Bronzebeard (male Ironforge dwarf
  Ftr7/Gla10).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Kharanos (4,000), Anvilmar (3,400),
  Brewnall Village (600).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Dwarven, Low Common, Gnome, Common.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Armor, gold, iron, metalwork, phlogiston, sil-
  ver, technology, timber, weapons.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  Ah, home! A welcome sight after my travels,
  though I was only about halfway through my sur-
  vey. Homeland of the Ironforge dwarves and ruled
  by mighty Clan Bronzebeard, Dun Morogh is the
  center of dwarven culture and ingenuity. The capi-
  tal city of the dwarven realm, Ironforge, lies within
  Ironforge Mountain in Dun Morogh’s heart.
  Gorn, 5th-Level Barbarian/
  7th-Level Blademaster
  Orc Warlord at Kargath, Badlands
  Male Orc
  Male Orc
  Male Orc
  Male Orc
  Male Orc: CR 12; Medium humanoid (orc); HD
  5d12+7d10+36, hp 107; Init +2; Spd 40 ft.; AC 18,
  touch 16, flat-footed 18; Base Atk +12; Grp +16; Atk +17
  melee (1d12+9/x3, +1 greataxe); Full Atk +17/+12/+7
  melee (1d12+9/x3, +1 greataxe); SA +1 attack versus
  humans, command +3 (1/day, 2 rounds), critical strike
  (2/day), maximum damage (1/day), rage 3/day, su-
  preme cleave, two-handed mastery; SQ fast movement,
  low-light vision, improved uncanny dodge, mirror im-
  age, strike like the wind, trap sense +1, uncanny dodge;
  AL NG; SV Fort +12, Ref +5, Will +4; Str 19, Dex 14, Con
  16, Int 10, Wis 12, Cha 13.
  Languages Spoken: Common, Orc.
  Skills: Bluff +3, Climb +6, Handle Animal +1 (wolves
  +3), Intimidate +8, Jump +9, Knowledge (military tac-
  tics)* +3, Listen +3, Sense Motive +6, Survival +3.
  Feats: Cleave, Dodge, Iron Will, Mobility, Power Attack.
  Possessions: +1 greataxe, amulet of natural armor +2,
  bracers of armor +3, gauntlets of ogre power, ring of
  protection +1.
  Description
  The orc is large, even for one of his kind, and
  easily hefts a massive greataxe in one of his
  mighty fists. He wears no armor and is dressed in
  only a fur-covered leather wrap twisted around
  his waist, leaving his broad, well-muscled frame
  on display for all to see. From the wealth of battle
  scars that are visible, the orc is no stranger to
  combat; and, despite his savage appearance, he
  carries himself in an almost regal manner.
  Gorn is a warrior of simple tactics, having risen
  swiftly through the ranks of the Horde thanks to
  his unmatched ability to strike hard and fast. He
  never offers mercy to opponents, preferring in-
  stead to grant them the honor of dying in combat.
  If there are any obvious spellcasters among his
  enemies, Gorn begins the fight by using his mirror
  image ability to create decoy targets for their spells.
  Otherwise, he prefers to rage and then close into
  melee combat immediately. If possible, Gorn
  charges the most fearsome warrior first, attacking
  him until he falls, and reserves mirror image for use
  only if the tide of battle goes against him.
  
  70
  CHAPTER THREE
  
  KHAZ MODAN
  71
  Dwarves and their allies range out from Ironforge,
  trying to hold a diminishing protectorate against
  encroaching enemies on all sides.
  Dun Morogh is a high altitude region, covered
  with constant snowfall and great pine trees. Winds
  howl through the peaks in symphony with the
  wolves that prowl the forests. Southwest of Ironforge
  is Coldridge Valley, which hosts the dwarven
  smithing enclave of Anvilmar. Northwest of
  Ironforge’s massive stone battlements is the an-
  cient city of Gnomeregan. This ruined city was
  once home to the Ironforge gnomes, but vile
  Rockjaw troggs devastated the populace and drove
  the survivors to the capital. Gnomeregan is now a
  wild place of adventure and mystery. To Ironforge’s
  west is Frostmane Hold, home of the aggressive
  Frostmane ice trolls. Trolls are like rocks: no matter
  where you go, you’ll find some there.
  Crime is almost nonexistent in dwarven lands, as
  dwarves know that they must stick together against
  their myriad enemies. Murder and treason are capi-
  tal offenses, while lesser crimes result in exile or
  prison. I’ve seen this happen only once or twice in
  my years.
  People and Culture
  Ironforge dwarves, the most prominent race in
  Dun Morogh, are a hearty, good-natured people
  who enjoy working with their hands, drinking ale
  and firing blunderbusses. Dwarves are ingenious,
  and about half of all technological devices in Azeroth
  are dwarven-made. Ironforge dwarves are particu-
  larly adept at crafting and wielding firearms, and
  their riflemen proved invaluable in the Third War.
  Feisty and strong, Ironforge dwarves possess a strong
  sense of humor and a forgiving nature.
  All who dwell in Dun Morogh, be they dwarf,
  gnome or visitor, wear layers of clothing to stave off
  the cold. Long, thick cloaks of blue or green are
  common. (I prefer a camouflaged green cloak my-
  self, though I change to rich blue when in my
  homeland.) Ironforge dwarves take pride in their
  beards and wear them long. When patrolling Dun
  Morogh, dwarves carry axes, rifles and other weap-
  onry and wear heavy armor. Gnomes rarely leave
  Ironforge, but those who do so are similarly equipped.
  Like dwarves, gnomes are adept tinkers and engi-
  neers and often walk about with safety goggles on
  their foreheads and various gadgets strapped to
  their belts. They’re also fun at parties — you have
  not truly celebrated unless you have experienced
  Radzi’s Whirling Beer Bong!
  Geography
  The snow-swept land of Dun Morogh is covered
  with forest and craggy mountains. Dun Morogh is a
  high, mountainous region and is cold, windy and
  wet. Snowfall is common, and a white blanket
  Ironforge City Garrison
  The statistics below describe a typical unit
  of the Ironforge city garrison that might see
  action in mass combat.
  20 Ironforge dwarf Ftr4:
  20 Ironforge dwarf Ftr4:
  20 Ironforge dwarf Ftr4:
  20 Ironforge dwarf Ftr4:
  20 Ironforge dwarf Ftr4: Medium humanoid; HD 4;
  DF 120 (6); Spd 200 ft. (4 squares); AC 13; Base Atk +4;
  Unit Atk +6 melee (battleaxe); Full Unit Atk +6 melee
  (battleaxe) or +5 ranged (flintlock pistol) or +5 ranged
  (grenade); Space 100 ft.; SA +1 attack versus giants; SQ
  darkvision 60 ft.; AL NG; SV Fort +6, Ref +1, Will +3; Str
  13, Dex 11, Con 14, Int 10, Wis 10, Cha 8; Morale +4.
  Skills: Climb +3, Craft (technological device)* +7,
  Jump +4, Swim +3.
  Feats: Improved Initiative, Iron Will, Point Blank
  Shot, Precise Shot, Weapon Focus (battleaxe).
  Equipment: Studded leather armor, battleaxe, flint-
  lock pistol*, ammunition balls*, grenades*.
  Commander
  Sergeant Dimurov Grimear, male Ironforge dwarf
  Sergeant Dimurov Grimear, male Ironforge dwarf
  Sergeant Dimurov Grimear, male Ironforge dwarf
  Sergeant Dimurov Grimear, male Ironforge dwarf
  Sergeant Dimurov Grimear, male Ironforge dwarf
  Ftr8, subcommander:
  Ftr8, subcommander:
  Ftr8, subcommander:
  Ftr8, subcommander:
  Ftr8, subcommander: Base Atk +8; Cha 14; Diplomacy
  +4, Intimidate +4, Knowledge (military tactics)* +10,
  Profession (military commander)† +12 (10 ranks); De-
  termined Command, Leadership; Orders 3.
  Tactics
  The discipline and training that dwarven
  fighters receive shows through in the elite
  Ironforge city garrison. Several of these units
  staff the city’s defenses under the command
  of dwarven captains and sergeants. During
  war, the garrison can muster enough troops to
  defend every entrance and major throughway
  in Ironforge. Flanking intruding enemies with
  a barrage of flintlock rounds and bombs, and
  then closing on the ragged remains of their
  foes with battleaxes ready, the dwarves have
  proven their tactics brutally efficient.
  
  72
  CHAPTER THREE
  constantly covers the ground. Great wolves stalk
  the forest, and troggs and Frostmane trolls find
  many ambush spots. I did not expect to battle
  monsters in my own homeland, but that shows how
  much things have changed. Dun Morogh has not
  seen true peace in decades.
  Sites and Settlements
  Ironforge is the capital of the dwarven realm and
  provides protection and succor for its citizens.
  Though the dwarves’ enemies have multiplied in
  recent years, several smaller villages also stand
  against the burgeoning evils.
  Anvilmar (large town, 3,400): Anvilmar is a
  dwarven smithing center in Coldridge Valley. Min-
  ers draw ore from the fertile mountains, and
  Anvilmar’s numerous craftsmen mold it into fine
  works. The town is a welcome respite from the cold
  wilderness, and weary travelers can purchase excel-
  lent dwarven weapons and armor. My own mithril
  mail comes from Anvilmar, and it has saved my life
  many times over.
  Brewnall Village (village, 600): This small settle-
  ment on Iceflow Lake boasts the finest beers and ales
  in Khaz Modan. Brewnall’s citizens are all brewers or
  connoisseurs and will take up axe and sword to
  defend their drinks from roving monsters. I particu-
  larly suggest the Raging Trollmasher: a few shots of
  that and even I felt a little woozy. I look forward to
  the time when pandaren first set foot in Brewnall.
  Frostmane Hold: Home of the Frostmane ice trolls,
  Frostmane Hold is a forbidding, labyrinthine dun-
  geon. The Frostmanes took advantage of the recent
  trogg infestation to strike at their old enemies (us) and
  now menace Dun Morogh. If Ironforge’s forces were
  more numerous, King Magni could afford to send
  platoons to Frostmane Hold to wipe out the trolls. As
  it stands now, travelers rightly fear to journey to Dun
  Morogh. While here, I decided it might be a good idea
  to check out Frostmane Hold firsthand. I got within
  10 miles before I ran into a band of ice trolls, maybe 20
  strong, with witch doctors and — I swear — a living
  statue made of rock-hard ice. I had enjoyed a few
  Trollmasher sips from my flagon, so I though I could
  take them. Nope. I slew several, but there wasn’t much
  I could do to that statue, and the voodoo priests kept
  throwing magic at me. Eventually I turned and fled. I
  ran over a rise and covered myself with snow to escape.
  Go to Frostmane Hold itself? I’d rather kiss an orc!
  Gnomeregan: Once home of the Ironforge
  gnomes, splendid Gnomeregan has fallen to the
  Rockjaw troggs. Now little more than a ruin,
  Gnomeregan is overrun by troggs who use the city
  as a base to stage attacks against Ironforge patrols,
  merchants and other travelers. The gnomes had to
  leave behind many treasures, items that have po-
  tential unrealized by the Rockjaws.
  Kharanos (large town, 5,000): Aside from
  Ironforge, Kharanos is the largest settlement in Dun
  Morogh. The town’s steep roofs and sturdy wooden
  architecture are surrounded by a stone wall that
  keeps monsters at bay. Kharanos’ dwarves are expert
  hunters and take special joy in using their long rifles
  to bring down timber wolves. This town, in Coldridge
  Valley, is a welcome sight to a weary traveler.
  Steelgrill’s Depot: Steelgrill’s Depot, just around
  the bend after Kharanos, is a hangout for siege
  engine drivers where Beldin Steelgrill hires anyone
  he can to assist in gathering parts for the mainte-
  nance and repair of siege engines. The depot is a
  solid stone complex, with numerous workshops and
  wooden awnings to fix vehicles and protect them
  from the elements. The skeletons of incomplete
  siege engines lie half-submerged in the snow sur-
  rounding the enclave. I decorated one such wreck
  with the heads of all the troggs I killed nearby.
  Ironforge
  Though Ironforge is located in Dun Morogh, the
  city is detailed under its own region entry. See
  “Ironforge,” below.
  History
  Centuries ago, the Dark Iron dwarves split from
  their Ironforge brethren, summoning Ragnaros and
  devastating the land in the process. Ironforge war-
  riors drove the Dark Irons to near extinction, and
  the few survivors fled deep underground to their
  fiery lord.
  More recently, in the fourth year since the open-
  ing of the Dark Portal, Dun Morogh’s dwarves and
  gnomes joined the Lordaeron Alliance in the Sec-
  ond War. Ironforge dwarves and gnomes were key
  in the Horde’s defeat, and many nurse grudges
  against orcs to this day. I must admit that I am
  among that number. Old habits die hard.
  Not long ago, gnomes in Gnomeregan unearthed
  the mythic troggs. These tribal creatures slaugh-
  
  KHAZ MODAN
  73
  tered Gnomeregan’s populace and drove the gnomes
  to Ironforge, where they hide and nurse their
  wounds. This catastrophe explains why Ironforge
  gnomes did not take part in the Third War. The
  troggs also prove an excellent distraction for
  Ironforge’s forces, allowing the Frostmane trolls to
  invade Dun Morogh in an attempt to reclaim their
  ancient lands.
  Adventures
  Troggs and Frostmane ice trolls roam dwarven
  territory. Gnomeregan must be retaken and
  Frostmane Hold destroyed.
  Salvaging Siege Engines: Several siege engines,
  returning from a raid against a small troll enclave,
  fall victim to a Frostmane ambush. The ice trolls
  slay the crews and mercenaries but leave the ve-
  hicles. Beldin Steelgrill, proprietor of Steelgrill’s
  Depot, needs stout adventurers to travel to these
  unclaimed engines, repair them and drive them to
  the depot.
  Grim Batol
  Population:
  Population:
  Population:
  Population:
  Population: Unknown (100% red dragonflight, including
  dragonspawn).
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Garshilan (male red dragon Ftr5/Sor8).
  Language:
  Language:
  Language:
  Language:
  Language: Draconic.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Red dragonflight.
  I had to travel up through the Wetlands and then
  back around to the south to get to Grim Batol. This
  place is perhaps the most remote in Khaz Modan,
  lying in the eastern Wetlands, just below the great
  falls of Loch Modan. Rocky crags encircle Grim
  Batol and massive gates guard the entrance. Huge
  stone edifices mark the cliffs surrounding the great
  city; its bulk is carved into the mountains them-
  selves.
  The red dragonflight, loyal to mighty Alexstrasza
  the Life-Binder, rules Grim Batol. Dragonspawn**,
  red drakes and older red dragons patrol the area
  constantly. Led by the peerless warrior-mage
  Garshilan, the red dragonflight prevents all mortals
  — even me — from penetrating Grim Batol. The
  dragons are “guarding a secret that living creatures
  are not meant to know.” That’s what the dragon
  Acridistrasz told me, anyway. (The dragons seem
  amiable enough as long as you don’t look like you’re
  going to break into their fortress.)
  Red Dragonspawn Patrol
  of Grim Batol
  The statistics below describe a typical unit of
  the red dragonspawn** of Grim Batol that
  might see action in mass combat.
  20 wyrm kin red dragonspawn:
  20 wyrm kin red dragonspawn:
  20 wyrm kin red dragonspawn:
  20 wyrm kin red dragonspawn:
  20 wyrm kin red dragonspawn: Medium monstrous
  humanoid; HD 3; DF 80 (4); Spd 200 ft. (4 squares); AC
  18; Base Atk +3; Unit Atk +7 melee (+1 longsword) or +7
  melee (+1 spear) or +6 ranged (+1 spear); Full Unit Atk
  +7 melee (+1 longsword) or +7 melee (+1 spear) or +6
  ranged (+1 spear); Space 100 ft.; SQ darkvision 60 ft.,
  immunities; AL CG; SV Fort +4, Ref +4, Will +3; Str 15,
  Dex 13, Con 17, Int 8, Wis 10, Cha 12; Morale +3.
  Skills: Balance –1, Listen +2, Move Silently –1, Ride
  +3, Spot +2.
  Feats: Alertness, Dodge.
  Immunities: Red dragonspawn are immune to a red
  dragon’s breath weapons. They are likewise immune to
  the frightful presence of any dragon of equal or lesser
  age than their own mentor.
  Equipment: Scale mail, light steel shield, +1 longsword,
  +1 spear.
  Commander
  Baleflame, female flametongue red dragonspawn Sor5,
  Baleflame, female flametongue red dragonspawn Sor5,
  Baleflame, female flametongue red dragonspawn Sor5,
  Baleflame, female flametongue red dragonspawn Sor5,
  Baleflame, female flametongue red dragonspawn Sor5,
  subcommander:
  subcommander:
  subcommander:
  subcommander:
  subcommander: Base Atk +8; Cha 19; Diplomacy +13,
  Intimidate +13, Knowledge (military tactics)* +6, Pro-
  fession (military commander)† +11 (9 ranks); Orders 1.
  Tactics
  This unit is typical of the size of a single
  patrol that might travel near Grim Batol’s
  perimeter. Five or more of these units assemble
  to form a squad division under the command of
  a scalebane red dragonspawn captain. These
  divisions can muster to form a larger fighting
  force, the commander-in-chief being a red
  dragon or an experienced veteran scalebane
  red dragonspawn.
  Dragonspawn engage an enemy at range and
  then close with melee attacks. En-masse, the
  dragonspawn use delay tactics so their master
  dragons may safely strafe down to scour the
  enemy with their breath weapons. The
  dragonspawn, immune to the effects of their
  master’s breath weapons, then proceed to dis-
  patch any survivors — a tactic typical of many
  of the dragonspawn broods.
  
  74
  CHAPTER THREE
  People and Culture
  Red dragons and their ilk are the only intelligent
  creatures in Grim Batol. Like their queen
  Alexstrasza, the dragonflight reveres all life. How-
  ever, under no circumstances does it allow anyone
  into Grim Batol. Something pretty interesting must
  be hidden down there.
  Geography
  Grim Batol is a mountain fortress. Spires and
  battlements ring the main peak, but the bulk of the
  fortress lies underground. Although dwarf-made
  and ancient, Grim Batol’s impressive architecture
  is sullied by disuse and orc occupation. The current
  state of the halls is unknown, as the damn dragons
  don’t let anyone in.
  Sites and Settlements
  No settlements exist around Grim Batol, though
  the fortress itself obviously contains secrets.
  Dragonmaw Gates: A series of massive, orc-built
  gates lines the pathway up the mountain to Grim
  Batol’s entrance. The Dragonmaw Clan constructed
  these gates to keep the Alliance forces away from
  the mountain. Now, red dragonspawn and their
  flying drake brethren patrol the gates.
  History
  The Wildhammer dwarves left Ironforge three
  centuries ago and founded Grim Batol as their first
  settlement. In the Second War, the Horde cap-
  tured the fortress and granted it to Clan Dragonmaw.
  The Dragonmaw orcs held the captive Dragonqueen
  Alexstrasza within Grim Batol and corrupted her
  eggs to create vicious draconic allies for the Horde’s
  armies.
  A band of heroes defeated the Dragonmaw Clan
  shortly after the Second War and freed Alexstrasza.
  It was quite the story! The red dragonflight now
  rules Grim Batol and guards the secret power within
  the mountain.
  While hiking through the foothills I encoun-
  tered a small cave that I decided to use as a shelter.
  Much to my surprise, the cave already had an
  occupant! An old and undoubtedly crazy goblin
  calling himself Mulfseam dwelled within. This gob-
  lin did not appear threatening, though years of
  An Account of the Freeing of
  Alexstrasza, by Mulfseam
  This was maybe a year after the war ended. There
  were still orcs around. The Dragonmaw Clan held
  Grim Batol, and employed goblins, like me, to work
  some of their machinery and fly their zeppelins. It
  was fun! The orcs had a giant dragon held captive,
  in a big cavern. Big metal bands and chains held the
  dragon down, but I don’t think that’s what did it. A
  dragon that strong could break chains and bars,
  even though it looked really sick. The orc chief used
  magic to keep the dragon.
  Well, at one point the chief — I forget his
  name, and he may not have actually been the
  chief, but he was important, and he had one leg;
  let’s call him One Leg — at one point One Leg
  thought the Alliance was attacking. He had seen
  gryphon riders, or something, so he got all the orcs
  and goblins together to flee from Grim Batol. And
  then this human wizard shows up. No one knows
  how he got into Grim Batol — magic, I guess —
  but the orcs captured him easy enough. He was
  young and had red hair and a beard. Rhonin, that
  was his name. Anyway, Rhonin got caught, but
  his friends, an elf woman and one of those nutso
  gryphon-dwarves, came to save him.
  I don’t know how they got out — magic, I
  guess — I wish I could do magic! — but they did.
  They got out when the orcs and goblins and
  everyone were leaving. The main dragon, the
  queen they called her, was strapped to a big
  wagon and One Leg kept showing her this
  amulet. Then this other dragon showed up — a
  big red one that came swooping down, scream-
  ing, looking like he was gonna rescue the dragon
  queen. One Leg forced him down with magic,
  but then all these other dragons showed up — it
  was amazing! They were enormous. There was a
  green one, and a blue one, and a bronze one. And
  a black one, with metal hammered into his hide;
  he was fighting all the others. And then some-
  thing happened — I think that wizard Rhonin
  killed One Leg or destroyed his amulet or some-
  thing — and the big dragon queen got free! She
  went chasing after the black dragon, too, and
  they chased him off into the mountains. Oh
  yeah, there were some dwarves, too; they killed
  most of the orcs. I got away.
  
  KHAZ MODAN
  75
  isolation seemed to have affected his thinking. He
  told me that the Dragonmaw orcs had employed
  him at the time of Alexstrasza’s escape. What luck!
  I traded him some food and the last of my Raging
  Trollmasher for his story. Goblins are damn near
  impossible to understand, so I cleaned up the text
  a bit after jotting it down.
  Grim Batol also has the distinction of being the
  last place that the evil black dragon Deathwing was
  spotted. I do not believe that he is dead — perhaps
  the red dragons have now taken him captive?
  Adventures
  Something powerful obviously rests within Grim
  Batol, but only the suicidal try to attain it.
  Dragon Quest: Acridistrasz is a young red dragon
  fiercely loyal to his queen, but he has a tendency to
  involve himself in mortal affairs. Recently,
  Acridistrasz heard that a powerful black dragon,
  disguised as a troll, lurks within a small troll en-
  campment to the south. Acridistrasz knows that his
  prominence in the red dragonflight would rise
  immensely should he defeat a black dragon in
  battle. To that end, he seeks a band of adventurers
  to journey to the troll enclave and confirm or deny
  this rumor. If a black dragon does indeed hide with
  the trolls, these adventurers are not to attack it;
  they are simply to report back to Acridistrasz so he
  can deal with the creature. The red dragon would
  perform the investigation himself, but that would
  take him away from his duties.
  Ironforge
  Population:
  Population:
  Population:
  Population:
  Population: 20,000 (87% Ironforge dwarf, 10% gnome,
  2% human, 1% Wildhammer dwarf).
  Government:
  Government:
  Government:
  Government:
  Government: Hereditary monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: King Magni Bronzebeard (male Ironforge dwarf
  Ftr7/Gla10).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Dwarven, Low Common, Gnome, Common.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Armor, gold, iron, metalwork, phlogiston, sil-
  ver, technology, timber, weapons.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  In central Khaz Modan, north of Dun Morogh, in
  Ironforge Mountain, is the dwarven capital city of
  Ironforge. Ironforge, high above Loch Modan, re-
  mains free from the Burning Legion’s taint and the
  Scourge’s devastation. Though vast areas of Khaz
  Modan fell to the Horde in the Second War,
  Ironforge has always stood strong. The mighty city
  has served as home to the Ironforge dwarves for
  over a thousand years. Now, it plays host to the
  gnomes as well.
  King Magni Bronzebeard, my brother, rules ably,
  though he must put up with special interest groups
  that would have him either close off Ironforge
  entirely or range farther afield to assist his friends
  in the Alliance. Magni himself has grown intro-
  verted and brooding since our brother Muradin’s
  death. He believes that the dwarves should close
  Ironforge’s gates and sever ties with the outside
  world forever.
  People and Culture
  See “Dun Morogh,” above.
  Letter from Prince Arthas to
  King Magni Bronzebeard
  To King Magni Bronzebeard, Lord of
  Ironforge,
  It is my sad duty to bring you very grim
  news. I am certain you know of Muradin’s
  mission here in Northrend to strike at the
  Scourge and discover useful artifacts. We
  fought together against the Scourge, and
  although I survived, Muradin fell to the
  undead and demons.
  I grieve for my brave friend and your
  valiant brother. Yet know that his heroic
  death was not in vain, for his life ensured
  my victory against the Lich King’s minions
  — and my recovery of the ancient sword
  known as Frostmourne.
  I shall be returning to Lordaeron soon.
  With Frostmourne in hand, I come to re-
  establish order and bring forth a shining
  new age. Muradin’s remaining clansmen
  here will take his body back to Ironforge.
  You cannot know how deep are my sympa-
  thies. I know that this letter offers small
  consolation, but I felt you should learn of
  Muradin’s death as soon as possible. You have
  lost a brother, and I have lost a valued friend.
  May the Light preserve our peoples,
  Prince Arthas Menethil
  
  76
  CHAPTER THREE
  Bronzebeard). High Explorer Magellas runs the
  guild, sending his prospector agents to range across
  the world for titan ruins. The Ironforge prospectors
  return when they can, bearing their latest finds. I
  dropped off many of my own findings when I visited
  the guild, most from Azeroth and a few from south-
  ern Khaz Modan.
  The Great Forge: At Ironforge’s bottom is a
  molten pit called the Great Forge. Anvils on ped-
  estals circle the pit, each manned by an Ironforge
  master smith diligently hammering weapons or
  mail. The Great Forge is a wonder of the known
  world, and many young smiths make pilgrimages to
  see this spectacular edifice for themselves.
  The Hall of Thanes: A massive, natural cavern
  complex, the Hall of Thanes is located in Ironforge’s
  lowest depths. The area is a true marvel of organic
  stone formation: No dwarf has touched this area
  with pick or chisel. Ironforge’s kings are buried in
  the Hall of Thanes, and the old throne is here as
  Geography
  Ironforge is an enormous underground city. Hol-
  lowed out of Ironforge Mountain, the capital is a
  marvel of dwarven engineering and stonework. No
  enemy has ever penetrated Ironforge’s defenses;
  any who did would become hopelessly lost within
  the caverns, besieged on all sides by dwarven tun-
  nel fighters.
  Sites and Settlements
  Ironforge is a massive settlement. Several loca-
  tions within are of special import.
  Explorers’ Guild: This is my personal favorite.
  The closest thing I have to a house, a newly dug
  complex in the city’s upper reaches contains the
  offices, libraries and museums of the Explorers’
  Guild. This area brims with artifacts, books, scrolls
  and trophies gathered from around the world (many
  collected by the famed and handsome Brann
  
  KHAZ MODAN
  77
  well. Also within this cavernous area is the ancient,
  weathered Iron Forge — perhaps the greatest titan
  artifact ever unearthed. The dwarves do not use
  this holy anvil, but keep it near their honored dead
  and the seat of their power. I imagine that as we
  uncover more truths about our ancestry, we will
  find greater uses for the Iron Forge. The titans must
  have given it to us for a reason.
  History
  Ironforge has been the dwarves’ mightiest city for
  over a thousand years. No enemy has ever bypassed
  its defenses; and even today, in the desolate, undead-
  scoured eastern continents, Ironforge stands as a
  bastion of civilization and hope.
  Recently, Rockjaw troggs drove the Ironforge gnomes
  from their ancient city of Gnomeregan. The surviving
  gnomes fled to Ironforge, where they now reside.
  Adventures
  Ironforge hosts thousands of individuals, each
  with a potential mission.
  Prevent Workplace Accidents: The dwarven smith
  Bargrin Stonefist slips and falls into the Great Forge.
  Though the incident is labeled an accident, Clan Stonefist
  suspects foul play. Bargrin’s kin look to hire outside
  sources to investigate their patron’s death. The key
  suspect is Dernim Brasshelm, a rival of Clan Stonefist and
  friend to King Magni Bronzebeard. The truth, though
  none suspect it, is that a Dark Iron infiltrator caused the
  incident to foment trouble in the capital.
  Loch Modan
  Population:
  Population:
  Population:
  Population:
  Population: 5,000 (90% Ironforge dwarf, 5% human, 5%
  Wildhammer dwarf).
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: King Magni Bronzebeard (male Ironforge dwarf
  Ftr7/Gla10).
  Major Settlement:
  Major Settlement:
  Major Settlement:
  Major Settlement:
  Major Settlement: Thelsamar (850).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Dwarven, Common.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Fish, gold, iron, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  I traveled north to Loch Modan from the Bad-
  lands. What a difference! We dwarves are not made
  to run around desert plains, and I was relieved to
  pass out of that scorched wasteland and into cold,
  wet, mountainous Loch Modan.
  Loch Modan is the heartland of the proud and
  feisty Ironforge dwarves. Though the Horde drove
  the dwarves into seclusion and guerilla warfare in
  the Second War, they have returned to their home-
  land and thrive once more. Loch Modan lies in the
  foothills of Ironforge Mountain. South is the Bad-
  lands and the Searing Gorge; north is the Wetlands.
  Loch Modan is a lake — the largest body of fresh
  water in the world of Azeroth. The lake teems with
  fish, and the surrounding mountains are rich in
  timber and precious metals. Dwarves and their
  allies fish the lake, mine the cliffs and cut the
  timber. Loch Modan is the source of Ironforge’s
  mercantile strength.
  The region is constantly gray and cold. The sun
  burns through the mist rarely, creating a twilit
  world of rolling wisps and limited vision. Constant
  rainfall keeps the land lush and green. A bitter chill
  claims the mornings and evenings, though warm
  currents from the eastern seas prevent the loch
  from freezing. A bit too rugged for human sensibili-
  ties, but perfect for dwarves! The air smells so much
  better in Loch Modan, and the humidity is a stark
  contrast to the Badlands. I am amazed that too such
  disparate realms can be so close to each other.
  Nature is a wondrous thing.
  People and Culture
  Like all Ironforge dwarves, Loch Modan’s deni-
  zens are industrious. They fish, mine, cut lumber
  and smith weapons with great alacrity. Loch Modan
  can be dangerous, but it is largely civilized and
  subject to constant Ironforge patrols. See the “Dun
  Morogh” entry, above, for more information on
  Ironforge dwarves.
  Geography
  No matter how many times I see Loch Modan, I
  am always impressed by its sheer size. The loch is
  massive, occupying a great deal of Khaz Modan. I do
  not believe that anyone has ever measured it, but I
  am curious as to its actual dimensions. Three large
  islands grace the lake’s interior. Upon the north-
  ernmost island are ruins from the Second War,
  while the southern islands are barren save for occa-
  sional Stonesplinter troggs and crocolisks‡. Huge
  gray mountains rise up on all sides around the lake.
  Pine forests cover the area. Beautiful.
  
  78
  CHAPTER THREE
  The lake abounds with fish, including piranha-
  like frenzies. The lake’s fish population draws a
  variety of predators to the area. Black bears and
  threshadons‡ frequent the shoreline, the bears
  snatching fish from the water while the threshadons
  chew on the aquatic plantlife. The threshadons
  occasionally try to run off fishermen as well, so
  dwarves use them for target practice. I took one
  down with a long rifle at 200 paces.
  Sites and Settlements
  Loch Modan is relatively civilized, though it
  bears the air of a frontier, wilderness area.
  Dun Algaz Gate: The northwestern corner of
  Loch Modan contains Dun Algaz Gate. Dun Algaz
  was a great mountain stronghold in the Second
  War. Now, the derelict fortress serves as the main
  thoroughfare from Loch Modan and the dwarven
  lands in the south to the Wetlands in the north. I
  planned to take that path myself.
  Farstrider Lodge: Farstrider Lodge lies within
  Loch Modan’s eastern hills. Marek Ironheart, a
  grizzled Ironforge dwarf, manages this hunting en-
  clave. Marek and I knew each other when we were
  young lads; he was always a pain in the ass, but he
  has mellowed out some.
  Stonewrought Dam: East of Algaz Gate, along
  Loch Modan’s northern shore, is Stonewrought
  Dam. This massive piece of dwarven architecture
  traps the snowmelt from Ironforge Mountain, cre-
  ating the lake. Chief Engineer Hinderweir VII
  oversees the dam. Few know it, but Stonewrought
  Dam is the work of a Dark Iron dwarf. Franclorn
  Forgewright was a master architect before the War
  of Three Hammers and the name “Stonewrought”
  refers to his works. I do not think Franclorn was
  evil; rather, he chose to side with his clan (the Dark
  Irons) out of honor and loyalty.
  Stormpike’s Excavation Site: Prospector
  Stormpike founded this dig site in southeastern
  Loch Modan. Troggs recently drove away Stormpike
  and his crew and now occupy the site. The prospec-
  tor asked me to take out the troggs; I made a
  tentative foray, but it is too big a job for one dwarf
  and I had a mission to get back to. Hopefully some
  other brave soul will come along and help Stormpike.
  Thelsamar (village, 850): The primary settle-
  ment in Loch Modan, Thelsamar is located on the
  lake’s southwestern shore. Thelsamar’s artisans are
  renowned for their fine weapons and armor. Mag-
  istrate Bluntnose, Thelsamar’s mayor, keeps the
  village safe and orderly.
  History
  The rampaging orcs overran Loch Modan in the
  Second War, but in the war’s aftermath the dwarves
  returned and reclaimed their land. Few enemies can
  penetrate the mountains around Loch Modan, and
  Algaz Gate serves as an effective barrier, so the region
  is perhaps the most peaceful in the eastern continents.
  Adventures
  Though largely civilized, Loch Modan is a wild land
  home to vicious predators and ever-present troggs.
  Gate Crashing: Goblin sappers, hired by an
  unknown enemy, blast Dun Algaz Gate and se-
  verely damage the edifice. The gate must be repaired
  before another attack. King Magni also offers a
  sizeable reward to whoever discovers the enemy
  behind the sabotage.
  The Searing Gorge
  Population:
  Population:
  Population:
  Population:
  Population: Unknown.
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Low Common, Dwarven.
  The Searing Gorge is the first region I approached
  after leaving Azeroth. This land is a poor first sight for
  visitors to Khaz Modan. A shattered, desolate area, the
  Searing Gorge is the northern equivalent of the Burn-
  ing Steppes (see Chapter Two: Azeroth). It lies south of
  Dun Morogh, and immediately north of Blackrock
  Spire and the Burning Steppes. The only road connect-
  ing Khaz Modan and Azeroth passes through the
  Searing Gorge, so those wishing to make the journey
  must trek across this barren landscape. The ground is
  scarred with fissures and dotted with broken rock, the
  weather hot and dry. Like the Burning Steppes to the
  south, the Searing Gorge is a casualty of an ancient
  volcanic explosion (Ragnaros’ rebirth) that rocked the
  landscape years ago. Blame the Dark Irons for that.
  No government holds sway in the Searing Gorge
  and no settlements exist within its confines. Nev-
  ertheless, the land can be interesting for an explorer
  who leaves the road. Many beasts hide in the
  surrounding rocks and crags, waiting to ambush the
  unwary traveler. The wary traveler can instead
  ambush them. I have a new lion pelt that I plan on
  giving to my cousin when I get to Ironforge.
  
  KHAZ MODAN
  79
  People and Culture
  No people call the Searing Gorge home, though
  the land falls within Khaz Modan and therefore is
  under the purview of the Ironforge dwarves. The
  dwarves have many other worries at the moment,
  so odds are the Searing Gorge will remain untamed
  for years to come. I see no reason that we would
  want to reclaim it, anyway.
  Geography
  The Searing Gorge is barren and hot. Shattered
  crags and jagged chasms are the only features of
  note, and few landmarks exist off the road to guide
  a straying traveler. Rock golems and Dark Iron
  dwarves roam the Gorge.
  Sites and Settlements
  No settlements stand in the Searing Gorge, and few
  important sites exist. The journey from Khaz Modan
  to Azeroth (and vice versa) is long and dangerous.
  Altar of Storms: Orc warlocks in the Second
  War invented a method to grant intelligence and
  magical powers to their ogre allies. This method
  involved arcane edifices such as this Altar of
  Storms, one of the few remaining from the Second
  War. I could not pass up the opportunity to see
  such a relic — ironic that after personally destroy-
  ing several such altars in the Second War, I would
  go out of my way just to see one years later! The
  altar is cracked and scarred, but its remaining
  energies draw elementals and ogre magi to the
  area. A dangerous place.
  The Cauldron: The Cauldron is an enormous
  excavation site. Dark Iron dwarves and their slaves
  (Ironforge dwarves, gnolls and a few ogres) work the
  pits and wield the shovels. It galls me to see my own
  people put to such demeaning work! I was not able to
  determine for what the Dark Irons are digging. Prob-
  ably titan or Old God artifacts, but I cannot be sure.
  Stonewrought Pass: Like Stonewrought Dam in
  Loch Modan, Franclorn Forgewright masterminded
  this ancient structure in the northern Searing Gorge.
  History
  Ragnaros’ summoning devastated the surrounding
  land 300 years ago. Since that time, the Searing Gorge
  has been the wasteland that it is today. The area has
  no resources, so no armies have bothered with it.
  Adventures
  Desolate but not lifeless, the Searing Gorge hosts
  dangers and secrets aplenty.
  In Need of Billy Goats: A group of Stonegullet
  ogres barricade the road leading south to Blackrock
  Spire. The creatures demand tribute from all wish-
  ing to pass — and the three black drakes with them
  ensure that all travelers pay the toll.
  The Wetlands
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Menethil Harbor (12,000).
  Population:
  Population:
  Population:
  Population:
  Population: 25,000 (30% human, 30% Ironforge dwarf,
  30% Dragonmaw orc, 10% Dark Iron dwarf).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Orc.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Ruins, safe harbor.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  I traveled through Loch Modan’s Dun Algaz Gate
  and into the Wetlands — my last stop before Lordaeron.
  Cold and drear, the Wetlands is Khaz Modan’s north-
  ernmost realm. To the south are a series of one thousand
  stone steps carved into the rock, at the top of which is
  Dun Algaz Gate and the entrance to Loch Modan. To
  the north is Lordaeron’s Arathi Highlands.
  Once dominated by dwarven strongholds, the Wet-
  lands suffered grievously in the Second and Third Wars.
  The strongholds have fallen, and wild creatures, murlocs
  and renegade orcs claim the land. The Wetlands is little
  more than a thoroughfare for travelers moving to and
  from Menethil Harbor, the only settlement in the area.
  The Wetlands is one vast, cold swamp stretching
  to Khaz Modan’s northern coast. Gray mist cloaks
  the ground, giving the area an eerie, isolated feel,
  while the skies are constantly overcast. The Wet-
  lands are not nearly as cheerful as Loch Modan.
  People and Culture
  Menethil Harbor, on the west coast, is the only
  Alliance settlement in the Wetlands. Menethil’s people
  are tense and wary, as orcs and other creatures attack the
  walls constantly. Dark Iron dwarves claim the fallen
  city of Dun Modr, in the north, as their own. The
  renegade orc clan Dragonmaw, defeated shortly after
  the Second War, fled to this land. The orcs, still flying
  their white dragon banners, refuse to ally with Thrall
  and raid Menethil Harbor repeatedly. I slew several
  Dragonmaws on my journey, but the clan has many
  more warriors to take their places.
  
  80
  CHAPTER THREE
  Dragonmaw Clan
  The statistics below describe a typical unit of
  the Dragonmaw Clan that might see action in
  mass combat.
  50 orc War1:
  50 orc War1:
  50 orc War1:
  50 orc War1:
  50 orc War1: Medium humanoid; HD 1; DF 50 (1); Spd
  300 ft. (6 squares); AC 13; Base Atk +1; Unit Atk +5 melee
  (battleaxe); Full Unit Atk +5 melee (battleaxe) or +2
  ranged (javelin); Space 250 ft.; SQ battle rage, low-light
  vision, species enmity; AL CE; SV Fort +3, Ref +0, Will –
  1; Str 17, Dex 11, Con 12, Int 8, Wis 9, Cha 10; Morale +0.
  Skills: Intimidate +4, Jump +5.
  Feats: Alertness.
  Battlerage (Ex): The unit can rage for 1 battle round.
  The orcs gain a +2 bonus on attack, damage, saves and
  morale; their damage factor becomes 2. After raging, the
  entire unit is fatigued (–2 penalty to Strength and Dex-
  terity) for the rest of the battle.
  Species Enmity (Ex): Orcs gain a +1 racial bonus on
  attack rolls versus humans.
  Equipment: Studded leather armor, battleaxe, javelin.
  Commander
  Herzegor Flametusk, male orc Ftr7, subcommander:
  Herzegor Flametusk, male orc Ftr7, subcommander:
  Herzegor Flametusk, male orc Ftr7, subcommander:
  Herzegor Flametusk, male orc Ftr7, subcommander:
  Herzegor Flametusk, male orc Ftr7, subcommander:
  Base Atk +7; Cha 12; Intimidate +10, Profession (military
  commander)† +12 (10 ranks); Leadership; Orders 3.
  Tactics
  The Dragonmaw clan currently scrambles for
  survival while being hunted by the red
  dragonflight in Grim Batol.
  The orcs, however, have more surprises they
  can use to stave off the forces of Grim Batol or
  to harass the Alliance at Menethil Harbor. The
  Torchbelcher ogre tribe provides them with
  warriors and mages. The orcs also have units of
  well-trained wolf riders, siege weapons, and a
  few enslaved red drakes controlled by demonic
  magic. Herzegor uses shrewd tactical decisions
  bolstered by orcish rage to decide how he fights
  his battles.
  Geography
  The Wetlands is a giant, cold marsh. Ruined dwarven
  fortresses can be seen, thrusting their bones up from
  the surrounding filth. Elevation rises to the east to the
  mountain fortress of Grim Batol, and to the south
  toward Loch Modan. As if rebel orcs and Dark Iron
  dwarves were not bad enough, Bluegill murlocs**,
  bog beasts** and oozes roam the murky landscape.
  Dress warmly, speak softly and carry a big gun.
  Sites and Settlements
  Menethil Harbor is the only settlement in the
  Wetlands, though wrecked strongholds and other
  ruins draw treasure seekers to this bleak land.
  Dun Modr: This fallen dwarven city is occupied
  by Dark Iron dwarves. The Dark Irons kill anything
  that enters their territory — including undead.
  Ironbeard’s Tomb: This ancient dwarven crypt
  is crawling with oozes. If I get a tomb, I want it at the
  top of Ironforge Mountain. No oozes there!
  Menethil Harbor (small city, 12,000): This major
  port city represents the Alliance presence in the
  Wetlands. Murlocs and Dragonmaw orcs are a con-
  stant threat to its citizens, who are braver and sterner
  than their kin. Captain Stoutfist, Menethil’s military
  leader, works to repel the Dragonmaws. The captain
  is particularly concerned because the orcs seem to be
  preparing for a major assault. One orc, dying at the end
  of my axe, spouted, “Soon the humans will pay!” I do
  not know if this was the vain threat of a doomed
  creature or a portent of things to come.
  Shipwrecks: Many shipwrecks line the Wetlands’
  coast. Curious explorers could find many intriguing
  items in these shattered hulks. I found a fork.
  History
  Horde and Scourge forces devastated the Wetlands
  in the Second and Third Wars, forcing the Ironforge
  dwarves to retreat to Loch Modan and Dun Morogh.
  Alliance forces have since established Menethil Har-
  bor, but the area is still wild and untamed. The Wetlands
  is a buffer zone between inhabited Khaz Modan and
  Scourge-infested Lordaeron.
  Adventures
  Disputed ruins dot the landscape, and murlocs, bog
  beasts and other creatures are perfect hunting targets.
  Menethil Harbor would be indebted to any intrepid
  individuals who eliminated the Dragonmaw threat.
  A Tale of Two Cities and Some Orcs: The Dark
  Iron dwarves of Dun Modr uncover ancient writ-
  ings in their ruined fortress that speak of an artifact
  called Ironbeard’s Axe. They leak this information
  to both Menethil Harbor and the Dragonmaw orcs.
  The Dark Irons plan to incite both factions to race
  to Ironbeard’s Tomb, fighting oozes and each other
  in the process. In the aftermath, Dark Iron agents
  will ambush the victors on their way out, thereby
  claiming the magical axe for themselves.
  
  KHAZ MODAN
  81
  Captain Stoutfist, 9th-Level Fighter
  Military Leader at Menethil Harbor,
  Wetlands
  Male Ironforge Dwarf
  Male Ironforge Dwarf
  Male Ironforge Dwarf
  Male Ironforge Dwarf
  Male Ironforge Dwarf: CR 9; Medium humanoid (dwarf);
  HD 9d10+45, hp 94; Init +1; Spd 20 ft.; AC 14, touch 11, flat-
  footed 13; Base Atk +9; Grp +12; Atk +15 melee (1d10+7/x3,
  +1 dwarven waraxe); Full Atk +15/+10 melee (1d10+7/x3, +1
  dwarven waraxe); SA +1 attack versus giants; SQ darkvision
  60 ft., +2 saves versus poison, stability, stonecunning,
  stone flesh; AL LG; SV Fort +11, Ref +4, Will +4; Str 17, Dex
  13, Con 20, Int 10, Wis 12, Cha 9.
  Languages Spoken: Common, Dwarven, Orc.
  Skills: Appraise +0 (stone and metal +2), Climb +5, Craft
  +0 (stone, metal and guns +2), Jump +5, Knowledge (na-
  ture) +2, Survival +9, Swim +5.
  Feats: Greater Weapon Focus (dwarven waraxe), Im-
  proved Bull Rush, Improved Sunder, Mounted Combat,
  Power Attack, Quick Draw, Track, Weapon Focus (dwarven
  waraxe), Weapon Specialization (dwarven waraxe).
  Possessions: +1 dwarven waraxe, amulet of health +4,
  masterwork studded leather armor.
  Description
  The dwarf appears on edge, as if expecting an
  attack at any moment. He is stout and muscular,
  typical for one of his kind, wearing studded leather
  and carrying a polished waraxe. The dwarf’s eyes
  seem to be constantly scanning the area around
  him as he nervously fingers the blade of his axe.
  Captain Stoutfist leads the defensive efforts in
  the area against a band of Dragonmaw orc raiders.
  He attacks orcs on sight, charging into combat
  without hesitation and not stopping until they are
  all slain or routed. Against other types of oppo-
  nents, Stoutfist fights in a more reserved fashion.
  Confident in his ability to track down wounded
  enemies, he tries to injure his opponents until they
  disengage from battle and then tracks them once
  they have become weakened from prolonged loss
  of blood. If Stoutfist ever becomes surrounded or
  flanked, he immediately uses his stone flesh ability
  to gain an additional defensive advantage.
  
  82
  GAzetteeR:  GhelspAd
  The aging fisherman had eyed poor old Jack with suspicion when first approached about
  chartering the boat, but he accepted the fare nonetheless. Gold really did make fools
  of most men. But not Jack — he had found a higher calling now, a destiny that would
  carry him farther than he had ever imagined. He watched the shoreline fade in the
  morning mist as the boat pulled away. Excited and also a little frightened, he was
  leaving his home for the first time in his life. That disappearing shore of Lordaeron
  was all he had ever known.
  The farm house near Southshore had belonged to his father, and to his father before
  him. It was a small place, but its history stood as a point of pride for Jack. He had
  planned on spending his life there. But no, he couldn’t stay. It was just unrealistic.
  Not after those knights had come.
  When they appeared over the hill, Jack could tell right away that they had been badly
  abused. Their warhorses were foaming at the mouth and almost ready to drop there
  in the field. All three men swayed in the saddle, barely able to give a weak request
  for succor. How could Jack not have taken them in?
  He helped them off their horses and aided them in removing their battered armor.
  He gave their horses food and clean water and left them in the barn. Afterwards, he
  did his best to make all the knights comfortable in his meager dwelling. He pulled out
  some old blankets from the dusty cabinet in the hall and even dug out an old chair from
  the barn. The knights were grateful for the courtesy, but Jack just explained that they
  were doing their parts in the war with the undead and he had to do his, unglamorous
  though it might be. They offered him warm smiles when he told them this. Jack could
  only suppose they had not experienced such a simple courtesy in a long time. Some people
  even blamed the knights for bringing about the threat of the Scourge. Poor country
  man that he was, even Jack knew that this notion was ridiculous, and the knights all
  laughed to hear it, the pain of their wounds having faded in the warmth of gracious
  company.
  While Jack tended to the wood stove (adding some gangly carrots and a pinch of barley
  to the stew), the men improved enough to start talking. They laughed and shared
  
  CREDITS
  83
  stories, along with plans about where they were headed next. Jack listened as best he
  could, though being a farmer he understood very little of what the knights discussed.
  Still, he was always a good listener and so he took in as much as he was able.
  The poison Jack had put in the stew took full effect in an hour. The barley helped mask
  part of the taste, and the wounded men did not have the stamina to resist it for long.
  With a few gurgles and twitching of limbs, the men were soon all dead.
  After disposing of the bodies in the hidden root cellar he kept deep in the woods, Jack
  set to work selling the farm. His neighbor didn’t ask any questions when he went to
  sell the place; lots of people were fleeing the area in recent times. Jack made up some
  excuse about going to live with relatives farther south. The older farmer had nodded
  his head in sympathy the whole time, but Jack could see the greedy smile in his eyes.
  It didn’t matter that Jack had sold the farm for a pittance of its worth. All of his
  needs would be taken care of soon. He had enough money to hire the boat that would
  take him to where he needed to be.
  The Cult of the Damned’s contacts were pleased to learn about the knights’ activities,
  though they advised Jack to move on to a safe place with all due haste. Compared to
  the gratitude of his superiors, the loss of the farm was a small price. Soon, he’d arrive
  in that frozen place which housed larger settlements of the Cult’s still-living
  members. Northrend would be a much different world than the one he had known, but
  he knew that there were friends waiting for him.
  What he told the knights was true: everyone had to do their part in this war, even
  one as humble as poor old Jack.
  
  84
  CHAPTER FOUR
  
  LORDAERON
  85
  Lordaeron is the most dangerous land outside of
  Northrend. The Scourge rules much of the conti-
  nent, and the newly freed Forsaken, who have yet
  to choose a side, stir beneath the earth. Humans
  still hold a few shattered realms, but battle hope-
  lessly against enemies old and new. Murlocs, naga
  and ogres fight against the struggling nations. Hu-
  man brigands attack and murder their own kind.
  Forest trolls from Zul’Aman strike out to regain
  their ancient territory, and human fanatics fight a
  private crusade against the Scourge. Lordaeron is a
  land of chaos, where innumerable factions clash
  across the ashes to further their own trivial aims.
  Good people are hard to find in Lordaeron, but not
  impossible. I met several individuals in my travels
  who offered help and succor, sometimes in the most
  unexpected places. Stable villages, towns and even
  cities are rare, but they do exist. Survivors flock to
  these places as best as they are able, avoiding Scourge
  and Forsaken forces and innumerable other threats.
  This is a land of enemies; every traveler you see on
  the road is out to kill you for his own reasons. Internal
  strife within factions is rampant.
  The Scourge dominates all. Its undead blight has
  reduced Lordaeron’s most fruitful areas to blasted
  Plaguelands. Kel’Thuzad, the Scourge leader in
  Lordaeron, is relatively quiescent for the moment
  — but that could change instantly. One small hope
  comes from the fact that the Scourge has no allies,
  but many enemies. Zul’Aman, the Forsaken, the
  Scarlet Crusade, Hillsbrad, Kul Tiras, the Syndi-
  cate, elven and human refugees, even ogres and
  naga: all would see the Scourge defeated. Unfortu-
  nately, these factions battle each other and among
  themselves instead of pooling their resources to
  form a cohesive, powerful army against the Scourge.
  Indeed, I fear that these groups’ disparate ideologies
  rule out the possibility of their ever coming to-
  gether. At the very least, they will never answer to
  a common leader (unless that leader were truly
  remarkable — and I’m talking divine here). Per-
  haps they could be coerced into forming a council
  of some sort, though this step would require incred-
  ibly skillful negotiations. In my opinion, subtlety is
  the best route. If a clever organization (Azeroth’s
  Stormwind Assassins, perhaps?) could individually
  convince the above factions to strike in strategi-
  cally advantageous ways, complementing each other
  without knowing it… that may prove the best — if
  not the only — way to threaten the Scourge.
  Alterac Mountains
  Population:
  Population:
  Population:
  Population:
  Population: Unknown.
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Alterac City (1,000), Strombrad (800).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Low Common, Common.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Iron, ruins, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Syndicate.
  I journeyed into the southern Alterac Mountains
  from the idyllic Hillsbrad Foothills. Quite the
  change. Once inhabited by noble humans, Alterac
  is a shattered realm struggling to survive the wars’
  carnage. An organization called the Syndicate is
  strong in this region. The Syndicate is a group of
  thieves who were once Alterac nobles and now
  seek to reclaim their lands — and any other lands
  they can lay their hands on — by any means
  necessary. They battle for control with a huge clan
  of ogres that has taken Alterac City. Everyone is
  out for him- or herself here, and no one looked at
  me without suspicion. I almost prefer the ogres to
  the Syndicate — less subtle.
  The Alterac Mountains are cold and misty, thick
  with rain and gray clouds. Huge pine trees tower
  over the temperate landscape. Alterac reminds me
  a bit of Loch Modan, but warmer. Occasional green
  meadows and tenacious shrubs can be found amid
  the gray, rocky peaks. To the south are the Hillsbrad
  Foothills, east is the Hinterlands, west is Lordamere
  Lake and north are the Plaguelands.
  People and Culture
  Two major factions control the Alterac Moun-
  tains: the Syndicate and the Crushridge ogres. The
  Syndicate is a complicated network of bandits who
  were once Alterac nobles. These men and women
  operate mainly in the Alterac Mountains and the
  surrounding area, but fight, murder, lie and steal to
  reclaim their ancient lands. The Syndicate is out
  for itself, though it would work with others if doing
  so helped it meet its ultimate goal. I felt dirty just
  looking at these odious people. Syndicate agents
  dress in brown and black when on the prowl, but
  don their aristocratic finery in their holds.
  I ran afoul of a Syndicate band on my travels —
  they ambushed me in a small canyon. Their num-
  bers were too many, so I had to surrender. They tied
  me up in their camp while they decided what to do
  with me. Eventually, I escaped by getting one of
  
  86
  CHAPTER FOUR
  their horses to chew through my bonds. This story
  goes to show that even though they are human, the
  Syndicate’s members are not to be trusted. Indeed,
  they are wickeder than many “savage” humanoids
  I could name.
  The Crushridge ogres are cunning, massive and
  strong. Leftovers from the Second War, these ogres
  have thrown off orc rule for their own primitive
  ways. They live in Alterac City and kill whatever
  they can. The ogres and the Syndicate fight a
  continuous guerilla war. I once spied a group of
  Crushridges marching across the plains; to my
  surprise, they were singing a song! Not the most
  original musical piece, the song is somewhat mis-
  leading. Do not make the mistake of thinking that
  these ogres are imbecilic brutes. They are cagey and
  surprisingly shrewd.
  The Syndicate’s private war and the ogres’ mind-
  less slaughter are foolishness. Alterac shares its
  northern border with the Western Plaguelands, so
  a Scourge invasion is only a matter of time. Such an
  attack would spur the Syndicate to battle against
  the undead, and the ogres would fight to stay alive.
  Their numbers, however, are too few.
  I left Alterac hoping that its despicable inhabit-
  ants kill each other.
  Geography
  The Alterac Mountains are high and temperate.
  Few fertile valleys lie within the peaks, and those that
  do are fallow. Rainfall is high and the sky is often
  overcast, making the region drear. The Crushridge
  ogres and the Syndicate have driven away most native
  wildlife, but yetis still inhabit the deeper caves.
  Crushridge Ogre Marching Song
  Who kills every kid and man?
  Crushridge Clan!
  Who burns just because they can?
  Crushridge Clan!
  Rip ‘em up, slice ‘em up, beat ‘em to a pulp:
  Will they live? Will they win? We say nope!
  Kick ‘em, hit ‘em, listen to their moans,
  Spill their blood and crack their bones!
  Who just charges in without a plan?
  The ogres of Crushridge Claaaaaan!
  Mug’thol, 7th-Level
  Barbarian
  Ogre Warlord at Alterac City, Alterac
  Mountains
  Male Ogre
  Male Ogre
  Male Ogre
  Male Ogre
  Male Ogre: CR 10; Large giant; HD 7d12+4d8+44, hp
  107; Init +4; Spd 35 ft. (50 ft. without armor); AC 21,
  touch 10, flat-footed 21; Base Atk +10; Grp +22; Atk +20
  melee (2d8+12, masterwork greatclub); Full Atk +20/
  +15 melee (2d8+12, masterwork greatclub); Space/Reach
  10 ft./10 ft.; SA rage 2/day; SQ darkvision 60 ft., low-
  light vision, damage reduction 1/—, fast movement,
  improved uncanny dodge, trap sense +2, uncanny dodge;
  AL CE; SV Fort +13, Ref +4, Will +7; Str 26, Dex 10, Con
  19, Int 6, Wis 8, Cha 9.
  Languages Spoken: Common, Giant.
  Skills: Balance –2, Climb +10, Escape Artist –2, Hide
  –6, Intimidate +8, Jump +10, Listen +9, Move Silently –
  2, Spot +4, Survival +5, Swim +2.
  Feats: Endurance, Improved Initiative, Power Attack,
  Weapon Focus (greatclub).
  Possessions: +1 Large breastplate, masterwork Large
  greatclub, crown of will‡.
  Description
  The ogre’s hulking frame is covered in a
  mish-mash of scavenged bits of metal and
  trophies of war, held together by thick bands of
  sweat-drenched leather hide. He holds a mas-
  sive tree branch in one hand, leaning it
  effortlessly against his shoulder. A gemstone-
  covered crown sits awkwardly on his head,
  leaning slightly off to one side as if it doesn’t fit
  very well.
  Mug’thol likes to smash things. Although he
  has a certain amount of savvy when intimidat-
  ing other creatures to do his bidding, he knows
  only one way to fight. He always uses full power
  attacks (+9 melee, 2d8+32) in combat, not
  realizing the disadvantage of doing so. He likes
  the sound that his club makes when striking
  metal, and he prioritizes his targets by how
  amusing he thinks they will be to hit. He
  typically prefers to strike at enemies with metal
  shields first, followed by those in suits of metal
  armor, and lastly those with metal weapons.
  
  LORDAERON
  87
  Crushridge Ogres
  The statistics below describe a typical unit
  of the Crushridge ogres that might see action
  in mass combat.
  28 ogres:
  28 ogres:
  28 ogres:
  28 ogres:
  28 ogres: Large giant; HD 4; DF 140 (5); Spd 300 ft.
  (6 squares); AC 16; Base Atk +3; Unit Atk +11 melee
  (greatclub); Full Unit Atk +11 melee (greatclub) or +3
  ranged (spear); Space/Reach 280 ft./10 ft.; SQ
  darkvision 60 ft., low-light vision; AL NE; SV Fort +6,
  Ref +0, Will +2; Str 22, Dex 9, Con 15, Int 8, Wis 12, Cha
  8; Morale +5.
  Skills: Climb +5, Intimidate +4, Listen +5, Spot +5.
  Feats: Improved Initiative, Weapon Focus
  (greatclub).
  Equipment: Hide armor, greatclub, spear.
  Commanders
  Mug’Thol, male ogre Bbn7, commander-in-chief:
  Mug’Thol, male ogre Bbn7, commander-in-chief:
  Mug’Thol, male ogre Bbn7, commander-in-chief:
  Mug’Thol, male ogre Bbn7, commander-in-chief:
  Mug’Thol, male ogre Bbn7, commander-in-chief:
  Base Atk +8; Cha 9; Intimidate +8; Orders 1.
  Gorg, male ogre magus Sor4, hero commander:
  Gorg, male ogre magus Sor4, hero commander:
  Gorg, male ogre magus Sor4, hero commander:
  Gorg, male ogre magus Sor4, hero commander:
  Gorg, male ogre magus Sor4, hero commander: Base
  Atk +5; Cha 16; Intimidate +11; Orders 1.
  Tactics
  Under Mug’Thol’s guidance, the Crushridge
  tribe has become a brutal and feared force in
  the Alterac Mountains. The tribe’s combined
  might is formidable, and it relies on brute
  strength to attain its goals. The warriors of
  the tribe simply trample their enemies under
  a massive, raging charge.
  The tribe is easily roused to full battle. Keep-
  ing the tribal stronghold, protecting territory
  and finding food are the tribe’s main concerns.
  A magic field closes off Dalaran, to the southwest.
  Dalaran wizards patrol the local surroundings, but
  wisely do not concern themselves with Alterac’s affairs.
  Foothill Caverns: Ferocious yetis inhabit these
  caves. Only the most courageous adventurers would
  seek to cross paths with these fearsome creatures.
  Of course, I am just such an adventurer. I knew I
  had a mission, but I could not resist the lure of a
  good hunt and I indulged. How many dwarves have
  killed a yeti? I found a lone yeti’s tracks, and I
  followed them for days through narrow ravines,
  across high ledges and between rocky cliffs. Finally,
  I spotted it — a massive white creature, bipedal,
  with two large horns. I blasted it with my blunder-
  buss, but this just angered the yeti and it charged!
  I fired twice more before drawing my axe. After a
  fierce battle, the yeti lay dead and I was slashed up
  pretty good. Yet I had won! I sawed off one of its
  horns as a souvenir.
  Lordamere Lake: This freshwater lake is enor-
  mous, occupying a great fraction of Lordaeron’s
  midwest. In years past, the lake served as a source of
  fresh water and fish for Lordaeron’s kingdoms.
  Now, Lordamere’s isles are infested with monsters
  and its shores polluted with undead filth. The lake
  borders five separate regions and provides an un-
  tapped means of transport between these areas.
  May the Light help Hillsbrad if the Scourge sends
  ships across Lordamere.
  Uplands: The Uplands is a mountainous area
  controlled by the Syndicate. I believe they have a
  base here, though I do not know exactly where.
  This is a dangerous area; Syndicate members would
  murder their own grannies for a copper piece. I
  avoided the Uplands and I suggest that others do
  the same.
  Sites and Settlements
  Hostile factions control the few settlements that
  remain in the Alterac Mountains.
  Alterac City (ruined city, 1,000): The Syndi-
  cate controlled the capital city for a time, but
  Crushridge ogres drove them away. Now, ruined
  Alterac City serves as the ogres’ base camp and
  largest settlement. Mug’thol, a ferocious and crafty
  warlord, rules the clan.
  Durnholde Keep: The Syndicate controls this
  famous keep. Warchief Thrall, the Horde’s leader,
  spent his youth here as a slave.
  Lordamere Internment Camp: Located near
  Dalaran’s ruins, Lordamere Internment Camp once
  served as a holding area for captured orcs. Dalaran
  wizards now use the camp to imprison Forsaken. I
  had the opportunity to speak with Warden
  Belamoore, the stern wizardess who oversees the
  camp. She does not exactly hate undead, but desires
  to study them under controlled conditions. Perhaps
  she will invent something that will help defeat the
  Scourge.
  Strombrad (ruined city, 800): The Syndicate
  now holds this once-thriving city. They have reno-
  vated the jail, and digging teams constantly break
  into old cellars and sealed vaults, searching for
  treasures the Scourge overlooked.
  
  88
  CHAPTER FOUR
  History
  Once the smallest nation in the Lordaeron Alli-
  ance, Alterac’s king, Perenolde, betrayed the
  Alliance in the Second War. Alterac’s honor has
  been blemished ever since. Like all of Lordaeron’s
  regions, Alterac suffered horrendously when the
  Scourge blazed through the continent. The
  Perenolde family’s current scion, Lord Aiden
  Perenolde, is a high-ranking Syndicate member
  who resides in the Uplands. I hear he is addicted to
  flushbloom.
  Adventures
  The Syndicate struggles to regain control of a
  wild land, while ruins dot the mountainsides and
  ogres patrol their territory.
  Between Ogres and a Hard Place: The Syndi-
  cate kidnaps a wealthy dwarf merchant’s son. The
  organization does not want ransom — it wants help
  driving the ogres from Alterac City. Murrik
  Doubletoe, the captured dwarf’s father, hires out-
  side help to advise him and either rescue his son or
  defeat the ogres. Of course, the Syndicate is thor-
  oughly evil and does not plan to uphold any
  agreement it makes.
  Arathi Highlands
  Population:
  Population:
  Population:
  Population:
  Population: 6,000 (84% human, 10% Horde orc, 5%
  Ironforge dwarf, 1% half-orc).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Stromgarde (1,200), Hammerfall (600).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Low Common, Orc.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, shamanism.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Ruins.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Syndicate.
  I did not know what to expect of Lordaeron as I
  approached it over the Thandol Span. The Scourge
  is based here, true, but what are the rest of the lands
  like? The Arathi Highlands was the first region I
  visited (aside from Kul Tiras, to which I sailed from
  Menethil Harbor), and I kept my hand on my axe.
  The southernmost realm in Lordaeron, the Arathi
  Highlands are immediately north of Khaz Modan’s
  Wetlands and south of the Hinterlands and the
  Hillsbrad Foothills. Once a proud human kingdom,
  the Arathi Highlands are crushed and the people
  scattered. Thoradin’s Wall, an immense edifice on
  the northern border, was once a symbol of
  humanity’s strength and defensive might. Now the
  wall has fallen to decay and war.
  The Arathi Highlands’ climate is similar to that
  of the Wetlands to the south, though its higher
  elevation keeps it free of the bogs and marshy pools
  that would otherwise form from the constant rain.
  The air is cool and the skies an unvarying gray. The
  Arathi Highlands are bleak and dismal. Yet if bad
  weather were the worst I would experience in
  Lordaeron, I would count myself lucky.
  People and Culture
  The Syndicate (see the “Alterac Mountains”
  entry, above) has a large presence here, as do Clan
  Boulderfist ogres. A third faction is composed of
  the Highlands’ native people led by Prince Galen
  Trollbane, the rightful heir to Stromgarde’s throne
  and leader of the city’s embattled defenders. All
  three factions are poor and ragged, and would be
  easy prey for the Scourge.
  Geography
  The Arathi Highlands have a higher elevation
  than Khaz Modan’s Wetlands, but otherwise the
  geography is similar. To the north is Thoradin’s
  Wall, now collapsed and gaping wide. South is the
  Thandol Span, which bridges the gap between
  Lordaeron and Khaz Modan. Mountains to the east
  prevent easy access to the sea, and the Highlands’
  western coast is bleak, windswept and cold.
  Sites and Settlements
  Three factions battle to control the few settle-
  ments that remain in this Forsaken land. A small
  Horde outpost provides some sanity.
  Hammerfall (abandoned camp, 600): Orgrim
  Doomhammer, once the Horde’s Warchief, fell at
  this historic location. After the Second War,
  Hammerfall became an internment camp for the
  leaderless orcs. Now, members of Thrall’s Horde
  occupy the camp.
  Stromgarde (ruined city, 1,200): Formerly this
  region’s capital, Stromgarde is still held (barely) by
  its rightful leader. Stromgarde is the center of a
  power struggle between the city’s defenders, the
  Syndicate and the Boulderfist ogres. A mysterious
  man called Lord Falconcrest commands the Syndi-
  cate in Stromgarde.
  
  LORDAERON
  89
  Stromgarde’s ruins include the Trollbane Family
  Crypt, which safeguards several artifacts. Prince
  Galen Trollbane protects the crypt along with the
  rest of his city. A group called the Caretakers, also
  based in the city, is dedicated to the protection and
  preservation of several specific human artifacts (see
  Appendix One). Among these is the Trollbane
  family sword, called Trol’Kalar, or “Troll Slayer” in
  the ancient tongue (see Appendix Two). I spoke
  with Prince Galen when I visited Stromgarde. He
  is a friendly, determined but desperate lad; I was
  glad to lend him what help I could. One of his men,
  a one-eyed man called Grizzled Jopp, recognized
  me from the Second War. I did not recognize him,
  but he was ecstatic. He broke into his personal ale
  supply and we drank ourselves silly one night. Even
  in embattled Stromgarde they still know how to
  have a good time!
  The Thandol Span: This massive, dwarf-made
  bridge stretches across the natural canal that sepa-
  rates Lordaeron from Khaz Modan. The Thandol
  Span is solid and large, a blocky stone edifice with
  numerous thick support columns plunging into the
  water. Scourge forces damaged the bridge in the
  Third War. Great sections broke off and now lie
  beneath the waves, some visible at low tides. Nev-
  ertheless the Thandol Span is still easily navigable
  and serves as the only land route between Lordaeron
  and the southern continents.
  History
  Once called simply Strom, the city formerly
  served as the capital of the ancient Arathorian
  Empire. Stromgarde’s warriors (including Grizzled
  Jopp) fought valiantly in the Second War, and orc
  Warchief Orgrim Doomhammer met his end on
  Arathi soil. Many of Stromgarde’s men and women
  traveled with Jaina Proudmoore to Kalimdor, leav-
  ing a tiny band behind. Prince Galen Trollbane is
  hard-pressed to hold his city against his enemies. A
  pity I did not have any riflemen with me, for I would
  have stationed them in Stromgarde to bolster poor
  Galen’s forces.
  Adventures
  Stromgarde’s defenders, the Syndicate and the
  Boulderfist ogres all seek mercenaries to help in
  their struggles. Ancient ruins are scattered across
  the land.
  Prince Galen Trollbane,
   4th-Level Fighter/2nd-
  Level Aristocrat
  Arathi Highlands
  Male Human
  Male Human
  Male Human
  Male Human
  Male Human: CR 6; Medium humanoid (human); HD
  4d10+2d8, hp 31; Init +5; Spd 20 ft.; AC 22, touch 12, flat-
  footed 21; Base Atk +5; Grp +6; Atk +8 melee (1d8+2/19–20,
  +1 longsword); Full Atk +8 melee (1d8+2/19–20, +1 longsword),
  or +7 melee (1d8+1/19–20, masterwork dagger), or +7
  ranged (1d8+2/x3, +1 composite longbow); SA +1 attack
  versus orcs; SQ +2 saves versus fear; AL LG; SV Fort +5, Ref
  +5, Will +7; Str 13, Dex 12, Con 10, Int 11, Wis 14, Cha 16.
  Languages Spoken: Common, Dwarven, Goblin, Orc,
  Thalassian.
  Skills: Appraise +1, Balance –4, Bluff +7, Climb –2,
  Diplomacy +7, Escape Artist –4, Gather Information +7,
  Handle Animal +6, Hide –4, Intimidate +10, Jump –2,
  Knowledge (local) +1, Knowledge (nobility) +3, Listen
  +3, Move Silently –4, Perform (stringed instruments)
  +4, Profession (military commander)* +4, Ride +4, Search
  +2, Sense Motive +6, Spot +4, Survival +3, Swim –7.
  Feats: Improved Initiative, Investigator, Leadership, Lightning
  Reflexes, Negotiator, Persuasive, Weapon Focus (longsword).
  Possessions: +1 chainmail, +1 heavy steel shield, +1 longsword,
  +1 composite longbow, 20 arrows, amulet of natural armor +1,
  cloak of resistance +1, masterwork dagger, potion of cure
  serious wounds (x2), potion of invisibility, potion of sanctuary,
  ring of mind shielding, ring of protection +1.
  Description
  The young man has a dark, brooding look
  about him — his eyes sunken as if from a
  prolonged lack of sleep, his skin pale. Dressed
  in expensive clothes with a silken cloak flow-
  ing behind him, the man appears to be of noble
  blood and carries himself with sullen arro-
  gance. A curved knife is sheathed at his belt.
  Prince Galen Trollbane still reels from the emo-
  tional shock of his father’s assassination and has
  run himself ragged trying quickly to form patch-
  work alliances with other nobles. Not thinking
  clearly, Galen responds to any perceived insults
  recklessly, issuing immediate challenges to duel. If
  he becomes cornered in melee, Galen fights defen-
  sively until his bodyguards can come to his aid.
  Whenever Galen appears about to lose, he at-
  tempts to stop fighting, grudgingly issues an apology
  and offers some gold as compensation.
  
  90
  CHAPTER FOUR
  Stromgarde Defenders
  The statistics below describe typical units of
  the Stromgarde Defenders that might see ac-
  tion in mass combat.
  40 human War3:
  40 human War3:
  40 human War3:
  40 human War3:
  40 human War3: Medium humanoid; HD 3; DF 120 (3); Spd
  300 ft. (6 squares); AC 15; Base Atk +3; Unit Atk +5 melee
  (longsword); Full Unit Atk +5 melee (longsword) or +4 ranged
  (light crossbow); Space 200 ft.; AL NG; SV Fort +4, Ref +2, Will
  +3; Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 10; Morale +3.
  Skills: Climb +7, Spot +3.
  Feats: Defend*, Iron Will, Power Attack.
  Equipment: Studded leather armor, light wooden shield,
  longsword, light crossbow, bolts.
  15 human Ftr5/Mow1 and 15 heavy warhorses:
  15 human Ftr5/Mow1 and 15 heavy warhorses:
  15 human Ftr5/Mow1 and 15 heavy warhorses:
  15 human Ftr5/Mow1 and 15 heavy warhorses:
  15 human Ftr5/Mow1 and 15 heavy warhorses: Medium
  humanoid/Large animal; HD 6/4; DF 150 (10)/90 (6); Spd
  500 ft. (10 squares); AC 16 (17/15); Base Atk +6/+3; Unit
  Atk +10 melee (masterwork longsword), or +7 melee
  (hoof); Full Unit Atk +10/+5 melee (masterwork
  longsword), or +7 melee (hoof) and +2 (bite); Space 150
  ft.; SQ low-light vision, scent; AL NG; SV Fort +7, Ref +3,
  Will +3; Str 15 (13/18), Dex 12 (12/13), Con 15 (14/17), Int
  6 (10/2), Wis 12 (13/11), Cha 8 (10/6); Morale +7.
  Skills: human — Climb +3, Handle Animal +5, Intimidate
  +2, Ride +12; heavy warhorse — Listen +5, Spot +4.
  Feats: human — Expert Rider*, Iron Will, Mounted Combat,
  Power Attack, Toughness, Weapon Focus (longsword), Weapon
  Specialization (longsword); heavy warhorse — Endurance, Run.
  Equipment: Breastplate, masterwork longsword; chain barding.
  Commanders
  Captain Dathanor Cromwell, male human Ftr5, hero
  Captain Dathanor Cromwell, male human Ftr5, hero
  Captain Dathanor Cromwell, male human Ftr5, hero
  Captain Dathanor Cromwell, male human Ftr5, hero
  Captain Dathanor Cromwell, male human Ftr5, hero
  commander:
  commander:
  commander:
  commander:
  commander: Base Atk +5; Cha 14; Intimidate +11, Knowl-
  edge (military tactics)* +6, Profession (military
  commander)† +6 (5 ranks); Ruthless Command†; Or-
  ders 1. Commands the infantry unit.
  Captain Ariana Thesslocke, female human Ftr6/Mow2,
  Captain Ariana Thesslocke, female human Ftr6/Mow2,
  Captain Ariana Thesslocke, female human Ftr6/Mow2,
  Captain Ariana Thesslocke, female human Ftr6/Mow2,
  Captain Ariana Thesslocke, female human Ftr6/Mow2,
  subcommander:
  subcommander:
  subcommander:
  subcommander:
  subcommander: Base Atk +8; Cha 15; Diplomacy +5,
  Intimidate +5, Knowledge (military tactics)* +7, Profes-
  sion (military commander)† +6 (5 ranks); Leadership;
  Orders 2. Commands the cavalry unit.
  Tactics
  The tactics of the Stromgarde defenders are to
  entrench, oppose and resist incursions using in-
  fantry as the mainstay. Knights maneuver with
  the unit to support the warriors when dealing
  with heavily armed ogres, while the warriors lend
  muscle to confrontations with Syndicate fight-
  ers. Dwarven rifle troops of the Stromgarde Snipers
  Company often aid the Defenders by providing
  covering fire and attacking select units at range.
  Robber Beware: A Syndicate band ambushes a
  lone wagon. The driver escapes but the brigands
  steal the cargo, including a mysterious black crystal
  ball. The ball is cursed and transforms those within
  its radius of effect into bloodthirsty maniacs. The
  Syndicate band gains the tainted template**.
  The wagon’s driver was a disguised eredar war-
  lock**, and the theft and transformation were parts
  of his plan to upset things in the southern lands so
  the Legion can gain a foothold. Terrified villagers
  ask the heroes to slay the raving Syndicate band.
  The eredar warlock keeps tabs on his experiment
  and intervenes if the PCs interfere.
  Dalaran
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Dalaran (3,000 or so).
  Population:
  Population:
  Population:
  Population:
  Population: Unknown; probably around 3,000.
  Government:
  Government:
  Government:
  Government:
  Government: Magocracy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Archmage Ansirem Runeweaver (male human
  Archmage5/Wiz13).
  Language:
  Language:
  Language:
  Language:
  Language: Common.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Knowledge, magic.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Independent.
  A magical dome surrounds the fallen and broken
  city of Dalaran, long the headquarters of magical
  study in the world of Azeroth. The dome is impen-
  etrable, blue and opaque — I could see nothing
  beyond it. I spoke to one hermit wizard in the woods,
  a man not associated with Dalaran. He told me that
  neither magic nor mundane methods can divine
  anything about what transpires inside. Dalaran’s
  wizards are very tightlipped about the city.
  Located on Lordamere Lake’s southern shore,
  Dalaran is a low-pressure region. The environment
  creates mists and clouds. The air is cool and damp.
  People and Culture
  I was unable to determine the exact number of
  people living within Dalaran’s protective dome. I
  imagine that mostly wizards and their conjured or
  created guardians inhabit Dalaran, and the city
  possesses few real citizens. A couple hundred troops
  probably dwell within and can be mustered when
  the call to arms is sounded.
  I spent several days around Dalaran and often saw
  wizards outside the dome. In particular, Archmage
  Ansirem Runeweaver constantly moves about the
  
  LORDAERON
  91
  dome’s periphery. The archmage seems to be in
  charge of Dalaran and leads a conclave of fellow
  wizards in their vigil of the dome. Ansirem is nice
  enough, but says nothing about what is going on
  beneath the great, swirling dome. Equally silent is
  Shield Watcher Morgensen. I gathered that
  Morgensen’s job is to keep the shield up and run-
  ning, and he constantly takes readings on the
  dome. He is completely consumed with his work
  and rarely interacts with anybody. I had to clap my
  hands before he noticed me. Not that it did me any
  good — the wizards would not talk even after I
  offered them several magical trinkets I had gath-
  ered in my travels.
  One thing I did learn is that the mages hold no
  love for the Scourge. They would see it destroyed.
  Geography
  Dalaran is a ruined city on southern Lordamere
  Lake, north of the Hillsbrad Foothills. A rise to the
  city’s east marks where the demon lord Archimonde
  used his magic to shatter its spires.
  Sites and Settlements
  Dalaran is a large magical dome surrounded by a
  few wrecked houses and empty streets. Not much
  here.
  History
  Dalaran was one of the original city-states founded
  during the Arathorian empire. Since its inception,
  the city has served as a hub of magical knowledge
  and experimentation in Lordaeron and the world.
  A multi-racial wizards’ council called the Kirin Tor
  ruled the city for centuries, overseeing Dalaran
  from the Violet Citadel — a great, slender spire in
  the city’s heart that housed the most extensive
  libraries and greatest laboratories in the world.
  The traitor Prince Arthas laid siege to Dalaran in
  the Third War. He murdered its citizens, including
  the great archmage Antonidas, and broke into the
  city’s heart. His ally, the lich Kel’Thuzad, then
  summoned Archimonde, the Burning Legion’s
  leader. Archimonde wielded foul magic to topple
  the city’s towers and sunder its walls. Shortly after
  Dalaran’s fall, the undead abandoned the city to
  the wind and mist.
  Months later, a resistance force led by the surviv-
  ing Dalaran wizards arrived and laid claim to the
  ruins. Pooling their magical power, the wizards
  covered Dalaran in an opaque magical sphere. I was
  unable to determine what occurs beneath the dome
  and the wizards warned me not to get too close.
  Once, as I observed the dome from a safe distance
  away, I startled a jackrabbit. The rabbit streaked
  toward the dome; when it got within 20 feet of that
  swirling blue sphere, the rabbit abruptly flashed
  into bright orange fire. Only a rabbit-shaped smear
  of ash marked its passing.
  Adventures
  Dalaran is a land of mystery. Many factions would
  pay a great amount to know what transpires be-
  neath the dome.
  Dome on the Range: Memses Lodestaff, a
  Kalimdor wizard, hears of Dalaran’s protective dome.
  Desiring to use such magic himself, he hires a group
  of diplomatic adventurers to accompany him to
  Dalaran and learn what he can about it. He hopes
  the Dalaran wizards will teach him their secrets so
  he can journey back to Kalimdor to protect
  Theramore in a similar fashion. If Memses is suc-
  cessful in this task, the Horde grows suspicious.
  Eastern Plaguelands
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Stratholme (25,000).
  Population:
  Population:
  Population:
  Population:
  Population: 45,000 (73% undead, 20% human, 7% forest
  troll).
  Government:
  Government:
  Government:
  Government:
  Government: Dictatorship.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Lich Lord of the Plaguelands Kel’Thuzad (male hu-
  man lich Wiz25).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Tyr’s Hand (9,000).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Low Common.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, Lich King, voodoo.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Evil, gold, magic, plague, ruins, timber (mush-
  room fiber).
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Scourge.
  The Scourge dominates the Eastern Plaguelands,
  and the archlich Kel’Thuzad commands the region
  from central Stratholme. Living dead roam the
  land freely — I must have run into at least a dozen
  zombies and skeletal warriors in my first half hour.
  Forest trolls from Zul’Aman in the north battle the
  Scourge to reclaim their ancient kingdom. A crazed
  human group, the Scarlet Crusade, struggles coura-
  
  92
  CHAPTER FOUR
  Ansirem Runeweaver, 13th-Level Wizard/5th-Level Archmage
  Archmage of the Kirin Tor, Dalaran
  Male Human
  Male Human
  Male Human
  Male Human
  Male Human: CR 18; Medium humanoid (human); HD
  18d4+18, hp 63; Init +2; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +8; Grp +8; Atk +8 melee (1d6,
  staff) or +10 ranged touch (spell); Full Atk+8/+3 melee
  (1d6, staff) or +10 ranged touch (spell); SA spells, arcane
  fire, arcane reach, mastery of elements, spell power; SQ
  contingency, spell-like ability (teleport 2/day); AL LN;
  SV Fort +6, Ref +9, Will +13; Str 10, Dex 14, Con 13, Int
  25, Wis 12, Cha 11.
  Languages Spoken: Common, Dwarven, Thalassian.
  Skills: Appraise +7 (alchemical items +9), Concentra-
  tion +22, Craft (alchemy) +19, Decipher Script +17,
  Diplomacy +4, Gather Information +2 (local +4), Knowl-
  edge (arcana) +17, Knowledge (architecture/engineering)
  +11, Knowledge (dungeoneering) +10, Knowledge (geog-
  raphy) +12, Knowledge (history) +13, Knowledge (local)
  +14, Knowledge (nature) +10, Knowledge (nobility) +14,
  Knowledge (religion) +10, Knowledge (the planes) +13,
  Search +16, Spellcraft +30, Survival +1 (keep from get-
  ting lost, avoid hazards, and on other planes +3).
  Feats: Combat Casting, Craft Staff, Craft Wand, Craft
  Wondrous Item, Lightning Reflexes, Scribe Scroll, Skill
  Focus (Spellcraft), Spell Focus (evocation), Spell Focus
  (transmutation).
  Typical Wizard Spells Prepared (4/6/10/6/5/2/5/3/
  2/1; save DC 17 + spell level): 0—detect magic, mage
  hand, prestidigitation, read magic; 1st—comprehend
  languages, feather fall, mana shield††, shield, unseen
  servant, sleep; 2nd—cripple*, darkvision, detect
  thoughts, frost armor* (x2), invisibility, mana burn* (x2),
  resist energy, see invisibility; 3rd—blizzard (x2), dispel
  magic, frost nova*, protection from energy, shockwave*;
  4th—absorb mana††, bloodlust*, immolation*, lightning
  shield*, rain of fire*; 5th—feeblemind, hold monster;
  6th—chain lightning, disintegrate, greater dispel magic,
  greater heroism, planar ally; 7th—greater arcane sight,
  greater scrying, limited wish; 8th—banish*, greater
  planar ally; 9th—wish.
  Possessions: Headband of intellect +6, ring of wizardry
  II, superior staff of frost.
  Arcane Fire (Su): Ansirem can change ar-
  cane spell energy into arcane fire, manifesting
  it as a bolt of raw magical energy. The bolt is a
  ranged touch attack with long range (1,120
  feet) that deals 5d6 points of damage plus 1d6
  points of damage per level of the spell used to
  create the effect.
  Arcane Reach (Su): Ansirem can use spells
  with a range of touch on a target up to 30 feet
  away by making a ranged touch attack.
  Mastery of Elements (Ex): Ansirem can alter
  an arcane spell when cast so that it utilizes a
  different element from the one it normally uses.
  This ability can only alter a spell with the acid,
  cold, fire, electricity or sonic descriptor. The spell’s
  casting time is unaffected. Ansirem decides whether
  to alter the spell’s energy type and chooses the new
  energy type when he begins casting.
  Spell Power (Ex): Ansirem’s effective caster
  level is +1 (for purposes of determining level-
  dependent spell variables such as damage dice or
  range, and caster level checks only).
  Contingency (Su): Ansirem has already cast a
  contingency spell. When he is attacked while
  flat-footed or reduced to below 20 hit points,
  Ansirem’s contingency uses teleport to send him
  to his private sanctum in Dalaran.
  Spell-Like Ability: Ansirem has permanently
  prepared the spell teleport as a spell-like ability
  that can be used twice per day.
  Description
  Dressed in an elaborate violet robe, the bearded
  man stands with his eyes closed and his brow
  furrowed in concentration. He is quite tall, and,
  although he appears fairly old, he stands perfectly
  still — reflecting a great deal of physical discipline.
  The man carries no obvious weaponry, but his arms
  are crossed in his robes, concealing both hands.
  Ansirem Runeweaver is no stranger to combat,
  having helped defend the magical city of Dalaran for
  the better part of four decades. He is confident, but
  not cocky, and always seems to know where best to
  strike for maximum effect. Upon engaging in com-
  bat, Ansirem’s first action is usually to summon
  additional help, immediately following with a series
  of offensive blasts directed at enemy spellcasters. He
  targets arcane spellcasters first, then any healers or
  archers. If Ansirem appears to be winning after the
  first few exchanges of a combat, he presses the
  advantage with area-effect spells such as rain of fire*
  or shockwave*. If he thinks he is losing, however,
  Ansirem will not hesitate to cast teleport and beat a
  hasty retreat back to his private sanctum in Dalaran.
  
  LORDAERON
  93
  
  94
  CHAPTER FOUR
  geously and vainly against the undead. I had heard
  about the human city of Tyr’s Hand and planned to
  use this as a base while I conducted my survey.
  The Eastern Plaguelands are north of the Hinter-
  lands and east of the Western Plaguelands. Darrowmere
  Lake borders the region on the south, while Zul’Aman
  and Quel’Thalas lie to the north. The entirety of the
  Plaguelands is polluted and wretched, blighted by the
  Scourge. The undead plague has corrupted the people
  and nature itself. Noxious orange mists float like
  living entities over the blackened, filthy soil. The
  Scourge’s power here is absolute.
  People and Culture
  The Scourge controls the Plaguelands. The
  undead are intelligent and draw their power from
  the Lich King far to the north. Now that the Lich
  King has regained his power, all the Scourge’s
  members are utterly loyal — we cannot expect to
  see more defectors such as Lady Sylvanas and her
  Forsaken. Zombies, ghouls, skeletal warriors and
  worse roam the lands, slaughtering the few survi-
  vors when they find them. The undead need no rest
  and never complain. I am proud to say that, since
  my foray, the world is short twenty-three zombies,
  fourteen skeletal warriors and seven ghouls — and
  one unfortunate dog that sounded like a ghoul.
  Against this indomitable force battles the Scarlet
  Crusade. As their name implies, these human war-
  riors and priests dress in bright reds — a stark
  contrast to the devastated gray landscape. The
  Crusaders are frenetic, desperate to destroy the
  Scourge, but well and truly crazy. At the very least,
  they should wear clothing that blends in with the
  environment. A first-year scout knows that! The
  Scarlet Crusaders are fearless zealots. Drawing
  strength and conviction from the Holy Light, they
  are dedicated to eliminating undead and offering
  protection to human survivors. Unfortunately, the
  Crusaders tend to think that anyone unassociated
  with them carries the undead plague and simply kill
  refugees more often than not. Scary people. They
  are well armed and armored and keep their equip-
  ment highly polished. Though their hearts are in
  the right place, their minds are addled — the tiny
  group is a pathetic force against the Scourge’s
  might. The Scarlet Crusade must be incorporated
  into a larger army to be successful. And someone
  has to kick the righteousness out of it.
  A forest troll force has also moved into the
  region. Striking south from Zul’Aman, the trolls
  seek to regain their ancestral kingdom. A sick and
  delirious troll told me of their leader, Thresh’jin:
  “Thresh’jin and his army, mon, they are goin’ to
  drive the Scourge from the land. It does not matter that
  the land is dead; Thresh’jin wants it because it used to
  be ours. And it will be so again! Zul’Aman’s warbands
  back Thresh’jin — he’s got many trolls.”
  My pistol eased the troll’s passing into oblivion.
  Never let it be said that dwarves are without mercy.
  Forest trolls are no friend to dwarf or human, but
  they are enemies of the Scourge. If promised their
  kingdom, they might join an alliance.
  The Poison Mist
  An orange, toxic mist permeates both the
  Eastern and Western Plaguelands. A living
  creature must attempt a DC 15 Fortitude save
  every 8 hours it remains in the Plaguelands.
  Failure indicates that the creature takes 1 point
  of temporary Constitution damage. Within 20
  miles of Stratholme, the mist becomes much
  worse. A living creature in this area must
  succeed at a DC 17 Fortitude save every hour or
  take 1d3 points of temporary Constitution dam-
  age. Non-breathing creatures are unaffected by
  the mist, as are members of the Cult of the
  Damned and characters with at least one level
  in the necromancer† prestige class. The mist is
  a supernatural poison.
  Geography
  The land is blighted, the plants and animals
  soiled and corrupted. The blight has altered the
  trees, transforming them into stands of gigantic
  mushrooms. (Do not eat them.) Darrowmere Lake
  provides reasonably fresh water, but the longer the
  Scourge remains the fouler the water grows. To the
  north, the elevation rises toward Quel’Thalas and
  Zul’Aman. Kel’Thuzad’s minions are the only crea-
  tures that roam the land.
  Darrowmere Lake: This freshwater lake lies to
  the southwest in the Eastern Plaguelands. The
  Greenrush River, with origins in Zul’Aman, travels
  through the Eastern Plaguelands and finally emp-
  ties into Darrowmere. This lake was the site of
  
  LORDAERON
  95
  many naval battles in the Second War, though now
  it is in the Scourge’s hands and their filth pollutes
  the waters; more dead fish wash up on the shores
  every day.
  Sites and Settlements
  The Scourge rules this once-proud region. De-
  spite the undead’s power, humanity gathers in
  pockets of resistance.
  Caer Darrow: In Darrowmere Lake’s middle is a
  solitary island: the Isle of Darrow. The keep of Caer
  Darrow, perhaps the oldest human monument in
  the world, stands upon this isle. The keep’s defend-
  ers abandoned it in the Third War. I would love to
  investigate this ruin — think what wonders it
  might hold! Unfortunately, Caer Darrow crawls
  with undead and their few remaining demonic
  allies. For a time I entertained the notion putting
  an end to a few of these monsters, but after seeing
  three dreadlords in five minutes I changed my
  mind. I instead traveled to Tyr’s Hand.
  Tyr’s Hand (city, 9,000): Tyr’s Hand is manned
  by an army of Scarlet Crusaders and is untouched by
  the undead plague. Located in the southeastern
  Plaguelands, Tyr’s Hand is the only human settle-
  ment left in this part of Lordaeron. In the city’s
  center is the newly erected Scarlet Monastery, a
  grand edifice that rivals Stormwind’s Cathedral of
  Light. General Abbendis commands the city and its
  Crusaders and priests. Abbendis, like most of the
  Crusaders, is completely nuts. He believes that the
  Light has blessed him so that he can retake Stratholme
  and rout the Scourge. The few humans who roam the
  Plaguelands desperately seek the safety of Tyr’s Hand,
  and I was forced to do the same.
  Currently, the Crusaders pose no threat to the
  Scourge. They serve only to rile things up a bit and
  Excerpt of a Conversation
  between General Abbendis
  and Brann Bronzebeard
  “Never fear, dwarf! The Holy Light itself has
  blessed us and we shall be triumphant! Give
  it… two years. In two years, if humans again do
  not hold all of Lordaeron, I will buy you an ale.
  What say you to that, dwarf?”
  “I’ll never get my ale. But good luck, General.”
  test the Scourge leaders’ tactics. It is only a matter
  of time before Kel’Thuzad grows bored and destroys
  the Crusaders for good.
  Stratholme
  Population:
  Population:
  Population:
  Population:
  Population: 25,000 (100% undead).
  Government:
  Government:
  Government:
  Government:
  Government: Dictatorship.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Lich Lord of the Plaguelands Kel’Thuzad (male hu-
  man lich Wiz25).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Lich King.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Evil, magic, plague.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Scourge.
  Getting to Stratholme is exceedingly dangerous
  but, tough soul that I am, I managed it. The place
  swarms with undead and their mortal servants.
  Dark magic pervades the air — it feels oily. Realiz-
  ing that I would be unable to sneak into the city
  without joining the Scourge’s ranks, I contented
  myself with observing Stratholme from a distance
  and gathering tales from a captured necromancer.
  Once the most glorious human city in Lordaeron,
  the mad Prince Arthas, believing its citizens had
  contracted the plague, ravaged Stratholme during
  the Third War. The city never recovered.
  Kel’Thuzad took the city after the Burning Legion’s
  defeat and erected Scourge structures throughout
  the ruins. Stratholme is a horrible, dark place, full
  of blacks and purples and the putrid orange mist.
  Undead buildings mix with human ruins. Abomi-
  nations**, ghouls**, zombies**, skeletal warriors**,
  wraiths**, necromancers and liches** wander the
  streets and chant dark paeans in their sanctuaries.
  Gargoyles** and frost wyrms** patrol the skies.
  Kel’Thuzad’s massive necropolis, Naxxramas,
  floats above the city like a bloated, diseased crea-
  ture. The necropolis, its violet lights visible from
  miles away, symbolizes Kel’Thuzad’s absolute domi-
  nance over the land. Stratholme is an impregnable
  fortress of evil.
  Stratholme also plays home to Baron Rivendare,
  whom I had the unfortunate experience of meet-
  ing. I had to shoot out the legs of his undead steed
  to escape the sadistic baron. Once a wealthy human
  landowner, the plague corrupted Rivendare and he
  pledged himself as a death knight. Rivendare’s duty
  is to round up and murder any human survivors he
  can find, and he and his patrols do just that.
  Rivendare is a real bastard.
  
  96
  CHAPTER FOUR
  History
  Stratholme was a valiant member of the Lordaeron
  Alliance in the Second War — I remember well
  fighting alongside its warriors. Arthas and the
  Scourge both ransacked the capital in the Third
  War, and the few survivors fled west with Jaina
  Proudmoore. When the Lich King summoned
  Arthas to Northrend, the traitor placed Kel’Thuzad
  in charge of Lordaeron. The lich established
  Stratholme as his base, and the surrounding lands
  are completely under his rule. After the Third War,
  the Scarlet Crusade formed and mounted a series of
  small insurrections. The Crusade has been waging
  this dirty, underground war for several years now,
  and the fight has taken its toll. The Crusaders still
  attack the Scourge at every opportunity, however.
  Forest trolls under warlord Thresh’jin also moved
  in after the Third War. With the fall of Lordaeron
  and Quel’Thalas, the trolls see a path to reestab-
  lishing their old dominion.
  Adventures
  The Scarlet Crusade can use all the help it can get
  fighting the undead, though convincing them you
  do not carry the plague is tougher than it sounds.
  The Scourge undoubtedly hoards vast magical power
  and potent artifacts in its cities, but the danger is
  immense.
  Good Samaritans: The heroes encounter a group
  of refugees encamped in a mushroom grove. The
  pathetic humans are weak and ill, and have no
  chance of getting to Tyr’s Hand a dozen miles to the
  south. The PCs must escort the refugees, battling
  undead patrols and perhaps Baron Rivendare along
  the way. Later, Scarlet Crusaders appear to help
  them — or slay them before they bring the infected
  refugees to Tyr’s Hand.
  Gilneas
  Population:
  Population:
  Population:
  Population:
  Population: Unknown.
  Government:
  Government:
  Government:
  Government:
  Government: Hereditary monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Lord Genn Greymane (male human Ftr14).
  Language:
  Language:
  Language:
  Language:
  Language: Common.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Unknown.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Independent.
  I attempted to journey to Gilneas from Silverpine
  Forest. I had heard many rumors, but I could not
  believe them. Unfortunately, those rumors proved
  true: an enormous wall barricades Gilneas from
  Lordaeron and I was unable to bypass it.
  Gilneas is a large peninsula that juts into the sea
  south of western Lordaeron. Silverpine Forest lies
  to the northeast and Kul Tiras awaits across the sea
  to the south.
  Lord Genn Greymane never supported the
  Lordaeron Alliance in the Second War. Thus, after
  the war, he constructed the Greymane Wall: a
  massive barrier spanning the entire northern bor-
  der. Gilneas does not allow anyone in or out, and
  none knows what has been transpiring there for the
  past ten years. I questioned everyone I came across,
  mainly refugees, but none could offer me anything
  more than curses and dark looks toward Gilneas.
  People and Culture
  Like their leader, Gilneas’ people are burly and
  gruff. Extremely isolationist, they supported the
  Greymane Wall’s construction. I surmise that they
  are still beyond the wall, farming, hunting and
  otherwise supporting their nation.
  Last Known Speech
  from Genn Greymane,
  Recorded by Mystrum Runedance
  Damn the orcs, damn the Alliance, and damn
  you! The last thing Gilneas needs is sponges from
  other nations drawing from our resources, Dalaran
  wizards meddling with our affairs, and someone
  else’s enemies killing our soldiers! Gilneas is its
  own nation and it always will be. This is the last
  time I’ll ever talk to you, Terenas, so I hope you
  were listening.
  Geography
  Ten years ago, Gilneas was a cold, rainy place and
  it likely has not changed much. Ocean surrounds
  the peninsula on three sides, making sea storms
  common. High cliffs on the shores protect Gilneas
  from sailors’ curious eyes. When I return to Ironforge,
  I plan to ask for a flying machine to take me over the
  wall and dispel Gilneas’ aura of mystery.
  
  LORDAERON
  97
  Zul’Dare: This sizeable island to Gilneas’ south-
  east is also part of the kingdom and remains inviolate.
  Kul Tiras ships have traveled to the island’s cliffs,
  sending up carrier pigeons with pleas for support,
  but nothing has responded. Indeed, some ships do
  not return at all. Rumors in Kul Tiras point to a
  naga force hiding somewhere in the area (see the
  “Kul Tiras” entry, below), and some whisper that
  Gilneas is in their possession.
  Sites and Settlements
  Greymane Wall is the only evident site in Gilneas.
  Greymane Wall: This enormous gray wall marks
  the boundary between Gilneas and Lordaeron. No
  guards stand at its battlements or man its gates —
  the wall seems dead. Nevertheless, refugees from
  the north camp in the wall’s shadow, hoping for
  succor. These unfortunates never see a Gilnean
  and are easy prey for the worgen‡ that occasionally
  stray this far south from Shadowfang Keep (see the
  “Silverpine Forest” entry, below). I sent the refu-
  gees I encountered to Hillsbrad.
  History
  Genn Greymane, a brawny warrior who, if he
  lives, must be in his seventies, has ruled Gilneas for
  decades. Greymane did not join the Lordaeron
  Alliance in the Second War and argued against its
  existence from beginning to end. His people con-
  structed the Greymane Wall after the Second War,
  and no one has heard anything from Gilneas since.
  During the Third War, refugees from the north
  camped at Greymane Wall, pleading to be let
  inside. The gates remained closed, and undead
  patrols slaughtered the refugees. Perhaps some-
  thing dire has befallen Gilneas.
  Adventures
  Though nothing hostile has come out of Gilneas,
  some cannot resist the allure of mystery.
  Over the Wall: Ironforge dwarves, seeking allies
  to help drive the Scourge from Lordaeron, intend
  to send a diplomatic party to Gilneas. King Magni
  hires goblin zeppelins to ferry the diplomats and
  summons Wildhammer gryphon riders as escorts.
  Yet no one knows what to expect in Gilneas, and
  Magni hires a few trusted mercenaries (the PCs) to
  accompany his ambassadors.
  Hillsbrad Foothills
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Southshore (2,000).
  Population:
  Population:
  Population:
  Population:
  Population: 15,000 (80% human, 8% Ironforge dwarf, 5%
  goblin, 4% half-elf, 3% half-orc).
  Government:
  Government:
  Government:
  Government:
  Government: Elected council.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Magistrate Henry Maleb (male human Ari8/Ftr4).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Goblin, Orc, Thalassian.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Gold, grain, livestock, safety, oil, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  I passed through the ruins of Thoradin’s Wall
  expecting more devastation beyond. I was pleas-
  antly surprised, however, as I traveled into the
  Hillsbrad Foothills.
  South of the Alterac Mountains and northwest
  of the Arathi Highlands, the Hillsbrad Foothills
  border the sea to the south. Buffered from the
  Plaguelands by the Alterac Mountains, Hillsbrad is
  free from undead influence and is one of the last
  stable human realms in Lordaeron. This region
  offers safety and sustenance to a people long beset
  by misery.
  Yet Hillsbrad is not completely idyllic. The Syn-
  dicate (see the “Alterac Mountains” entry, above,
  and Appendix One) has inveigled its way into the
  region, and murlocs and Forsaken roam its wilder-
  ness.
  People and Culture
  Hillsbrad’s people are industrious and proud.
  They work hard to keep their realm in its current,
  peaceful state, reporting undead and other dangers
  immediately. They do not tolerate crime of any sort
  and punishments are brutal. The locals dress in
  white, Lordaeron’s traditional color. Each year they
  celebrate Hordefall, the anniversary of the Second
  War’s end. I was not lucky enough to visit Hillsbrad
  during the holiday, but was told that it involves
  singing, drinking and incinerating small orc dolls.
  Few Hillsbraders traveled to Kalimdor with Jaina,
  thinking it dubious that the mysterious continent
  could hold anything better than their own land.
  They are in for a sorry surprise when Kel’Thuzad
  strikes south. My cheer at this land was always
  tempered by that thought.
  
  98
  CHAPTER FOUR
  Geography
  The Hillsbrad Foothills offer a land of rolling
  green hills and fertile meadows. Rich rainfall cre-
  ates many arable tracts, and this natural bounty aids
  Hillsbrad’s self-sufficiency. The southern shore is
  windy but gentle, allowing ships to dock easily at
  Southshore’s harbors. Torn Fin murlocs frequent
  the shores as well. Mountain lions, creeper spiders
  and gray bears roam Hillsbrad’s pastoral landscape.
  Sites and Settlements
  The Hillsbrad Foothills are largely peaceful, with
  numerous thriving farms and one or two large
  settlements.
  Durnholde Keep: Lieutenant Blackmoore, the
  cruel and manipulative man who once owned an
  orc slave called Thrall, ruled this fortress. Now
  Durnholde Keep is in the Syndicate’s hands, and
  the organization uses it as a base to strike at
  Hillsbrad’s farms and communities. The disgusting
  Syndicate is almost as bad as the undead, always
  trying to expand its influence. I wish Terenas had
  put all Alterac’s nobles to the sword after Lord
  Perenolde’s betrayal.
  Southshore (town, 2,000): Though only a small
  town, Southshore is the largest settlement in the
  Hillsbrad Foothills. A small Alliance garrison is
  berthed within and does its best to drive the Syndi-
  cate and Forsaken from their land while protecting
  Lordaeron’s southern regions from the Scourge in
  the north. They do a good job with their few forces,
  and the nearby farms thrive. Southshore’s town
  council takes an active role in all things, and Magis-
  trate Henry Maleb is a particularly driven and wise
  man. Maleb and Marshall Redpath, the Alliance
  commander, are consumed with fights against ogres
  and murlocs. I provided what help I could.
  In addition to its role as a base for Alliance
  military forces, Southshore is Hillsbrad’s mercan-
  tile center. Southshore’s small privateer fleet keeps
  the waterways clear, allowing ships to dock at the
  town’s harbor and keep the economy strong.
  Tarren Mill: Humans once ran this mill, but it
  fell to the Forsaken. The undead, led by High
  Executor Darthalia, attack Hillsbrad’s citizens mer-
  cilessly. Though they are not part of the Scourge,
  they are still undead and still evil. I killed three and
  feel better for it.
  History
  Hillsbrad’s people fought in the Second and
  Third Wars, though most did not travel to Kalimdor.
  They have earned their peace and they know it.
  Recently, Forsaken took over Tarrin’s Mill, and the
  Syndicate, Torn Fin murlocs and rogue ogres from
  Alterac moved into the area. The Hillsbraders just
  want peace, but they are unlikely to get it any time
  soon. They hate the Scourge for what it has done to
  Lordaeron, and they are capable warriors with a
  strong militia.
  Adventures
  The Syndicate, Forsaken, murlocs and ogres
  threaten Hillsbrad’s tranquility.
  Something Fishy: The Syndicate sends a mes-
  senger to Southshore, claiming that they have
  researched a new spell that is extremely effective
  against murlocs. The Syndicate offers to parley
  with a Southshore representative, trading this new
  magic for some concessions. Magistrate Maleb does
  not trust the Syndicate, but the murlocs have been
  preying on incoming ships and damaging
  Southshore’s economy. Maleb asks some trustwor-
  thy heroes to accompany his agent to the meeting
  with the Syndicate.
  The Syndicate does indeed possess such a spell
  and are willing to part with it for the right price.
  Unfortunately, the Forsaken of Tarrin Mill ambush
  the Syndicate messenger on his way home and
  torture the information out of him. High Executor
  Dalathia sends agents to the rendezvous point to
  slay both sides and steal the spell for herself, intend-
  ing to use it to leverage the murlocs into obeying
  her commands.
  The Hinterlands
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Aerie Peak (8,000).
  Population:
  Population:
  Population:
  Population:
  Population: 13,000 (65% Wildhammer dwarf, 30% forest
  troll, 5% high elf).
  Government:
  Government:
  Government:
  Government:
  Government: Hereditary monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Thane Maz Drachrip (male Wildhammer dwarf Ftr6/
  Wdr10).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Dwarven, Common, Low Common, Thalassian.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, voodoo.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Gold, hunting, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  
  LORDAERON
  99
  Dwarves have a presence in Lordaeron — Clan
  Wildhammer hill dwarves. They make their home
  in Aerie Peak in the Hinterlands, and their efforts
  preserve this realm. In utter contrast to the
  Plaguelands, the Hinterlands are a verdant, green
  realm of majestic oaks and maples. I do not much
  care for trees and nature and… elfy things like that,
  but I have to admit the Hinterlands are beautiful.
  No roads cross the Hinterlands. I entered the
  realm from the north, on my way back to Ironforge.
  The Hinterlands was, therefore, the last new realm
  I visited — and perhaps the best. The area is tranquil
  and calm, and the Wildhammer dwarves boisterous
  and friendly to good-hearted souls. The northeast-
  ern portion is especially idyllic, with mild, pleasant
  weather and many natural splendors. To the south-
  west the land becomes a bit misty and forlorn, taking
  on tones of the Arathi Highlands and the Alterac
  Mountains. Vacant human farms and settlements
  are scattered across this area, but the only tangible
  forces that threaten the Hinterlands are two brutal
  forest troll tribes. I looked forward to slaying a few
  trolls before heading back into Khaz Modan.
  The Hinterlands border the Arathi Highlands to
  the south, the Hillsbrad Foothills to the southwest,
  the Alterac Mountains to the west and the Eastern
  Plaguelands to the north. Tyr’s Hand in the
  Plaguelands is very near the border, which may
  help explain why that city remains relatively safe.
  I am amazed that the Hinterlands can thrive so near
  the wasted Plaguelands.
  People and Culture
  Savage Wildhammer dwarves control most of
  this territory. Based in Aerie Peak, these noble
  dwarves have (mostly) forgiven Ironforge’s past
  errors and welcomed me into their city.
  Wildhammers are larger than Ironforge dwarves
  and paint themselves in traditional tattoos. They
  adorn their hair and beards with feathers, beads and
  other colorful panoply. Though they were amiable
  enough, I still felt some coldness. The Wildhammers
  have been suspicious of we Ironforge dwarves since
  the War of Three Hammers. I believe they have
  done away with most of that prejudice now with so
  many other potential foes available, but old habits
  linger. The Wildhammers have a clan-like caste
  system. A thane rules each clan, and the mightiest
  thane rules Aerie Peak.
  Wildhammers, for some reason, like high elves.
  A connection formed between the two peoples, a
  connection I imagine has something to do with
  nature and wildness. I saw several high elves in
  Aerie Peak, and they have a hunting lodge nearby.
  The elves eyed me suspiciously, but unlike other
  Ironforge dwarves I have no quarrel with their kind.
  A high elf priest saved my dwarven ass in the
  Second War.
  The Hinterlands also play home to two maraud-
  ing forest troll tribes: the Vilebranch and the
  Witherbark. Like other forest trolls, these creatures
  are vile and sadistic. They harass the Wildhammers
  constantly and prey on lone travelers. They infect
  this beautiful land with their presence.
  I offered to lead some Wildhammers in a good,
  old-fashioned troll hunt. This was partially to in-
  gratiate myself to the Wildhammers — nothing
  impresses these guys like action and recklessness! I
  also simply wanted to kill some trolls before head-
  ing back to Khaz Modan. After all I had been
  through, these trolls seemed paltry indeed. I gath-
  ered a strike force and we had a grand time. I killed
  24 trolls; total, we slew 67. Unfortunately, we lost
  a few of our own. The damn Witherbark trolls use
  their voodoo magic to brew some foul new poison
  that proved remarkably deadly. (See Appendix
  Two for a description of this poison, called darksap
  venom.)
  Geography
  The Hinterlands are composed of lovely decidu-
  ous forest, primarily oaks and maples. Many of its
  trees are very old, and in some places branches
  block out the sun to create a world of perpetual
  twilight. Mossy beards hang from branches and
  streams rush over pebbles. The northeast is espe-
  cially pristine, while the southwest is somewhat
  misty and eerie. Forest animals of all kinds live
  within the woods, and the Wildhammers tell me
  that dire bears, wildkin and similarly dangerous
  creatures are common. I hope they kill lots of trolls.
  Seradane: This vast, untainted woodland occu-
  pies most of the eastern Hinterlands. Seradane is a
  remarkable sylvan landscape, the most idyllic area
  in a realm of idylls. A flourishing Great Tree (a
  sapling of the World Tree and portal to the Emerald
  dream) grows in Seradane, and green dragons and
  their allies protect the land.
  
  100
  CHAPTER FOUR
  Sites and Settlements
  The Wildhammer dwarves control the Hinterlands,
  though forest trolls have settlements in the deep woods.
  Jintha’Alor: The Vilebranch trolls call this settle-
  ment home. Several smaller troll enclaves are
  scattered throughout the Hinterlands.
  Quel’Danil Lodge: This high elf hunter’s lodge is
  near Aerie Peak. The elves did not care much for me
  at first, but I impressed them with my sharp shooting.
  Saldor Shallowbrook, an aged, placid high elf, over-
  sees the lodge. He told me that in Thalassian, the
  elven language, Quel’Danil means “High Peak.”
  Shadra’Alor: This is the Witherbark trolls’ pri-
  mary settlement. I roamed the area killing rogue
  trolls for a time, but I would need a sizeable force to
  cleanse the trolls from the area.
  Aerie Peak
  Population:
  Population:
  Population:
  Population:
  Population: 13,000 (90% Wildhammer dwarf, 10% high elf).
  Government:
  Government:
  Government:
  Government:
  Government: Hereditary monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Thane Maz Drachrip (male Wildhammer dwarf Ftr6/Wdr10).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Dwarven, Common, Thalassian.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Gold, hunting, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  Aerie Peak, the massive Wildhammer capital, is
  carved into an enormous mountainside. The city is
  located in the northwestern Hinterlands and over-
  looks Darrowmere Lake. Aerie Peak resembles a
  gargantuan gryphon head, with open spaces at its eyes
  and nostrils. Generations of Wildhammers worked on
  this undertaking, and the sculpture is an excellent
  likeness. Even the individual feathers are apparent.
  Wildhammer structures and battlements jut from the
  cliff’s base. Gryphons make their nests in the carved
  head and the mountain and forever flap around the
  place like bees about a real gryphon’s head.
  The Wildhammers know who their friends and
  enemies are. They welcome the former and sav-
  agely defend their city against the latter. Aerie
  Peak’s architecture is reminiscent of Ironforge’s,
  but its buildings jut into the air with open ceilings
  to allow the Wildhammers to see the sky. The
  dwarves practice gryphon riding and hammer toss-
  ing on the ground and cliffs surrounding Aerie
  Peak.
  History
  The Hinterlands have remained pristine for cen-
  turies. The Wildhammer dwarves moved their
  capital to Aerie Peak after losing Grim Batol in the
  
  LORDAERON
  101
  Second War. Wildhammer gryphon riders are leg-
  endary and were a great boon to the Alliance in the
  Second and Third Wars.
  Adventures
  Though largely peaceful, hostile trolls and dan-
  gerous creatures roam the wilderness.
  Search, Kill and Rescue: Daring trolls steal
  gryphon eggs from Aerie Peak and begin training
  their own gryphon riders. If they complete their
  training, they would seriously curtail the
  Wildhammers’ dominance. The dwarves ask the
  heroes to rescue the fledgling gryphons and slay the
  trolls.
  Kul Tiras
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Boralus (4,000).
  Population:
  Population:
  Population:
  Population:
  Population: 10,000 (85% human, 10% Ironforge dwarf, 3%
  high elf, 2% goblin).
  Government:
  Government:
  Government:
  Government:
  Government: Hereditary monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Admiral Tandred Proudmoore (male human Ari5/
  Ftr7).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Dwarven, Goblin, Thalassian.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Gold, grain, livestock, seafood, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Alliance.
  I sailed to Kul Tiras from Menethil Harbor in
  Khaz Modan’s Wetlands, so it was technically the
  first Lordaeron land I surveyed. Kul Tiras has al-
  ways been a merchant nation. The kingdom
  historically has retained a powerful navy, and its
  fleets were invaluable in the Second War. Since
  that time, Kul Tiras has lost both Grand Admiral
  Daelin Proudmoore and his daughter Jaina to
  Kalimdor. The only remaining Proudmoore,
  Tandred, now rules this realm. I met Tandred: He’s
  a good lad, but he doesn’t have his daddy’s stones.
  He gets a lot of help from his lady friend, Captain
  Mishan Waycrest. She does a good job keeping the
  murlocs**, naga** and pirates in check.
  Kul Tiras has remained inviolate from the
  Scourge, due mostly to its strategic positioning. An
  island nation between Azeroth and Lordaeron, Kul
  Tiras still possesses powerful warships that patrol
  the waters. Pirates, murlocs and naga pose a serious
  threat to the nation.
  Kul Tiras is temperate, though subject to sudden
  ocean storms. The nation is also very windy, which
  makes zeppelin rides perilous. That is one reason I
  chose to sail. Plus, I trust goblins about as far as I can
  spit a cannonball.
  People and Culture
  Kul Tiras’ people are wealthy, especially com-
  pared to the ravaged northern lands, and proud of
  their nation. They wear traditional green and fly
  flags with Kul Tiras’ anchor emblem. Like Hillsbrad’s
  citizens, Kul Tiras’ people celebrate Hordefall (see
  the “Hillsbrad Foothills” entry, above) every year.
  They hate the Scourge for wiping out the rest of
  their continent; they hate naga, murlocs and pi-
  rates for sinking their ships and stealing their
  resources; and they hate orcs for decimating their
  fleets in the Second War. They are staunch mem-
  bers of the Alliance and friends of Ironforge.
  I could not help but notice that despite their
  resolve and experience, Kul Tiras’ citizens possess a
  deep-seated anxiety. Their eyes dart about. Often
  looking to the west, where their greatest leaders
  and many of their warriors vanished, they wonder
  if they will ever again see their missing families.
  They are glad to have a Proudmoore as their leader,
  but all know that Tandred is not the man his father
  is… or was.
  Geography
  Kul Tiras is a large island off Khaz Modan’s west
  coast, between Azeroth and Lordaeron. The un-
  settled areas are covered with rolling hills and
  sparse evergreen woods. Nearby Crestfall, immedi-
  ately off the northeast coast, and farther Tol Barad,
  in the same direction, are also parts of Kul Tiras.
  Wild game includes a few forest creatures such as
  foxes, squirrels and the occasional black bear. Kul
  Tiras’ shores possess good fishing and provide ample
  seafood. I had some excellent lobster and king crab
  in Kul Tiras.
  Crestfall: A large island off Kul Tiras’ northeast
  coast, Crestfall boasts a sizable community of boat-
  ers and fishermen. These people do not like strangers
  — I was nearly shot when I approached a town at
  night. The riflemen apologized, saying that naga
  have been plaguing them recently. Rumors abound
  that a large naga force, under a warlord called
  Zethresh, hides near Crestfall’s west shore. Zethresh
  reputedly seeks to cleanse the ocean and her isles of
  human encroachment. I hate naga.
  
  102
  CHAPTER FOUR
  The Sea: Kul Tiras’ greatest asset is also its
  greatest danger. Murlocs and naga crawl from the
  sea to torment sailors and fishermen. Pirates roam
  the waters preying on merchant vessels. Captain
  Dannol Scurvgrin, a truly vile pirate lord, has ties to
  the Bloodsail Pirates of the South Seas and sees Kul
  Tiras as his next big prize. Dannol is almost as big
  a bastard as Baron Rivendare (see the “Eastern
  Plaguelands” entry, above).
  Sites and Settlements
  Kul Tiras is relatively stable with a bustling
  capital. I only found one interesting site.
  Boralus (town, 4,000): Boralus, Kul Tiras’ capi-
  tal, lies on the island’s west coast. The city’s
  population has dwindled since Jaina’s and Daelin’s
  exodus, and many houses and surrounding farms lie
  empty. The people have drawn in away from the
  fringes and toward the coast, and I walked for about
  half an hour through abandoned residential dis-
  tricts and market places in the city’s east side. An
  ideal place for a secret society or hidden cabal, the
  town was eerily quiet. Still, Boralus is a friendly
  enough harbor, though almost all its citizens carry
  long knives to “gut the murlocs and naga.” Kul
  Tiras’ diminished fleet patrols the waterways lead-
  ing to the harbor, so merchants from Southshore,
  Menethil Harbor and (rarely) Kalimdor make
  Boralus a regular stop.
  Tol Barad: I had to pull some strings to learn of
  this island, and even then I was not allowed to visit
  it. The site of many historic battles in the Second
  War, Tol Barad is now home to a magic prison.
  Wizards from both Dalaran and Stormwind oversee
  the complex, and prisoners include enemy mages,
  lesser and greater demons, warlocks and undead war
  criminals. The wizards do not allow anyone near the
  island and keep the prison’s existence secret.
  History
  Kul Tiras was instrumental in the Second War.
  One of the Alliance’s staunchest supporters, Grand
  Admiral Daelin Proudmoore constructed a huge
  armada to battle the approaching Horde. Though
  the Alliance fleets triumphed, the Horde ships
  devastated the fleet and it never recovered. When
  the Third War erupted, Kul Tiras sent its ships
  against the Scourge but could do little. Eventually,
  Jaina Proudmoore, a powerful sorceress and Grand
  Admiral Daelin’s daughter, took half the remain-
  ing fleet and sailed west to Kalimdor. Several months
  later, Admiral Daelin, seeing that he could not
  prevent Lordaeron’s fall and reasoning that his
  daughter might need help in the western lands,
  took the remaining ships and sailed to meet her.
  Neither has returned. Tandred now does his best
  with the few men and fewer allies he has left.
  Adventures
  Enemies surround Kul Tiras.
  Prison Break: Naga attack Tol Barad. The wiz-
  ards fight them off, but in the confusion a dangerous
  prisoner, Zae’Rathis the Mad, a blood elf evoker,
  escapes. Zae’Rathis is now at large and Kul Tiras’
  citizens are afraid. The wizards suspect that the naga
  attack was intended to free the blood elf and that
  Zae’Rathis may join the naga. Together they would
  make a powerful force. The wizards need someone to
  track down Zae’Rathis and destroy him. The more
  naga the heroes kill in the process, the better.
  Silverpine Forest
  Population: Unknown.
  Major Settlements: Ambermill (2,000),
  Pyrewood Village (560).
  Languages: Common, Low Common.
  Faith: Holy Light.
  Resources: Farmland, gold, timber.
  Affiliation: Forsaken.
  As I approached Silverpine Forest from the Hillsbrad
  Foothills, to the forest’s southeast, I encountered a
  small cabin. An old man approached me from the
  cabin. He had wild gray hair and his back was bent so
  that he was almost as short as I, but he moved with a
  quickness and fluidity that belied his ancient frame.
  He introduced himself as Halmish, and, after I told
  him my intention, he spoke of Silverpine Forest:
  “Yeh don’ wanna go into that place, master dwarf.
  Once, the Alliance protected Silverpine Forest and it
  was verdant and natural. Now, the place is a ghost.
  Forsaken haunt the trees and mists cloak the ground.
  Them wizards from Dalaran… they sometimes go inta
  the forest. ‘Researching the undead plague,’ they tells
  me. Fools! There be worse things than Forsaken in
  those woods. The forest is cursed. I don’ mean it’s
  plague-ridden or there’s poison in the air or anythin’! I
  mean there’s a curse. And it’s got nothin’ to do with the
  
  LORDAERON
  103
  Scourge! A curse that changes yeh… men, and dwarves,
  they turn inta… beasts.”
  While Halmish’s warnings may have dissuaded
  some, they only piqued my curiosity and I entered
  Silverpine Forest eagerly. Halmish’s description
  was very accurate. Tall, silver-barked pines tower
  over grassy knolls. At night, mists creep from the
  ground and mix moonlight into dancing spirits.
  Silverpine Forest stretches across Lordaeron’s
  western coast. Gilneas and the Hillsbrad Foothills
  border the forest to the south while Tirisfal Glades
  lies to the north. Massive Lordamere Lake serves as
  Silverpine’s eastern border.
  People and Culture
  As Halmish said, the Forsaken control Silverpine
  Forest. These are undead currently free from the
  Lich King’s control — in fact, they hate the Scourge
  and wish to destroy it. Unfortunately, they also
  hate everything alive, so their list of allies is thin. I
  wish they would get their priorities straight.
  Forsaken resemble men and women, but their
  skin is a decayed gray and dead flesh shows in
  places. Being dead, they do not care much for
  clothing, and the tattered rags they wear are cov-
  ered with grime and filth. The Forsaken have a
  special contingent called the Deathguard, which
  wanders through Silverpine on constant patrol. I
  had to avoid these creatures several times on my
  forays. The Royal Apothecary Society, a Forsaken
  organization devoted to creating new toxins and
  alchemical substances, also has a strong presence
  here.
  By declaring that I was an enemy of Dalaran I was
  able to gain an audience with a Forsaken leader
  called Shadow Priest Allister. Allister is nice
  enough, for a hideous undead monster, and is con-
  cerned that the Dalaran wizards are showing an
  increased interest in Silverpine. I tried, but I could
  not abide Allister’s presence. After about five min-
  utes I drew my axe and charged. The priest was not
  as surprised as I had hoped, and I only escaped by
  leaping into a nearby river, flowing downstream
  and going over a waterfall. Good thing we dwarves
  are tough, but my helm was dented.
  As if the Forsaken were not bad enough, a gnoll
  band called the Rothides lives here as well. Perhaps
  whatever afflicts the Forsaken affects the gnolls as
  well, for their fur is gray and patchy and their eyes
  The Deathguard
  The statistics below describe a typical unit of
  the Deathguard that might see action in mass
  combat.
  12 Forsaken Ftr4:
  12 Forsaken Ftr4:
  12 Forsaken Ftr4:
  12 Forsaken Ftr4:
  12 Forsaken Ftr4: Medium undead (Forsaken); HD 4;
  DF 60 (5); Spd 300 ft. (6 squares); AC 14; Base Atk +4;
  Unit Atk +7 melee (longsword); Full Unit Atk +7 melee
  (longsword) or +4 ranged (longbow); Space 60 ft.; SA
  frenzy; SQ darkvision 60 ft., immunities, fearless, turn
  resistance +4, undead traits; AL NE; SV Fort +6, Ref +1,
  Will +2; Str 15, Dex 10, Con —, Int 10, Wis 13, Cha 10;
  Morale +5.
  Skills: Intimidate +2, Jump +8, Ride +6.
  Feats: Cleave, Great Fortitude, Improved Sunder,
  Power Attack, Weapon Focus (longsword).
  Equipment: Studded leather armor, longsword,
  longbow, arrows.
  Frenzy (Ex): This unit can frenzy for 1 battle
  round, gaining an additional attack at +1 and
  a +2 bonus to Strength. The unit suffers a –4
  penalty to Armor Class while in a frenzy.
  Immunities (Ex): Immune to disease, mind-
  affecting attacks, paralysis, and sleep.
  Fearless (Ex): Forsaken have a +4 morale
  bonus on saves against fear effects.
  Commander
  Durthis Boneshod, male human Forsaken Ftr3/Sor4,
  Durthis Boneshod, male human Forsaken Ftr3/Sor4,
  Durthis Boneshod, male human Forsaken Ftr3/Sor4,
  Durthis Boneshod, male human Forsaken Ftr3/Sor4,
  Durthis Boneshod, male human Forsaken Ftr3/Sor4,
  hero commander:
  hero commander:
  hero commander:
  hero commander:
  hero commander: Base Atk +5; Cha 18; Diplomacy +4,
  Intimidate +4, Knowledge (military tactics)* +5, Profession
  (military commander)† +5 (4 ranks); Leadership; Orders 2.
  Tactics
  Capable of enduring conditions under which
  any mortal would perish, the tireless Deathguard
  can march for days, even weeks, at a time and
  never grow tired. The Forsaken will often dis-
  guise themselves as dead or dying soldiers in the
  colors of intruding forces. Sometimes, the
  Deathguard will dig ambushes, lying still under
  the earth to erupt forth upon the proper signal.
  yellow, rheumy and sick-looking. No one seems to
  know where they came from. The Rothides and the
  Forsaken wage a constant guerilla war against each
  other. I do not know which side to root for.
  A few humans inhabit Silverpine. These are
  desperate men and women holding out against the
  
  104
  CHAPTER FOUR
  Geography
  Silverpine Forest is a vast, primeval wood that runs
  along Lordaeron’s rugged western coast. The land is
  fairly flat, but small hills, mossy overhangs and grassy
  knolls are common. Razed farms and vacant gold
  mines dot the land. “Forsaken” is an appropriate
  term for this region for various reasons. Many wild
  creatures roam through the trees, though they seem
  to be more aggressive than is natural. Alphus tells me
  that he plans on looking into this matter as well.
  Sites and Settlements
  Forsaken haunt Silverpine Forest, though a few
  hearty souls hold out against them. The Worgen
  Curse afflicts some of the inhabitants.
  Ambermill (town, 2,000): Ambermill is the
  only human settlement in Silverpine, unless you
  count Pyrewood, which I don’t. Dalaran soldiers
  protect the inhabitants from Forsaken and the
  forest’s other dangers. Ambermill is a haven for the
  Dalaran wizards who frequently survey the forest.
  The Dead Wolf Inn serves a mean bowl of venison
  stew.
  Fenris Keep: Lordamere Lake, to the east, con-
  tains an island called Fenris Isle. This island once
  held a great fortress known as Fenris Keep, but the
  structure has sunk into the bog and is now mostly
  submerged and covered with mud and scum. If you
  want to kill murlocs** and/or Rothide gnolls, this
  is a great place to do it.
  Pyrewood Village (village, 560): Pyrewood, at
  Shadowfang Keep’s threshold, is afflicted with the
  Worgen Curse. Its inhabitants transform into
  lycanthropic worgen‡ when the moon rises, and
  the worgen stalk through the forests and slay any-
  thing they encounter. One excellent lesson I learned
  is never go outside at night in Silverpine Forest.
  The place is dangerous enough during the day.
  The Sepulchre: The Sepulchre is in the north-
  western Silverpine Forest, snugly tucked within the
  Silverpine Hills. The monument is a large crypt
  and graveyard surrounded by abandoned buildings.
  The Forsaken frequent this landmark.
  Shadowfang Keep: The Worgen Curse afflicts
  the inhabitants of this dark castle. Unlike
  Pyrewood’s good folk, Shadowfang’s lords were
  bastards to begin with. They revel in their curse and
  eagerly lope into the moonlight to spill blood and
  The Worgen Curse, from the
  Notes of Archmage Alphus Wordwill
  Forsaken, or they are Dalaran wizards on scientific
  missions. A fortress called Shadowfang Keep and a
  nearby village called Pyrewood stand in southwest-
  ern Silverpine Forest. At night, when the moon
  rises above the treetops and bathes the world in
  pale light, terrible howls erupt from Shadowfang
  and Pyrewood — as if the men and women within
  had transformed into wolves! Perhaps this was the
  curse old Halmish mentioned.
  I was lucky enough to run into a Dalaran wizard,
  a rotund, amiable chap named Alphus Wordwill.
  We chatted for a time and he even supplied me with
  a copy of his research on what he called the “Worgen
  Curse.” Remarkable!
  Only one place in all of Lordaeron bears
  traces of this strange curse: the fortress of
  Shadowfang Keep and nearby Pyrewood Village
  in Silverpine Forest. I believe that this curse
  is somehow tied to the moon. When the full moon
  rises, those afflicted by this curse undergo a
  transformation, turning into strange, man-wolf
  hybrid creatures. This transformation is mental
  as well as physical; the worgen, if I may call
  them that, desire to hunt, slay and eat. No
  matter their dispositions as humans during the
  day, at night under the full moon these
  individuals are bloodthirsty monsters. This
  begs the question as to what can be done with
  them. Are we morally correct in eliminating
  them, as they are a danger to all mortals? I do
  not believe so; rather, I believe we should find
  a cure. If possible, this cure would not prevent
  the transformation, it would do more — it would
  preserve the afflicted individual’s mindset
  after the transformation. Such an effect would
  allow good-hearted worgen to take on fear-
  some physical abilities and use these against
  the Forsaken, the Scourge and other evil
  powers. Given proper funding and support, I
  believe that I could create such a cure.
  
  LORDAERON
  105
  rip warm flesh from living bones. Their howls can
  be heard as far away as Ambermill.
  The Skittering Dark: This is an abandoned gold
  mine that now hosts an army of voracious spiders.
  Not just little ones, either.
  History
  The Alliance once kept Silverpine Forest pris-
  tine and beautiful. In those days, the forest must
  have resembled the Hinterlands far to the east.
  Since the Third War, no one is left to take care of
  the forest, and it has grown wild. After the Forsaken
  broke from the Lich King’s dominance they claimed
  Silverpine as part of their territory, though many
  dispute that claim.
  Adventures
  Forsaken, gnolls, worgen, vicious animals and
  mysterious curses fill Silverpine Forest with adven-
  ture.
  I’ve Found the Cure for Worgen and Now I’ve
  Bloody Lost It!: Alphus Wordwill gets his funding
  and begins work on a cure for the Worgen Curse.
  He needs heroes to protect him and his servants as
  they move through the forest gathering reagents
  and conducting tests. He then needs people to
  sneak into Pyrewood and drop the cure into the
  water supply, then sneak out and observe the changes
  over several days. This activity undoubtedly angers
  Shadowfang Keep’s mysterious overseers. In addi-
  tion to staying alive through all of this, Alphus then
  needs the heroes to slay Shadowfang’s evil lords to
  permanently stamp out the curse’s evil.
  Tirisfal Glades
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Undercity (13,000).
  Population:
  Population:
  Population:
  Population:
  Population: 18,000 (90% Forsaken, 5% other undead, 2%
  human, 1% Horde jungle troll, 1% Horde orc, 1 % tauren).
  Government:
  Government:
  Government:
  Government:
  Government: Monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Dark Lady Sylvanas Windrunner, Banshee Queen of
  the Forsaken (female high elf banshee Elr10/Ftr10/Sor10).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Brill (3,600), Deathknell (700).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Low Common, Orc, Taur-ahe.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Shamanism, Holy Light.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Alchemy, gold, intrigue, iron, magic, poison,
  ruins, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Forsaken.
  The Forsaken partially control Silverpine Forest,
  but Tirisfal Glades is entirely within their grasp.
  They rule the area from beneath Lordaeron in their
  capital of Undercity. Though the Forsaken claim to
  be free from the Scourge and willing to work with
  other races to destroy the Lich King, they seemed
  unhappy to see me in Silverpine. I anticipated
  sending many undead back to the grave on my
  journey through Tirisfal Glades.
  I entered Tirisfal cautiously. The most obvious
  feature is the sky — altered by magic, it is a swirling
  blue pane that bathes the land in a cerulean glow,
  adding to the land’s already surreal aspect. Mists
  constantly waft through the trees, and with the
  constant, twisted sky above I could not tell the
  difference between night and day. The undead
  plague has worked its evil on the trees, though not
  to the same extent as in the Plaguelands. Instead of
  becoming giant toadstools, the trees’ bark has with-
  ered to a sickly violet and they bleed infected
  green-yellow sap. Danger lurks everywhere and
  death floats beneath the mist.
  To Tirisfal’s south is Silverpine Forest; to its east
  are the Western Plaguelands. The land borders
  Lordamere Lake to the southeast, while to the
  north and west are Lordaeron’s oceans.
  People and Culture
  My first encounter with the Forsaken was not
  what I anticipated. Several hours into Tirisfal, a
  band of Rothide gnolls burst from behind trees and
  bushes, arrows trained on me. One even had a
  salvaged rifle! At least a dozen gnolls surrounded
  me, maybe more. I hefted my axe, ready to beat the
  snot out of these fools. I didn’t really need help, but
  suddenly a magic blast incinerated half the gnolls.
  Pallid, sickly humanoids charged into the clearing
  with swords and pikes, and we easily routed the
  remaining gnolls. The Forsaken had saved me! In
  the aftermath, the leader approached me. He said
  his name was Roberick Dartfall, and his statement
  summed up the Forsaken’s condition nicely.
  “I hope this proves that we are different than the
  Scourge, Sir Bronzebeard. Like you, we wish it destroyed.
  We Forsaken are just that — forgotten or dismissed by the
  families we once loved and the allies we once possessed.
  We work to change that. We are not evil, Sir Bronzebeard.
  Though it is true that many of us are jealous of the living,
  and some have allowed this jealousy to curdle into hatred,
  
  106
  CHAPTER FOUR
  do not judge us by those individuals. Judge us by our
  actions. We welcome you to Tirisfal.”
  Roberick went on to say that the Horde has an
  ambassador in Undercity: an orc called Galavosh.
  I resolved to speak to him when I reached the
  capital.
  Geography
  Like Silverpine Forest, Tirisfal Glades is an im-
  mense woodland with forbidding trees, threatening
  shadows and lurking mists. The animals in the
  woods are not as vicious as those in Silverpine,
  however. I find it odd that this haunting land,
  under the Forsaken’s rule, may in fact be safer than
  Silverpine Forest. I cannot, though, get used to the
  purple trees.
  Sites and Settlements
  The Forsaken control Tirisfal Glades and have
  several settlements throughout the area. This re-
  gion is a place of mystery and adventure.
  Agamand Mills: The Agamand family once con-
  trolled this vast windmill network. Now the mills
  are vacant, and the Agamand ghosts, unaligned
  with the Forsaken, haunt their former home. Many
  animate skeletons can be found here as well. This
  is a great spot to test your mettle against undead
  before venturing into the Plaguelands.
  Brill (town, 3,600): This once-bustling human
  city is in Forsaken hands and is their primary
  settlement outside Undercity. Brill is home to the
  Gallow’s End Tavern, a pleasant if smelly establish-
  ment. Adjacent to Brill is an enormous cemetery
  that holds many dead from the Second War. I even
  saw a few names I recognized. Good men and
  women, all. The damn Rothide gnolls obviously
  don’t care, for they have been robbing graves re-
  cently. Magistrate Sevren, Brill’s leader and a
  surprisingly genial fellow (particularly for an
  undead), tries to stop the gnolls. I lent him my axe
  one night and slew eight Rothides.
  The Bulwark: The Bulwark is a makeshift wall of
  debris stacked along the border between Tirisfal
  Glades and the Western Plaguelands. The barri-
  cade would not stand up to a concentrated assault
  but serves to keep out roaming zombies and ghouls.
  Deathknell (village, 700): Deathknell is a For-
  saken village in northeast Tirisfal. Executor Arren,
  Deathknell’s warden, does not like humans. Or
  dwarves. Too many misunderstandings, I suppose.
  With my new, enlightened mindset I did not hold it
  against him, though I did relieve myself on his stoop.
  Undercity
  Though Undercity is located in the Tirisfal
  Glades, the city receives its own region entry,
  below.
  History
  Once a human land, Tirisfal’s warriors served in
  the Second and Third Wars. The Scourge ravaged
  the region in the Third War and its people fled.
  After the war, Sylvanas Windrunner bent the Lich
  King’s yoke enough to free herself and many others
  from his dominance. She termed these free undead
  the Forsaken and took the ruins of Lordaeron’s
  capitol city as her own. Tirisfal Glades is their
  unofficial kingdom.
  Adventures
  The Forsaken attempt to carve out a home and
  battle against gnolls and worse. Some factions send
  in agents to sabotage and curtail the Forsaken’s
  efforts, seeing them as no better than the Scourge.
  Phantom Bonds: A patrol returns to Exectuor
  Arren in Deathknell. The patrol seems preoccu-
  pied and without warning attacks Arren and
  attempts to destroy his keep. Arren fights off his
  traitorous soldiers but is concerned. He hires heroes
  sympathetic to the Forsaken to look into this prob-
  lem. The truth is that a rogue ogre necromancer is
  controlling groups of Forsaken — robbing them of
  the free will they fought so hard to attain. The PCs
  must slay the ogre and rescue as many dominated
  Forsaken as possible.
  Undercity
  Population:
  Population:
  Population:
  Population:
  Population: 13,000 (90% Forsaken, 5% other undead, 3%
  Horde orc, 1% Horde jungle troll, 1% tauren).
  Government:
  Government:
  Government:
  Government:
  Government: Monarchy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Dark Lady Sylvanas Windrunner, Banshee Queen of
  the Forsaken (female high elf banshee Elr10/Ftr10/Sor10).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Common, Low Common, Orc, Taur-ahe.
  Faith:
  Faith:
  Faith:
  Faith:
  Faith: Shamanism.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Alchemy, intrigue, magic, poison, ruins.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Forsaken.
  
  LORDAERON
  107
  “I don’t trust them. I think they’re up to something
  evil and truly horrible. There’s an organization here —
  the Royal Apothecary Society. They mess around with
  potions, venoms, diseases and other alchemy. Their
  leader, Master Apothecary Faranell, sends many For-
  saken out on missions to gather strange objects that
  must be ingredients for something. I visited Faranell’s
  lab once — a quite awful place. Don’t eat before going
  there. You don’t want anything in your stomach.”
  Suspicious. Add to this the Forsaken’s questionable
  leadership. Sylvanas Windrunner, once the elven ranger
  captain of Quel’Thalas, created the Forsaken, estab-
  lished Undercity and now leads both. She claims to
  drive the Forsaken to defeat the Scourge and establish
  their own place on Azeroth, but what that place may be,
  and whether or not it includes humans and dwarves
  (and orcs and elves), I do not know. A dreadlord**
  called Varimathras serves as Sylvanas’ lieutenant and
  closest advisor. Formerly one of Sylvanas’ greatest
  enemies, Varimathras betrayed the Scourge and the
  Burning Legion and defected to Sylvanas’ side. Not a
  great track record. Varimathras is in charge of Undercity’s
  defense, and his forces range across Tirisfal, eliminating
  all those they see as a threat. The dreadlord is tasked
  I journeyed to the southeastern Tirisfal Glades
  and the Forsaken’s capital of Undercity. This maze
  was originally the crypts and dungeons beneath
  Lordaeron’s capital, but the Forsaken have added
  to their city with tunnels, caverns, structures and
  the like.
  People and Culture
  As Roberick Dartfall told me, the Forsaken wish
  to eliminate the Scourge. However, I am not so sure
  that all of them feel kindly, or even ambivalently,
  toward dwarves and humans. I immediately set out
  to find the Horde Ambassador Galavosh, though I
  did not relish the thought of meeting him. I do not
  trust orcs, no matter what I hear from the west. Yet
  I trust undead even less, so perhaps Galavosh and I
  would become allies of necessity.
  I found Galavosh quickly enough. His goals mesh
  with mine very well. Warchief Thrall and Cairne
  Bloodhoof sent Galavosh, a mighty shaman, to
  Undercity to keep an eye on the Forsaken and make
  sure they are honest about their intention to dis-
  miss their evil tendencies. Like myself, Galavosh
  has doubts. He told me:
  
  108
  CHAPTER FOUR
  with eradicating the Scarlet Crusade, a fanatical group
  of humans who seek to destroy all undead. I fear that the
  Crusaders cause the already volatile Forsaken to hate all
  humans. (See the “Eastern Plaguelands” entry, above,
  and Appendix One for more information on the Scar-
  let Crusade.)
  In short, I do not know what to make of the
  Forsaken. On one hand, they are free of the Lich
  King’s control and have every reason to despise the
  Scourge. Their matriarch was once a high elf and
  must retain some of her noble spirit. However,
  beings such as Faranell and Varimathras also oc-
  cupy commanding positions. Few, if any, good
  Forsaken exist, but I feel that many evil Forsaken
  do. I recommend sending an ambassador of our own
  to join Galavosh. The shaman tells me the undead
  treat him well and keep him appeased. Our ambas-
  sador could also keep an eye on Galavosh.
  I do not volunteer for the position.
  Geography
  Undercity is an extension of the crypts and
  dungeons originally beneath Lordaeron’s capital
  city (also called Lordaeron — silly humans). The
  Forsaken dredged out complex catacombs and cav-
  Overseer of the Royal Apothecary
  Society, Undercity
  Male Forsaken
  Male Forsaken
  Male Forsaken
  Male Forsaken
  Male Forsaken: CR 12; Medium undead; HD 12d12, hp
  78; Init +0; Spd 30 ft.; AC 12, touch 11, flat-footed 11; Base
  Atk +6; Grp +5; Atk +5 melee (1d6–1, staff); Full Atk +5/
  +0 melee (1d6–1, staff), or +7 ranged (thrown potion), or
  +7 ranged touch (ray spells); SA frenzy, throw potion; SQ
  corrupt water, extend potion, identify potion, immunity to
  cold, improved brew, turn resistance +4, undead traits;
  AL NE; SV Fort +2, Ref +5, Will +13; Str 9, Dex 11, Con —
  , Int 16, Wis 13, Cha 19.
  Languages Spoken: Common, Draconic, Low Common.
  Skills: Appraise +4 (alchemical items +6), Bluff +6,
  Concentration +15, Craft (alchemy) +22, Decipher Script
  +12, Diplomacy +4, Disguise +0 (acting in character +2),
  Gather Information +6, Intimidate +6, Knowledge (arcana)
  +11, Knowledge (nobility) +6, Knowledge (undead) +11,
  Listen +5, Search +8, Sense Motive +5, Spellcraft +22,
  Spot +5.
  Feats: Brew Potion, Combat Casting, Great Fortitude,
  Skill Focus (Craft [alchemy]), Weapon Focus (thrown),
  Weapon Focus (rays).
  Sorcerer Spells Known (6/7/7/6/4; save DC 14 + spell
  level): 0—detect magic, ghost sound, light, mage hand,
  open/close, prestidigitation, read magic, resistance; 1st—
  cause fear, expeditious retreat, implant carrion beetle††,
  mage armor, magic missile; 2nd—cripple*, mana burn*,
  resist energy; 3rd—burrow, dispel magic; 4th—greater
  invisibility.
  Possessions: Potion of cause fear (x2), potion of cripple*
  (x4), potion of dispel magic (x3), potion of inflict critical
  wounds (x2), potion of obscuring mist, ring of protection
  Master Apothecary Faranell, 8th-Level Sorcerer/
  2nd-Level Expert/2nd-Level Dark Apothecary, Forsaken
  +1, staff of fire, wand of frost nova*, wand of ray of
  enfeeblement.
  Description
  The figure is hunched over, clutching a with-
  ered staff for support as if his body is too feeble to
  remain standing without assistance. Dressed in a
  dark cloth robe, the figure is emaciated and pale,
  with skin stretched tightly across his bony frame.
  He is surrounded by an almost sickeningly sweet
  odor, apparently emanating from several pouches
  of herbs and reagents located on the chest of his
  robe. Two wands dangle from his belt, clinking
  against each other as he moves.
  Master Apothecary Faranell is an expert al-
  chemist who prefers to avoid direct combat, but
  is resigned to it as a means of periodically acquir-
  ing new test subjects for his experiments. Faranell
  always prefers to incapacitate enemies with spells
  rather than kill them outright, in order to maxi-
  mize their usefulness as “volunteers.” His first
  actions in combat are to cast greater invisibility —
  or another, more appropriate defensive spell —
  on himself and then move to a location with an
  easy escape route. He then attempts to hamper
  his enemies with stinking cloud and cripple* and
  uses mana burn* to disrupt enemy spellcasters.
  As a last resort, Faranell uses his wand of frost
  nova* to finish off wounded enemies, not hesi-
  tating to include himself in the blast radius due
  to his immunity to cold.
  
  LORDAERON
  109
  erns. The place is dark, smells like dead people and
  has an evil feel. Spiders, oozes and other subterra-
  nean creatures occupy the distant passages.
  Sites and Settlements
  I could wander for weeks in Undercity and never
  see everything. The city contains a few particularly
  important locales.
  The Apothecarium: This area is the domain of
  Master Faranell and his alchemist minions. Lo-
  cated in Undercity’s bottommost depths, the
  Apothecarium radiates evil and malice. I am no
  paladin, but I could tell that horrible things tran-
  spire in this place. I had to push myself to go on.
  The lab is full of horrors. Master Faranell was
  polite enough, and I saw nothing obviously wrong,
  but a feeling of dread consumed me. Rickety tables
  are covered in bubbling, steaming potions, drip-
  ping candles and acrid beakers. Shelves hold
  weathered tomes, bizarre skulls and strange crea-
  tures suspended in jars of green liquid. Squealing,
  distorted experiments thrust tentacles, pincers and
  eyestalks out of iron cages, begging for release. I
  gathered the information I needed and left quickly.
  The Ruined Palace: Undercity is beneath
  Lordaeron’s ruins, but above the Forsaken city one
  can visit Lordaeron’s palace. Terenas’ throne room
  and the royal crypts are still intact. I believe I even
  saw the bloodstain where Arthas slew his father. The
  magnificent gardens are also accessible, though they
  have grown wild and play home to lurking beasts.
  History
  Lordaeron’s capital city stood for centuries, a monu-
  ment to humanity’s might. In the Third War, Prince
  Arthas slew his father King Terenas in Lordaeron’s
  throne room and ransacked the city. He planned to
  use Lordaeron as his capital on this continent and
  ordered his minions to expand the catacombs beneath
  the city. Then the Lich King summoned Arthas to
  Northrend and the work was left uncompleted.
  During Arthas’ exodus, Sylvanas Windrunner
  broke free of the Lich King’s control and took many
  banshees and other undead with her. With
  Varimathras’ assistance she defeated the dreadlords
  that controlled the city and set her newly dubbed
  Forsaken to finish Arthas’ job in the dungeons. The
  Forsaken carved Undercity and now rule the sur-
  rounding countryside.
  Adventures
  The Forsaken always have missions for enterpris-
  ing heroes, and other forces offer tasks that concern
  the Forsaken.
  Diplomacy with a Twist: King Magni takes
  Brann’s suggestion and sends ambassadors (the
  PCs) to Undercity. The heroes’ primary task is to
  keep tabs on the Forsaken and their Horde allies,
  but they also must gather information on Master
  Faranell’s latest endeavor. After appropriate re-
  search, they are to infiltrate the Apothecarium,
  steal a sample (of anything appropriate) and send it
  back to Ironforge for testing.
  Western Plaguelands
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: Andorhal (8,000).
  Population:
  Population:
  Population:
  Population:
  Population: 40,000 (92% undead, 8% human).
  Government:
  Government:
  Government:
  Government:
  Government: Dictatorship.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Lich Lord of the Plaguelands Kel’Thuzad (male hu-
  man lich Wiz25).
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements:
  Major Settlements: Hearthglen (3,000).
  Language:
  Language:
  Language:
  Language:
  Language: Common.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, Lich King.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Evil, gold, magic, plague, ruins, timber (mush-
  room fiber).
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Scourge.
  As I traveled through eastern Tirisfal Glades, I
  approached the Western Plaguelands’ border. I
  paused briefly and looked to the east. The land itself
  grew darker, and a baleful shadow seemed to engulf
  the horizon. An orange blur was just visible in the
  distance, and I remembered the terrible stories I
  had heard about these lands. Taking a swig from my
  flask, I ventured warily forth, axe in one hand and
  pistol in the other. I advise other travelers to
  proceed with similar caution. Even the air is an
  enemy in this accursed wasteland.
  The Western Plaguelands resembles the Eastern
  Plaguelands in most respects (see that entry, above).
  The earth is gray and sick with blight. The trees are
  corrupted and transformed into enormous, spotted
  mushrooms. The same toxic mist that pervades the
  Eastern Plaguelands haunts this realm as well (see
  “The Poison Mist” sidebar, above, for the mist’s
  effects). Even the air seems darker. Though the
  Scourge capital of Stratholme is many miles away,
  I felt as though Kel’Thuzad could see me even here.
  
  110
  CHAPTER FOUR
  Undead monstrosities roam the land and infest the
  ruined farmsteads that dot this flat landscape. Scar-
  let Crusaders fight a hopeless war against the undead.
  The Western Plaguelands is west of the Eastern
  Plaguelands, east of Tirisfal Glades and north of the
  Alterac Mountains. Lordamere Lake borders the
  region to the southwest.
  People and Culture
  Neither culture nor people have much sway in
  the Western Plaguelands. Various undead crea-
  tures wander the landscape under the command of
  Kel’Thuzad in the east and, ultimately, Arthas the
  Lich King. Scourge forces slay all living creatures
  within their realm.
  The Scarlet Crusade (see the “Eastern
  Plaguelands” entry, above, and Appendix One)
  maintains a presence in the Western Plaguelands.
  Indeed, as I traveled west to east across northern
  Lordaeron, my encounters with the Crusade in the
  Western Plaguelands were my first associations
  with these people. They are just as nutty as their
  eastern counterparts — more so, even. They struggle
  valiantly and foolishly against the Scourge and
  send occasional patrols into Tirisfal so Varimathras’
  troops can slaughter them.
  The Western Crusade has an interesting leader-
  ship. High Inquisitor Isillien, a human priest,
  commands the Crusaders in this realm. He is com-
  pletely insane, devoted to destroying all undead
  and anyone else who may carry the plague — evil
  or good. Sound like Arthas to anyone else? Isillien
  is a thoroughly unpleasant individual wholly ab-
  sorbed in his mad, vengeful campaign.
  While journeying through the Plaguelands, I
  encountered a human man, dressed in little more
  than rags but carrying a large platinum warhammer.
  At first I thought he was a survivor with a salvaged
  weapon. As he approached, a ghoul leapt from
  behind a nearby ruined wall. The stranger turned
  fluidly and crushed the beast, and I knew he was a
  seasoned warrior. When he closed with me, he
  introduced himself as Tirion Fordring, a paladin. I
  shared my camp with him that night and he told me
  his tale.
  “A year or two ago I was the Paladin Governor of
  this region. I like to think I served that post well. One
  day, we captured an orc warrior. I spoke to this orc and
  found him to be noble and just, but my arguments did
  
  LORDAERON
  111
  not sway the council. They sentenced the orc to execu-
  tion. Honor would not allow me to stand by and let this
  happen, so I freed the orc and sent him away. The
  council banished me for this act, and I now wander this
  wasted land lending help when I can.
  “I have a son — his name is Taelan Fordring.
  Taelan has recently become the Western Crusade’s
  general. He is young and idealistic, but the Crusade’s
  warped principles are corrupting him. Grand Inquisi-
  tor Isillien, a cruel and manic individual, plays my poor
  boy like a drum. I hope to rescue Taelan before the
  Scarlet Crusade consumes him.”
  I found Tirion to be a strong and honorable
  warrior. He would prove a valuable ally against the
  Scourge and has a great deal of experience both
  combating undead and leading soldiers.
  Geography
  The Western Plaguelands is a flat, gently rolling
  country dotted with abandoned farms and wind-
  mills that turn forlornly in the tainted air. Stands of
  enormous toadstools mark where trees once stood.
  Elevation rises in the south toward the Alterac
  Mountains, and the Western Plaguelands’ north-
  ern border stretches across Lordaeron’s coast.
  Sites and Settlements
  The Scourge rules the Western Plaguelands,
  though the Scarlet Crusade fights an underground
  war against the undead.
  Andorhal (city, 8,000): One of the first human
  settlements to contract the undead plague,
  Andorhal is in the Scourge’s grip. Andorhal was
  once the center for grain distribution across
  Lordaeron and was instrumental in the Scourge’s
  campaign. Beneath Andorhal is the School of
  Necromancy, a sprawling subterranean labyrinth
  akin to Undercity on a much smaller scale. Undead
  horrors, necromancers, warlocks and Damned cult-
  ists haunt the tunnels. Darkmaster Gandling, a
  mummified wretch, teaches students how to raise
  the dead in the Lich King’s name. Formerly a
  Dalaran wizard, he betrayed his masters for dark
  power and now revels in undeath. His graduates go
  on to Stratholme, the Scourge’s capital in the
  Eastern Plaguelands.
  Hearthglen (town, 3,000): Tirion Fordring once
  oversaw Hearthglen, a quiet rural community. Now
  the town is the Western Scarlet Crusade’s military
  headquarters. Fanatical warriors and priests man
  Hearthglen’s walls and patrol the nearby territory,
  so crazed in their beliefs that they attack anyone
  they think carries the plague — which is pretty
  much everyone. Tirion’s son, Taelan Fordring,
  supposedly controls the town, but Grand Inquisitor
  Isillien manipulates him easily.
  Uther’s Tomb: The only place of any sanity in
  this cursed land, Uther’s Tomb is a simple monu-
  ment to the fallen hero. A statue of Uther stands on
  a marble pedestal. The Holy Light shines on this
  place, and I paused here to refresh myself and clear
  my mind. Thel’danis, a high elf priest, tends the
  tomb and the lonely garden surrounding it. He
  helps those in need and runs an underground rail-
  road to ferry refugees to safety in the south. The
  priest cured my wounds and offered me simple fare.
  His actions, and the feeling about the tomb, revital-
  ized me and I set off to the rest of my mission with
  new strength.
  History
  Once Lordaeron’s agricultural center, this region
  was one of the first to fall to the Scourge. Since that
  time, the land has wasted and blackened, the trees
  have fallen to corruption and the undead have
  tightened their grasp.
  Adventures
  Undead wander the land, offering ample danger
  to those looking for it. The Scarlet Crusade can be
  friend or foe, and Thel’danis needs all the help he
  can get.
  A Paladin’s Tale: In an attempt to expand the
  Scarlet Crusade’s influence, Taelan Fordring leads
  an expedition to retake the small community of
  Cinderhome a dozen miles to Hearthglen’s east. He
  and his men slay the undead, but before they can
  bring in settlers and reinforcements, a Scourge host
  arrives and lays siege to the village. Tirion Fordring,
  who observes this whole endeavor, is worried for his
  son. He desperately needs heroes to help him break
  through the undead line and save the Crusaders
  within. He hopes to use this situation as an oppor-
  tunity to extirpate Taelan from the Crusade’s grasp
  or, failing that, as a way to prove that not all those
  who wander the Plaguelands are evil.
  
  112
  CHAPTER FOUR
  Regions of Quel’Thalas
  Blackened Woods
  Population: Unknown.
  The Blackened Woods was once Quel’Thalas,
  the elven kingdom. Razed by dragonfire in the
  Second War and ravaged by undead in the Third,
  the land is a dead, ghostly realm. Black trees march
  away on all sides. Ash and grief, almost tangible,
  cover the ground. Elven ruins jut from the gray-
  black ash like the bones of the dead, and ghosts of
  murdered elves pass through the trees. While this
  land is not under any supernatural or magical curse,
  I could feel the bitterness, the sorrow and the
  hopelessness in the air. I can see why this realm is
  sometimes called the Ghostlands of Quel’Thalas. I
  remember Quel’Thalas from the days before its
  destruction… and even I, stout soul that I am, let a
  few of my own tears dampen the soil.
  The Blackened Woods is north of the Eastern
  Plaguelands and northwest of Zul’Aman. Ocean
  lies to the east and north.
  People and Culture
  No living creatures remain in this haunted realm.
  The spirits of slaughtered elves roam the landscape
  like mist given form and voice. I saw no animals at
  all and was glad for the provisions I carried. I did
  find a scrap of parchment in one ruin, near a
  blackened skeleton. The scrap was part of a letter
  from one doomed high elf to his wife elsewhere;
  obviously the intended recipient never received it.
  Geography
  Not much here besides scorched trees and ruins.
  Sites and Settlements
  Various elven ruins lie amongst the ashes, but
  that’s about all. The runestones still stand.
  Runestones: When the high elves founded
  Quel’Thalas, they erected monolithic runestones to
  mark their new kingdom’s borders. These enchanted
  monuments created a magic barrier that prevented
  the savage trolls from penetrating the elven lands.
  The barrier has not been used for millennia, but the
  runestones, untouched by fire and blade, remain.
  Salvaged High Elf Letter
  Dearest Melena,
  I fear this may be the last time I will write to you.
  As I am sure you have heard, the Scourge attacked
  Quel’Thalas. It is horrible. The land is destroyed.
  The undead killed… they killed so many. I was lucky
  - I hid in a basement and used my magical skills to
  conceal myself. When I emerged, it was into a world of
  corpses. Elves were rent, their limbs scattered, so
  much blood….
  I am sorry. You do not need to know all the gruesome
  details.
  For a time I despaired of ever seeing another living
  elf, but a few others also survived the assault.
  Although sad, they were also… angry. Vengeful.
  Different, somehow. They have lost too much, as have
  I. I have lost much, and yet… I feel that in addition
  to my home and my family and my kingdom, I have
  lost something truly profound and ineffable. I do not
  know what it is, but I feel… adrift without it.
  Muddled. Edgy.
  I do not know if I am making any sense.
  The surviving elves frighten me, Melena. They no
  longer call themselves high elves. You remember
  Prince Kael’Thas? He leads the elves now, being the
  last elf of noble birth. He calls his people “blood
  elves,” supposedly in homage of the dead. I am glad
  they no longer think of themselves as high elves, for
  they certainly are not. Melena, they plan to raze the
  forest - all of it! “We will not let the Scourge enjoy
  their plunder!” declares Kael’Thas. Travesty! I will
  try to stop this folly, but I doubt that I will be
  successful. These blood elves are crazed, manic, in-
  flamed by vengeance and fueled by this unnamable
  need that seethes within our consciousness. They will
  go on with their plans despite my efforts. They may
  even try to slay me. Yet I will do what I can.
  If I never see you again, Melena, I hope you will
  dream of me at times.
  Your loving husband,
  Ramao
  
  LORDAERON
  113
  Dragonhawks of Quel’Danas
  The statistics below describe a typical unit of
  the Dragonhawks of Quel’Danas that might see
  action in mass combat.
  10 blood elves Ftr5/Sor3/Wdr2 and 10 giant eagles:
  10 blood elves Ftr5/Sor3/Wdr2 and 10 giant eagles:
  10 blood elves Ftr5/Sor3/Wdr2 and 10 giant eagles:
  10 blood elves Ftr5/Sor3/Wdr2 and 10 giant eagles:
  10 blood elves Ftr5/Sor3/Wdr2 and 10 giant eagles:
  Medium humanoid/Large magical beast; HD 10/4; DF 80
  (8)/50 (5); Spd 800 ft. (16 squares); AC 17 (16/19); Base
  Atk +8/+4; Unit Atk +12 melee (+2 longsword) or +14
  ranged (+1 longbow), or +8 melee (claw or bite); Full Unit
  Atk +12/+7 melee (+2 longsword) or +14/+9 ranged (+1
  longbow), or +8 melee (2 claws) and +3 melee (bite);
  Space 100 ft.; SA spells; SQ evasion; AL LN; SV +6, Ref
  +7, Will +3; Str 14 (11/18), Dex 17 (17/17), Con 11 (11/12),
  Int 11 (12/10), Wis 12 (10/14), Cha 13 (17/10); Morale +11.
  Skills: blood elf — Handle Animal +14, Ride +14, Jump
  +10, Tumble +8; giant eagle — Knowledge (nature) +2,
  Listen +6, Sense Motive +4, Spot +15, Survival +3.
  Feats: blood elf — Evasive Maneuvers†, Expert Flyer†,
  Expert Rider*, Improved Initiative, Mounted Archery,
  Mounted Combat, Weapon Focus (longbow), Weapon Fo-
  cus (longsword); giant eagle — Alertness, Flyby Attack.
  Typical Sorcerer Spells Known (cast per day: 6/6; save
  DC 13 + spell level): 0 — detect magic, flare, message,
  light, resistance; 1st — feather fall, mage armor, ray of
  enfeeblement.
  Equipment: +1 longbow, +2 longsword, arrows.
  Evasion (Ex): The giant eagles can use this ability
  while mounted. Their riders also gain its benefits.
  Commander
  Aquel’Luer’Thala, female blood elf Ftr5/Sor3/Wdr 5,
  Aquel’Luer’Thala, female blood elf Ftr5/Sor3/Wdr 5,
  Aquel’Luer’Thala, female blood elf Ftr5/Sor3/Wdr 5,
  Aquel’Luer’Thala, female blood elf Ftr5/Sor3/Wdr 5,
  Aquel’Luer’Thala, female blood elf Ftr5/Sor3/Wdr 5,
  hero commander:
  hero commander:
  hero commander:
  hero commander:
  hero commander: Base Atk +11; Cha 20; Diplomacy +8,
  Intimidate +8, Knowledge (military tactics)* +10, Profes-
  sion (military commander)† +14 (10 ranks); Beloved
  Commander, Leadership; Orders 3.
  Tactics
  The blood elves’ deadly Dragonhawk units are
  trained to scour the infested ranges of
  Quel’Thalas. From the aeries of the island refuge
  of Quel’Danas, these elite windriders seek out
  intruders and report on the movements of troops
  through the scarred forests.
  Battle with the Dragonhawks is a sudden,
  confusing and swift move to find shelter from
  rending talons and razor sharp arrows. The blood
  elves use aerial tactics combined with minor
  spell strikes from the sky to tear through their
  foes like a fierce wind. They often defend them-
  selves and their mounts with mage armor before
  engaging in battle (factored into the stats, above).
  History
  Though the Blackened Woods is a barren land, it
  has a rich history, which makes its current state all
  the more tragic. Ages ago, after the Kaldorei ban-
  ished their arcanist brethren from Kalimdor, the
  exiled elves made landfall here. They termed them-
  selves the Quel’dorei (“high elves”) and named
  their new land Quel’Thalas (“High Kingdom” or
  “High Home”). They created the Sunwell to grant
  them magic sustenance and established their capi-
  tal of Silvermoon in the northeast. Eventually,
  they allied with Lordaeron’s human tribes and
  taught the humans arcane magic in exchange for
  help in defeating Zul’Aman’s forest trolls. High
  elves had good relations with humans for centuries.
  Quel’Thalas committed its rangers, priests and
  sorceresses to the Second War, standing valiantly
  beside its human allies. The Horde’s dragons
  breathed fire across Quel’Thalas, razing the land,
  but ultimately the Alliance triumphed and the
  elves started to rebuild. Not long after, the Third
  War began and the elves again sent their warriors to
  fight alongside their allies. The death knight Arthas,
  leading a huge undead host, attacked Quel’Thalas,
  slew its leaders and murdered its citizens.
  The high elves lost at least 90% of their popula-
  tion in the Second and Third Wars. The embittered
  survivors, calling themselves “blood elves,” resolved
  that the Scourge would not relish its victory. They
  set fire to their beloved forests and joined forces
  with Illidan the Betrayer. The undead had no use
  for a dead realm and abandoned the place as well.
  Now Quel’Thalas is the Blackened Woods, scorched
  and lifeless.
  Adventures
  Ruins cover the ground and ghosts float through
  the trees.
  A Magical Foundation: Gemmuel Whitespire,
  one of the few high elves remaining in Lordaeron,
  
  114
  CHAPTER FOUR
  wants to establish a small village for his people in
  the Blackened Woods. The village would provide
  safety and succor for people of all races, even
  Forsaken. Gemmuel believes this dream is possible
  because he thinks the ancient runestones can be
  activated to recreate their magic barrier — a force
  that could keep out all his foes. Gemmuel seeks
  heroes to help him in his endeavor and protect him
  from those who would prevent him from accom-
  plishing this task.
  Silvermoon
  Population: Unknown.
  After the heartbreaking Blackened Woods, I
  hardened myself against what I might see in
  Silvermoon, the former elven capital. Yet the place
  was not nearly as bad as I feared. I stepped out from
  the Blackened Woods and looked down upon a city
  that almost resembled its old splendor. The living
  plants and rock used to construct the capital proved
  immune to the fires and destruction. I could see
  streets, buildings, even trees. As I moved through
  the city, I marveled at how… clean the place
  appeared. Aside from the occasional body sprawled
  across the cobblestones, one could almost imagine
  that a war was never fought here. This deception
  almost proved my undoing.
  I entered an old shop and saw an axe, obviously
  magical, propped against the wall. Not one to
  ignore opportunity when it hits me over the head,
  I reached out to grab the weapon. Suddenly, several
  elven ghosts manifested before me, reaching out
  with chilling hands. “No more…” they moaned.
  “No more….” I gathered that the elven people had
  suffered enough and would brook no disturbances
  or plundering. I stepped hastily back and the ghosts
  wavered, watching me. I left and they slowly faded
  away. They can keep their axe.
  I resolved to leave all items inviolate. I would
  treat Silvermoon with respect. To do otherwise is
  to join the ranks of the city’s undead defenders.
  People and Culture
  No living beings inhabit this region, though the
  lure of elven treasure draws adventurers from far
  and wide. I encountered one as I picked my way
  through the streets, a tauren called Morgin
  Thundergust. Fortunately, Morgin had come to the
  same realization I had and was not disturbing the
  elven artifacts. He looked to be pretty capable with
  that big club of his. I suppose only the strongest or
  stealthiest can pass through the Plaguelands to
  reach this dead land.
  Geography
  Silvermoon’s ruined buildings were constructed
  of white stone and living plants. Slender branches
  and ivy snake across walls. Many of the plants are
  dead now, the buildings smashed and the spires
  toppled. Nevertheless, much still remains intact.
  The city is not as ruined as one would suspect and
  is surprisingly devoid of rotting corpses, bloodstains
  and similar filth. Silvermoon, however, is a decep-
  tive death trap.
  Sites and Settlements
  Silvermoon is very interesting in its entirety —
  though of course tragic. A few locations are particu-
  larly noteworthy.
  Sunstrider Spire: The Sunstriders, a family of
  high elven lords, ruled Quel’Thalas from this ma-
  jestic palace. Sunstrider Spire was once a marvel of
  organic elven architecture, but now its walls are
  stained with elven blood and its graceful spires
  shattered like bones. The Scourge, despite its best
  efforts, never discovered the legendary Sunstrider
  treasury. This mythic vault lures adventurers and
  fortune seekers from across the world. Sunstrider
  Spire is by no means safe, as hordes of elven ghosts
  and undead guardians stand vigil over the palace. I
  myself was forced to flee several times, even though
  I assured the spirits that I meant only to examine
  and record, not steal.
  The Sunwell Grove: The Sunwell Grove lies
  across a small stretch of ocean, on an island north-
  east of Silvermoon. I considered constructing a raft
  to sail across, but Morgin Thundergust warned
  against it. He said that he had lost three compan-
  ions to creatures in the grove and he was forced to
  flee. I contented myself with Morgin’s depiction.
  “The Sunwell used to be the arcane node that
  empowered the high elves’ magic and sustained their
  existence. The death knight Arthas defiled the well,
  using its energies to revive Kel’Thuzad as a lich. Now
  the grove is scarred and burned, like the rest of this land
  of ghosts. Rumors say that the red and green dragonflights
  have sent agents to the Sunwell to see if it can be re-
  
  LORDAERON
  115
  energized. My companions and I did not see any
  dragons, however. We ran into terrible creatures — I
  did not get a good look, just shadows hurling death from
  the trees. We ran. I was the only one to escape, and I
  thank the ancestors I did.”
  History
  Silvermoon was the high elven capital for centu-
  ries, since the Quel’dorei traveled to this land from
  Kalimdor. Like the rest of Quel’Thalas, enemies
  despoiled and razed the city in the Second and
  Third Wars, though Silvermoon survived the flames.
  Scourge forces held the city for a time but aban-
  doned it after depleting it of its resources. Silvermoon
  now reminds us of everything that was once noble
  and mystical about the high elves — and how that
  nobility died.
  Adventures
  Silvermoon’s ruins and guardians offer great ad-
  venture.
  The Sunwell Reborn: Alexstrasza the Life-
  Binder, the immensely powerful red dragon aspect,
  believes the Sunwell can be rejuvenated. She is
  involved with other affairs in Grim Batol, however,
  so she asks several powerful heroes to help her. To
  recreate the Sunwell, various items must be gath-
  ered from around the world: a vial of Well of
  Eternity water from Kalimdor; three crushed gems
  from Pandaria; a titan-made chalice held by the
  goblin trade princes in Undermine; and the skull of
  the last Sunstrider king (Prince Kael-Thas’ father),
  which the blood elves took to Outland. Also needed
  are at least 300 living high elves. Gathering them
  involves rounding up refugees from Zul’Aman,
  scouring the world for the few high elves left in
  various cities and/or forcing blood elves to repent.
  The heroes must accomplish this feat while fight-
  ing off all those who seek to foil them: the Scourge,
  naga, blood elves and perhaps even the night elves
  and other independent factions.
  Zul’Aman
  Capital:
  Capital:
  Capital:
  Capital:
  Capital: The Shrine of Ula-Tek (7,000).
  Population:
  Population:
  Population:
  Population:
  Population: 20,000 (90% forest troll, 5% high elf, 5%
  Scourge undead).
  Government:
  Government:
  Government:
  Government:
  Government: Theocracy.
  Ruler:
  Ruler:
  Ruler:
  Ruler:
  Ruler: Warlord Jin’zakk (male forest troll Bbn5/Hlr2/Pml8/
  SHn4).
  Languages:
  Languages:
  Languages:
  Languages:
  Languages: Low Common, Common, Thalassian.
  Faiths:
  Faiths:
  Faiths:
  Faiths:
  Faiths: Holy Light, shamanism, voodoo.
  Resources:
  Resources:
  Resources:
  Resources:
  Resources: Fish, fur, gold, iron, timber.
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation:
  Affiliation: Independent.
  I planned to go into Zul’Aman alone. Doing so
  was dangerous, perhaps the most dangerous thing I
  have ever intentionally done. No, no — I traveled
  across the Plaguelands. That was bad. Still, I was
  not expecting an easy time.
  Zul’Aman is a temperate forestland of towering
  trees, dark shadows and ancient ruins and ziggurats.
  I believed these ruins and odd, stepped pyramids
  remained from the days of Zul’Aman’s empire, but
  they could be much older. Titan or Old God rem-
  nants, perhaps? I resolved to look into the matter.
  Once, forest trolls controlled a vast swath of
  Lordaeron. Their empire was called Zul’Aman, and
  what we now call Zul’Aman was their power cen-
  ter. Many centuries ago, high elves and humans
  allied to defeat the empire and drove the trolls to
  near extinction. Now, this tiny area in northeast-
  ern Lordaeron is all that remains of the trolls’
  continent-spanning empire.
  In the intervening years, the trolls gave up their
  imperialist mindset, though they protect their small
  territory jealously. Warbands patrol the forest, slay-
  ing all living (and undead) creatures that are not
  trolls or natural forest beasts. They worship ancient
  deities, though whether these deities are the mythic
  Old Gods or some strange creation of their voodoo
  witch doctors, I do not know. I knew that any trolls
  I encountered would try to kill me on sight. I would
  need to be careful.
  I was not totally without allies in Zul’Aman.
  Several bands of high elves, survivors from
  Quel’Thalas, fled south and now wander through-
  out the forest. Those who stay one step ahead of the
  trolls survive; those who do not are dead (and
  probably eaten by the cannibalistic trolls). Scourge
  patrols, hunting the elven refugees, also stalk
  through the land.
  People and Culture
  Forest trolls are vile creatures. They practice evil
  voodoo magic and worship primal beings they call
  the Forest Gods. Violent cannibals, forest trolls eat
  
  116
  CHAPTER FOUR
  Quel’Thalas, but the trolls’ savagery was too much
  even for the orcs. So the trolls hate orcs now, too,
  who they feel betrayed them. In short, forest trolls
  hate everyone — including each other.
  Witch doctors control Zul’Aman, with shamans
  and warchiefs in lesser leadership positions. The
  exception to this tradition is Warlord Jin’zakk, who
  rules the kingdom. Jin’zakk is a massive, aged forest
  troll with gray fur (once green, I hear) and huge
  natural claws. Grizzled and old, he can still savage
  any troll who would dispute his rule. Jin’zakk’s age
  brings wisdom and certainty, though the warlord is
  unstable and prone to violent rages. He practices
  voodoo, and his dark art empowers him.
  The voodoo witch doctors wield arcane magic, while
  shamans provide divine support. Forest troll society
  revolves around hunting, spear fishing, shamanism and
  voodoo. They make their capital at the Shrine of Ula-
  Tek, a massive ziggurat they hold sacred. Forest troll
  society is patriarchal, though cunning and aggressive
  females occasionally hold important positions. Forest
  trolls are primitive, possessing few metalsmithing skills
  and no knowledge of steam technology — for which we
  can all be thankful. They are masters with thrown
  weapons, be they axes or spears.
  With both Lordaeron and Quel’Thalas fallen, the
  forest trolls see a chance to regain their old empire.
  They push the borders of their realm ever outward.
  Warbands strike south, north and west, seeking to
  reclaim more of their land. The trolls are myriad —
  almost 20,000 total, and most of them skilled hunt-
  ers (even the females). They have been fighting for
  centuries and are competent tacticians. Alone,
  Zul’Aman has little chance against the Scourge.
  However, if approached in the right manner (by a
  tauren or goblin, perhaps?) and promised their em-
  pire, they may be willing to join an alliance.
  Like all trolls, Zul’Aman’s forest trolls are lean,
  strong and tough. They possess long ears and noses
  and jutting canines. Their faces are hard and feral.
  Forest troll hide ranges from dark brown to light
  green. Many forest trolls wear primitive jewelry,
  often wood or bone, on their clothing, strung
  around their necks or thrust through their noses
  and earlobes. The males often maintain tall, dyed
  mohawks. Some paint themselves in tattoos. Forest
  trolls are organized into tribes, with names such as
  Blackleaf and Treeblight, and members of the same
  tribe are relatively loyal to each other.
  The Trolls of Zul’Aman
  The statistics below describe a typical unit of
  the trolls of Zul’Aman that might see action in
  mass combat.
  10 forest troll Bbn2:
  10 forest troll Bbn2:
  10 forest troll Bbn2:
  10 forest troll Bbn2:
  10 forest troll Bbn2: Large monstrous humanoid; HD
  4; DF 60 (6); Spd 400 ft. (8 squares); AC 14; Base Atk
  +4; Unit Atk +8 melee (battleaxe) or +8 melee (claw);
  Full Unit Atk +8 melee (battleaxe) or +8 melee (2 claws)
  or +5 ranged (spear); SA rage 1/day; SQ darkvision 60
  ft., fast healing 2, fast movement, uncanny dodge; AL CE;
  SV Fort +6, Ref +4, Will +2; Str 17, Dex 13, Con 16, Int 8,
  Wis 9, Cha 7; Morale +3.
  Skills: Balance +4, Hide +4, Jump +7, Swim +7.
  Feats: Power Attack, Track.
  Equipment: Studded leather armor, battleaxe, spear.
  Rage (Ex): The unit can rage for 1 battle
  round. The trolls gain a +2 bonus to attack,
  damage, saves, and morale; they also get +1
  damage factor. After raging, the entire unit is
  fatigued (–2 penalty to Strength and Dexter-
  ity) for the rest of the battle.
  Fast Movement (Ex): Barbarians gain +10 feet
  to their base movement while wearing light or
  no armor. In mass combat, add an additional
  +100 feet per battle round (already factored in).
  Commander
  Shadrak Eaglebane, male forest troll Bbn5, hero com-
  Shadrak Eaglebane, male forest troll Bbn5, hero com-
  Shadrak Eaglebane, male forest troll Bbn5, hero com-
  Shadrak Eaglebane, male forest troll Bbn5, hero com-
  Shadrak Eaglebane, male forest troll Bbn5, hero com-
  mander:
  mander:
  mander:
  mander:
  mander: Base Atk +7; Cha 10; Intimidate +7; Orders 1.
  Tactics
  The troll braves and berserkers of the various
  tribes scour Zul’Aman’s woods looking for in-
  truders that might make for interesting sport or
  a good meal. The forest trolls rush to the attack,
  their fury and cleaving axe blades cutting down
  opponents swiftly and without mercy.
  This unit is typical of the berserkers roaming the
  woods. On occasion, a coven of troll shamans might
  accompany berserkers to provide magical assistance.
  their own kind as well as their enemies with equal
  zest. They despise humans and elves, who slaugh-
  tered innumerable forest trolls and robbed them of
  their empire in ages past. Forest trolls joined forces
  with the Horde in the Second War, as the orcs
  promised them vengeance against Lordaeron and
  
  LORDAERON
  117
  Scourge Missive
  To my illustrious masters,
  I regret to inform you that several Quel’dorei
  bands still wander loose in Zul’Aman. The elves know
  forests better than I, and the ghouls and zombies
  make a fearsome amount of noise trudging through
  the overgrowth. The gargoyles are somewhat more
  helpful; they allowed me to discover one refugee
  group and kill them as they slept. However, I
  respectfully request additional support. Incorporeal
  troops — shades or ghosts, perhaps — would be
  particularly useful.
  Despite the current problems, I am confident that
  it is only a matter of time before we finally destroy
  the elves. They will not join with their allies in
  Hillsbrad or Khaz Modan. They will not rally
  together. They will not revive the Sunwell.
  Respectfully,
  Necromancer Ru’sad
  As I journeyed through Zul’Aman, I passed
  through a clearing and caught sight of a winged
  shape flapping above me. A gargoyle! My reflexes
  snapped my blunderbuss up instantly and I blasted
  a chunk out of the creature’s hide. The gargoyle
  wheeled to attack, but several more shots brought
  it down. The monster crashed into the trees. Find-
  ing the corpse in the dense tangle was a chore,
  especially because a troll band showed up to inves-
  tigate the shooting. After I dealt with the trolls
  (chalk up eight more to my tally), I finally found the
  gargoyle’s body. Not much loot, sadly, but the
  monster carried a message, apparently from the
  Scourge patrols to their leaders in Stratholme. The
  letter gives us some hints that the high elves,
  scattered and lost as they are, still have some
  importance.
  Geography
  Zul’Aman is a giant forest. Elevation rises toward
  the north, and a hilly region dominates the
  Quel’Thalas border. The mighty Greenrush River
  begins in Zul’Aman’s Lake Abassi and exits the
  region in the southwest.
  Lake Abassi: This lake is Zul’Aman’s center,
  both geographically and politically. I hid in a tree
  for four days to observe the lake and avoid patrols.
  Troll huts dot the lake’s shore and crude piers
  extend toward its middle. Trolls fish the lake with
  spears and nets. Lake Abassi looks like prime
  threshadon‡ habitat. Indeed, in the second day of
  my vigil I observed a stealthy threshadon leap from
  the forest and eviscerate a lone troll fisherman.
  Troll hunters tracked and killed the creature swiftly
  afterward. Such vigilance probably explains why I
  did not see more threshadons. I resolved to be very
  careful when I left my hiding spot.
  Maisara Hills: The Maisara Hills, in northeast-
  ern Zul’Aman, are sacred to the trolls. Crude totems
  stand in profusion and lean crazily in the soft earth.
  Witch doctors frequent this site, holding strange
  rituals and dances by moonlight. The voodoo mas-
  ters brook no intrusion. Voodoo fascinates me; the
  art is arcane, but seems to have divine elements as
  well. I figured the Maisara Hills would be an excel-
  lent place to expand my knowledge. I am positive
  I made no sound as I crept into the area, but the
  trolls noticed me anyway. Magic, I suppose. I fled as
  spears, axes and magical blasts rent the air. I hate
  trolls. Perhaps I could capture a witch doctor and
  pry the information out of him.
  Sites and Settlements
  Primitive forest troll settlements are scattered
  throughout Zul’Aman. Weathered ruins hide among
  the trees, covered with vines and the dust of ages.
  The Shrine of Ula-Tek (city, 7,000): The
  Shrine of Ula-Tek is an enormous ziggurat. The
  forest trolls rally around the edifice and their capi-
  tal lies among its ruins. Crude troll huts mix with
  collapsed stone walls. This area is very heavily
  protected — far too heavily for me to penetrate, so
  I ambushed a lone forest troll a few miles away and
  got the information from him. Ula-Tek, appar-
  ently, is a serpent goddess. One of the Old Gods,
  perhaps? The trolls worship Ula-Tek and hold the
  ziggurat in holy esteem, performing their dark rites
  and voodoo rituals among the ruins. The trolls keep
  their treasure — collected over centuries — within
  the ziggurat, which is another reason that they
  guard it so vigilantly.
  
  118
  CHAPTER FOUR
  History
  Though the trolls’ empire was destroyed in antiq-
  uity, they have always controlled the sprawling
  forest now called Zul’Aman. Their dominion once
  stretched across the continent, and they threat-
  ened the nascent human nations and the fledgling
  kingdom of Quel’Thalas with extinction. Eventu-
  ally, the high elves traded arcane knowledge to the
  humans for help in defeating the trolls, and the two
  races bludgeoned the forest troll empire. Now
  Zul’Aman is reduced to its present borders. The
  trolls have never been content with this setback
  and have never forgiven the humans or elves for
  their near genocide. With Lordaeron and
  Quel’Thalas in ruins, the trolls move out to reclaim
  their kingdom.
  Adventures
  Trolls guard treasure and captives, and ancient
  ruins of indeterminate origins dominate forest clear-
  ings. Pathetic bands of high elf refugees avoid
  destruction at troll and undead hands.
  Bring Back My Goddess to Me, to Me: A great
  witch doctor, Ral’jin, rises to prominence in
  Zul’Aman. Ral’jin sends out hunters to capture
  hundreds of prisoners for use in a massive sacrifice,
  planning to use this ritual to summon Ula-Tek the
  Serpent Goddess. Obviously, this information is
  bad news, but the Ironforge dwarves are particu-
  larly concerned: they have seen the devastation
  that an elemental lord’s rebirth brings, and a bona
  fide Old God must be even more powerful. The
  Dark Iron dwarves, however, are jubilant. Ula-Tek,
  perhaps an Old God, could serve as companion and
  ally to Ragnaros. They send a contingent to
  Zul’Aman to wish their good will and to protect
  Ral’jin as he completes the lengthy ritual.
  
  CREDITS
  119
  “Can you tell how many of them are over there?” asked Rogthur from his prone
  position on the ground. He could not see over the large rock behind which he and his
  companion were concealing themselves. Crouched down on the balls of his feet next to
  the dwarf, Jaeson stretched up farther to peer over the rock. His youthful brow was
  furrowed with the concentration of straining to see without being seen, and his long
  blonde hair blew around like wild grass. A few moments passed, and Jaeson lowered
  himself back down behind the stone.
  “There are at least three of the gangly brutes that I could see clearly, and they are
  all armed to the teeth,” he proclaimed in a whisper.
  Rogthur tried to keep from rolling his eyes at the obvious enthusiasm in his partner’s
  voice. Why are the young all so eager to die? he pondered. “Did you see the scouts we
  were looking for as well? Did you see the dead-men?”
  Jaeson’s face screwed together in a look of disgust as he answered, “Undead you mean,
  and well, I saw what was left of them at least. They must have walked right into that
  ambush. The trolls are all busy going through the travel packs now and collecting the
  axes they threw. We must have just missed all of the action, though I think it was a
  very short fight. At least they saved us the trouble of taking care of those scouts
  ourselves.”
  Though he remembered to keep his voice down, Rogthur’s reply still came out as a
  low, angry rumble. “We were supposed to track those forsaken scouts to find out where
  they were going and who they were going to meet up with. Curse their warty green hides,
  those wretched forest dwelling trolls didn’t save us any trouble; they just wasted us
  three days worth of hard work!”
  Jaeson gave Rogthur a lop-sided grin and went back to peering over the rock. He
  whispered out of the side of his mouth, “Well, I was just trying to look on the bright
  side of things. And besides, it seems like the trolls are only looting the weapons and
  any scraps of armor. We can rifle the bodies when they’re done and look for any
  strategic orders or maps they might have been carrying.”
  
  120
  GAzetteeR:  GhelspAd
  Rogthur uttered a disgruntled huff, but he had to agree with the lad’s point. Maybe
  they could salvage something for their time after all. Besides, he would never have
  found the walking dead in the first place without Jaeson’s help. The lad’s family were
  simple farmers near Dalaran before the mad human prince Arthas marched an army
  of the shambling dead straight through their lands, poisoning the fields with the
  Scourge’s corruption. Yet rather than lose himself to bitterness, the lad instead now
  offered himself as a guide and tracker to those seeking to curb the rampage of these
  armies of restless dead. Though inexperienced, Jaeson’s knowledge of the area was
  invaluable.
  Jaeson dropped down as sudden shouts erupted from the other side of the rock. The
  youth’s eyes were wide as he fumbled for his short blade. “I think they smelled us or
  something. Do you think we can make a run for it?”
  Rogthur swore and looked back at the way they had come. It was a good sprint to reach
  the cover of the tree line, and those forest trolls were deadly accurate with their
  throwing axes. No, it would have to be a fight.
  “Well,” said Jaeson, his lips stretching into a white-toothed grin, “at least today
  won’t be boring.” He got into a squat fighting position, ready to hack at anything that
  showed its face around the rock. Rogthur sat up and grabbed his blunderbuss from the
  ground next to him. He pulled back the hammer on the gun to the full-cocked position
  and considered his next move.
  “Well, my stout friend, any last advice before we engage the enemy?” asked Jaeson.
  “Yes,” answered Rogthur in a grim tone. “Just don’t get in the line of fire.” With that
  he stood up and swung the rifle over the top of the rock. The dwarf took aim on the
  first raging troll that was barreling down on their hiding place. He let out a battle
  cry then pulled the trigger, and the air filled with the sound of thunder.
  
  ADVENTURES
  121
  
  122
  CHAPTER FIVE
  For those prospectors and explorers who wish to
  trek into the more dangerous and thus exciting parts
  of the eastern lands, I offer here a collection of notes
  for some stories and rumors — one per continent —
  that especially intrigued me during my travels. If any
  in the Guild pick up the threads of a story and follow
  them to the end, I should think a recounting for me
  over a few pints at the Weary Boots would be in
  order. Be careful, is all I ask: the evils out there, real
  or imagined, can take your life quicker than Penar
  Flintheart can load and shoot a pistol.
  Arena Games
  This adventure is for 4 to 6 low-level PCs (2nd to
  4th level). It is best suited for predominantly good-
  aligned characters, with at least one rogue in the
  party. Characters with a good Open Lock skill are
  vital, although melee prowess is necessary for sur-
  vival in the Arena. Check the “Scaling the
  Adventure” sidebar for hints on adjusting the ad-
  venture to higher-level characters.
  This adventure takes place in the Arena in
  Stranglethorn Vale, on the continent of Azeroth.
  surrounding the Arena, is that children are born
  and raised within the Arena to add to the stables.
  They are trained in many skills beyond the gladi-
  atorial so that the games will be varied from time to
  time (who wants to watch two massive orc warriors
  beat on each other day after day?), and also so that
  the stables will always have healers. If a gladiator
  gets pregnant, she is taken off the roster until she
  delivers and the baby is taken from her to be raised
  in the stables.
  The head of the Arena stables, a jungle troll
  named Bloodstone, has recently become greedy.
  Although his stables are full of mature teens and
  young adults ready to fight as well as several captured
  unwilling fighters, attendance at the fights has been
  down in the past months. He has decided to send a
  party of his best trolls over the mountains to the
  Blasted Lands to capture a demon for the Arena.
  At the start of the adventure, a messenger arrives
  and alerts Bloodstone that a felguard** has been
  captured and the triumphant hunters are on their
  way back to the Arena. This development looks to
  be certain death for those chosen to fight the
  demon, and those in the stables have only a couple
  of days to attempt an escape before the trolls return.
  Adventure Synopsis
  The PCs were all captured within the past couple
  of weeks. They are relatively new to the Arena, but
  they’ve been there long enough to know how things
  work. The troll guards confiscated all of the PCs’
  equipment upon capture. Left with only the clothes
  on their backs, they are all slaves of the Arena, forced
  to participate in various games. Along with the
  others in the stables, they learn of the demon being
  brought back from the Blasted Lands. They formu-
  late a plan to escape and free the slaves, but they must
  navigate the labyrinth of the Arena and deal with
  the guards. Along the way, they learn of Bloodstone’s
  plans to continue bringing in demons for the Arena,
  and that the demons have even agreed to send more
  powerful demons to participate in the games. Blood-
  stone will send a tithe of 10 sorcerers to the demons
  in exchange. When the demon reaches the Arena,
  he begins slaughtering everyone in reach, and Blood-
  stone will demand that the troll warriors do not kill
  him. To exit the Arena, the PCs must enter the fray
  between the demon and Bloodstone and his troll
  entourage.
  Scaling the Adventure
  This adventure is designed for low-level PCs,
  but is easily scaled up to suit your adventurers.
  For higher-level characters, the levels of the
  troll guards and Bloodstone can be scaled up
  accordingly, adding some levels of gladiator to
  them (see the Warcraft RPG, Chapter Two).
  The creatures in the menagerie can be changed
  to dire forest wolves, basilisks or thunder liz-
  ards (see Manual of Monsters, Chapter One).
  The demon can be a dreadlord, or you could
  change the focus of the adventure and bring in
  a lich (see Manual of Monsters, Chapters
  Two and Three, respectively).
  Adventure Background
  The jungle trolls of the ancient Gurubashi tribe
  run the gladiatorial games at the Arena. The gladi-
  ators are chosen from prisoners of war, kidnapped
  travelers, those in debt to the Gurubashi, and even
  some hapless fools who think it would be an easy
  way to make some quick cash. Something few
  people know, even those who live in the settlement
  
  ADVENTURES
  123
  Character Hooks
  The characters can be part of the Arena for any
  number of reasons. They can be captured as prison-
  ers of war or as unlucky travelers, or they can be
  residents of the settlements around the Arena who
  owe the trolls money. They can also be of any
  affiliation, as the trolls capture Alliance, Horde
  and independent races without prejudice. Even
  some jungle trolls live in the stables.
  The Arena
  Layout
  The first level of the Arena consists of a 10-foot
  wide hallway in a U-shape, curving around the Arena.
  The PCs are in the far right cell of a block of 4 cells,
  50 feet x 50 feet, each holding around 10 gladiators.
  Past the cells are 4 wooden doors, the first holding
  keys and weapons, the next three providing living
  Does “gladiator” mean “Gladiator”?
  Fighting in the gladiatorial arena does not
  automatically launch a character into the
  gladiator prestige class (see Warcraft RPG,
  Chapter Two). The “gladiators” in the Arena
  are a motley crew, comprised of people from
  every walk of life. If the trolls disagree with a
  greedy merchant’s bill, that merchant may
  likely find himself a gladiator, holding a sword
  in an untrained hand against a pack of gnolls
  for the amusement of his former colleagues.
  There is room for any character class in the
  Arena. Mages, tinkers, fighters, paladin war-
  riors, rogues and healers are all captured.
  While the elven rangers and paladin warriors
  give the crowd a brawny battle, wizards, sha-
  mans and rogues can give a more intelligent
  contest of wits, with many obstacles and traps
  brought into the Arena.
  Some classes don’t quite fit into the com-
  batant mindset at the Arena, but they are by
  no means freed. Healers are usually kept for
  stable duty, healing the living combatants as
  they return from bouts. Tinkers are required
  to plan and build clever sets to hamper or aid
  combatants — in fact, much of the under-
  belly of the Arena was designed and built by
  goblin tinkers working for or indebted to the
  trolls. Beastmasters, after proving themselves
  useless as fighters by calming attacking ani-
  mals instead of slaughtering them, were sent
  to tend to the animals before and after fights.
  It is quite possible, however, that all of
  these classes are called upon to fight as well.
  Sorcerers are perhaps the most worrisome
  class for the stable guards, as they have no
  spellbooks that the trolls can confiscate.
  Sorcerers are held in solitary, gagged and
  bound, and are treated no better than beasts
  in the Arena. A GM may want to warn PCs
  that sorcerers in Stranglethorn Vale are as
  good as dead and would be wise to pose as
  wizards with bogus spellbooks or refuse to
  use their powers.
  Regarding the gladiator prestige class, most
  of the children raised in the Arena end up
  with levels in this class, as their life has been
  built around it.
  “What about my
  3rd-level pandaren healer?”
  Some races introduced in Warcraft previ-
  ously seem ill-suited for Azeroth adventures.
  Night elves, tauren and furbolgs have their
  established homelands on Kalimdor, while
  the pandaren have arrived only recently in
  the west. These races can still have a place in
  an Azeroth campaign, and they actually work
  well for campaigns in Stranglethorn Vale.
  With the many ports on its western shore,
  Stranglethorn Vale is an acceptable landing
  place for any PC from Kalimdor who wishes to
  explore, carry a message or simply see what
  adventures await. The more beastlike races
  will very likely be met with curiosity or possi-
  bly racism in the east, but working these
  western races into an Azeroth campaign
  shouldn’t require too much of a stretch.
  The GM should note, however, that the
  trolls who schedule the fights will be most
  interested to see what these odd races can do.
  A pandaren fighter shouldn’t be surprised to
  receive a pistol with which to defend himself
  in an Arena fight. The trolls are dedicated to
  entertaining the crowd, and seeing a pandaren
  fumble with a pistol is likely to deliver.
  
  124
  CHAPTER FIVE
  space for the troll guards (more detailed information
  appears below within the adventure text). After the
  final door comes the stairs to the next level. This is
  one of two ways to exit the lower levels.
  Further on, about 100 feet, are 6 cells containing
  60 high-level gladiators, (who, incidentally, will be
  unlikely to help the PCs in their endeavors, being
  more dedicated to escaping and saving the children).
  About 100 more feet down the hallway are the
  children’s cells, filled with about 50 children of all
  races, from young children to adolescents.
  Thirty feet beyond the children’s cells, a door
  leads to the menagerie and the beastmasters’ quar-
  ters. Once the PCs make it here, the room will be
  caved in for the most part, and the cages will be
  opened with the animals either dead or escaped.
  On the second floor, an armory of simple weap-
  ons is to the direct right of the stairs. The hallway
  turns 90 degrees to the left and enters into the
  Arena’s gladiatorial stage, a great oval 100 yards at
  its longest point and 50 yards at its widest, with
  double doors at the right side of the widest point
  leading to a ramp down to the menagerie.
  To the left of the stairs are 4 doors before the door
  exiting to the outside. The first door leads to a
  storeroom containing the items stolen from the pris-
  oners, and the more exotic and martial weapons. The
  next two rooms are living quarters for the higher-level
  guards who keep the peace among the higher-level
  gladiators and care for the children. The final door is
  iron and leads to Bloodstone’s office (the stable mas-
  ter). His office is very nice for a troll, containing a
  bookshelf and a desk with a deep drawer.
  Outside the Arena, stairs go up the wall to the
  seats. The road leading to the Arena hosts trinket
  and food merchants who make most of their money
  from the Arena attendees. Further outside of town
  is the settlement where most of the citizens live,
  including some of the Arena employees (the guards
  only sleep in the Arena when on a long shift). The
  area also houses tinkers and rogues who build sets
  and traps for use in the Arena.
  Culture
  The Arena always has 20 guards on shift, and the
  shift circulates every 12 hours. Ten guards are
  relatively low-level, usually 4th-level fighters, as-
  signed to the low-level prisoners. The high-level
  gladiators and the beastmasters are guarded by
  trolls who have attained several levels in the gladi-
  ator prestige class. They constantly patrol the halls
  and the menagerie, and are only distracted by
  Bloodstone’s commands (which will come when
  the demon breaks his bonds). If they find a prisoner
  attempting to escape, they will next pair him with
  a beast much too difficult for him, sentencing him
  to certain death. (This information is well known
  among the prisoners.) They are armed with clubs,
  having instructions to subdue, not kill, their charges.
  Attended by two beastmasters, the monsters in the
  menagerie are primarily low-CR creatures that are
  easily killed and easily replaced, such as wolves,
  gnolls and harpies (see Manual of Monsters, Chap-
  ter One). A handful of higher-CR creatures such as
  hippogryphs and even a thunder lizard are here also
  (see Manual of Monsters, Chapter One). The Arena
  is equipped to hold most types of animals, and can
  even contain undead.
  Most gladiators are at the Arena against their wills,
  even those who are higher level and crowd favorites.
  They would still prefer freedom to fame, and are quick
  to take the chance to escape. The curse of serving a
  debt or prison sentence in the Arena is that if a
  gladiator loses, she’s likely dead or maimed; if she wins,
  she’s on her way to becoming a crowd favorite, and the
  trolls will keep her as an investment.
  The most horrific area is the children’s cells. If a
  gladiator becomes pregnant, her child is taken from her
  and raised within the Arena, learning nothing of love,
  books or music. Such children learn only how to fight,
  training during days when there are no scheduled bouts.
  Most of these children are freed after they reach adult-
  hood and live within the settlement, staying on as paid
  gladiators, for it is the only life they know.
  Crowd Mentality
  The crowds at the Arena are dwindling and
  will fill barely half of the seats. They will be more
  excited about the more exotic races prevailing in
  the fights (but some xenophobes will want the
  freaks to die) and the more creative battles.
  If the GM wishes to set a more regular
  campaign within the Arena instead of killing
  off most of the guards and freeing the captive
  gladiators, crowd mentality can be more influ-
  ential. If a gladiator becomes a crowd favorite,
  the guards will give her special treatment,
  even special items or favors.
  
  ADVENTURES
  125
  Part One: Panic in the Stables
  Word of the demon’s imminent arrival has
  reached Bloodstone, who informs both his superi-
  ors and his inferiors of the upcoming change to
  schedules. This news trickles down through the
  guards to reach the stables.
  The GM can read the following boxed text aloud:
  There is panic as the word spreads through the
  stables.
  “It’s going to be housed with us!”
  “I fought the Legion in the Third War and saw one
  destroy ten elves!”
  “Sari, promise me you’ll kill me so I don’t have to fight it.”
  Your fellow gladiators no longer wear the brave and
  impassive expressions you’re used to seeing. Their faces
  are naked with fear, eyes wide. Gladiators that you’ve
  known to look orcs, elves, humans, goblins, even a huge
  tauren in the face without a flinch are weeping in the
  corners. They’re not afraid of the chance of death in the
  Arena; it is the certainty they fear. Every other time
  they’ve fought, they had a chance. Some fear the demon
  will be housed with the sentients instead of in the menag-
  erie — in the stables, where you all live under truce and
  where you can put the fear of death behind you.
  Still, the show must go on. The guards, two large troll
  warriors, come to your cell and summon the next two to
  fight. Parla, a young goblin rogue, and Kilrim, an orc
  barbarian, stand and exit through the barred gate. They
  leave, casting sidelong glances at each other.
  The stables are low enough under the Arena so
  that only minimal crowd noise is heard. There are
  four cages: two on either side of the hall, separated
  by a thick stone wall. The PCs’ living area contains
  enough NPCs to make the total number of occu-
  pants ten. The stables are tolerable living conditions,
  considering the PCs are slaves waiting to die. There
  is ample food, adequate sleeping space for all sizes
  and even a side room with books (such as A History
  of Azeroth, a merchant’s logbook and Great Love
  Letters of the Elves), chairs, and some badly tuned
  musical instruments (a battered wooden flute and a
  short lyre with 2 strings). It should be made clear to
  the PCs that the trolls do consider their gladiators
  as investments to be treated well enough not to go
  mad. They are not permitted weapons or jewelry
  within the living area and are armed only before
  going into the Arena.
  After a short time, Parla returns, Kilrim leaning
  on her. The orc lacks a right hand; a white rag is
  rapidly turning red at his forearm. If none of the PCs
  move to heal Kilrim, the tauren Naith, one of the
  healers, will rush up to him.
  At this point, the trolls will call the names of the
  PCs and lead them out to the Arena. They walk
  familiar hallways past other stable cells, closed
  doors, and up the stairs to the weapons room. The
  trolls give the PCs weapons they may or may not be
  proficient in, including a net and trident. (No
  exotic or martial weapons come from this simple
  armory; a troll brings such weapons from an un-
  known location.) If there is a rogue in the party, she
  
  126
  CHAPTER FIVE
  is given a rope and perhaps other items to make
  snares. The fighter or barbarian receives the net
  and trident, and the trolls hand other PCs anything
  from daggers to short swords. They will not receive
  any powerful ranged weapons such as bows or
  crossbows. If there is a wizard in the party, the trolls
  will allow him time to look at his spellbook, the
  trolls choosing which spells the wizard will learn.
  The trolls tell the PCs that they will be fighting
  harpies (their number will be one greater than the
  number of PCs), and their job is to capture one and
  kill the rest. If the PCs kill all the harpies, they will
  be denied meals for two days.
  Make it clear to the players that attacking the
  trolls is a very bad idea, as they are accomplished
  gladiators who have been promoted to guards; they
  are always armed, and they are impossible to surprise.
  The harpies (see Manual of Monsters, Chapter
  One) are unarmed, having only their claws to
  attack. The Arena floor is swept clean of rocks and
  debris. Ten trolls armed with heavy crossbows sit at
  the walls to catch any harpies that attempt to
  escape, or to stop a bout that is going the wrong way
  (in their opinion).
  After their bout, the PCs return to their cells and
  find Parla the rogue talking to a guard. The guard
  says proudly that the demon is about one day away,
  traveling with troll warriors and shamans. If the
  PCs succeed at a DC 15 Gather Information check,
  they can learn that the trolls have big plans for the
  demon. Some fights will be one-on-one, some will
  be a grand melee. One thing is clear, though: the
  current gladiators will be treated no better than the
  beasts in the menagerie. Another orc or human is
  easy to find for the Arena, but getting another
  demon may be difficult. However, the guards are
  perhaps not looking forward to guarding demons
  instead of the usual gladiators.
  That night, the characters will have time to talk
  to their fellow gladiators. Talking with their
  cellmates is easiest: The guards don’t like captives
  yelling across the hall to the other cells. Everyone
  is clearly frightened; all agree that they need to get
  out. This idea is met with derisive laughter from
  some and despair from others. The Arena is noto-
  riously difficult to break out of; anyone who has
  attempted it met with a bloody death in the Arena
  the following day, paired against something he
  could not possibly beat.
  NPCs Galore
  The bonus to running an adventure in a gladiatorial
  arena full of unwilling participants is the ample number
  of NPCs available. If the players in your group wish to
  be fighter-heavy, you can have Parla the goblin assist
  them in their rogue needs. Wizards and tinkers would
  benefit from the help of Kilrim the (now) one-handed
  orc barbarian. Each dormitory in the stable houses
  around ten gladiators. Below are NPCs to fill your PCs’
  home — and the party, if necessary.
  Parla (female goblin, Rog2):
  Parla (female goblin, Rog2):
  Parla (female goblin, Rog2):
  Parla (female goblin, Rog2):
  Parla (female goblin, Rog2): HD 2d6, 7 hp; Init +3; Spd 20
  ft.; AC 14, touch 14, flat-footed 10; Base Atk +1; SA sneak
  attack +1d6; SQ low-light vision; AL N; SV Fort +0 Ref +6,
  Will +2; Str 11, Dex 16, Con 10, Int 14, Wis 14, Cha 9.
  Parla will help the PCs escape once she sees
  they have a plan, but adopts an “every goblin for
  herself” attitude once the doors are opened. She
  will be difficult to count on unless another
  goblin convinces her otherwise.
  Kilrim (male orc, Bbn2):
  Kilrim (male orc, Bbn2):
  Kilrim (male orc, Bbn2):
  Kilrim (male orc, Bbn2):
  Kilrim (male orc, Bbn2): HD 2d12+6, 19 hp; Init +1; Spd
  30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +2; SA
  rage 1/day; SQ low-light vision; AL CN; SV Fort +6, Ref
  +1, Will +1; Str 16, Dex 13, Con 16, Int 8, Wis 10, Cha 9.
  Kilrim has been maimed and sinks into a deep
  depression. He will do nothing to aid the exit from the
  cell, but will fight beside the PCs once outside if there
  is an independent or Horde-affiliated PC in the party.
  Naith (female tauren, Hlr3):
  Naith (female tauren, Hlr3):
  Naith (female tauren, Hlr3):
  Naith (female tauren, Hlr3):
  Naith (female tauren, Hlr3): HD 3d8+12, 25 hp; Init
  +1; Spd 30 ft.; AC 10, touch 10, flat-footed 9; Base Atk
  +2; SA spells; AL NG; SV Fort +7, Ref +2, Will +6; Str
  11, Dex 12, Con 18, Int 13, Wis 16, Cha 11.
  Naith is the ideal healer: dedicated to her craft,
  she will help anyone in need. She will stay with the
  party if asked, but fights only if directly attacked.
  Jai’nor (male high elf, Wiz3):
  Jai’nor (male high elf, Wiz3):
  Jai’nor (male high elf, Wiz3):
  Jai’nor (male high elf, Wiz3):
  Jai’nor (male high elf, Wiz3): HD 3d4+3, 10 hp;, Init +1;
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +1; SA
  spells; SQ darkvision 60 ft.; AL N; SV Fort +2, Ref +2,
  Will +3; Str 10, Dex 13, Con 13, Int 17, Wis 11, Cha 7.
  Jai’nor suffers from withdrawal: he needs his spellbook.
  He will be somewhat useful if convinced to stay with
  the party, but only after his spellbook is retrieved.
  Sari Stoneheart (female Ironforge dwarf, Tnk3)
  Sari Stoneheart (female Ironforge dwarf, Tnk3)
  Sari Stoneheart (female Ironforge dwarf, Tnk3)
  Sari Stoneheart (female Ironforge dwarf, Tnk3)
  Sari Stoneheart (female Ironforge dwarf, Tnk3): HD
  3d6, 10 hp; Init +2; Spd 20 ft.; AC 12, touch 12, flat-footed
  10; Base Atk +2; SQ darkvision 60 ft.; AL LG; SV Fort +1,
  Ref +3, Will +3; Str 13, Dex 14, Con 11, Int 15, Wis 8, Cha 8.
  Sari is amenable to staying with the PCs as
  long as the party does not consist only of Horde
  characters. She will be useful in creating a de-
  vice with which to unlock the door.
  
  ADVENTURES
  127
  Part Two: Opportunity Knocks
  The ever-present troll guards call the PCs for
  another fight the following day. They hand the PCs
  their weapons, all ranged (bow and 10 arrows,
  dwarven tossing hammer, 10 darts, a flintlock pistol
  with one bag of ammo, and a heavy crossbow and 10
  bolts). They are going up against 4 venom spiders
  (see Manual of Monsters, Appendix One).
  During the battle, one of the four spiders will climb
  the wall, frightening the spectators. The trolls will take
  it down with crossbows. The other three will attack
  with webs and bites for 3 rounds, after which the PCs
  must make a DC 20 Listen check to hear a commotion
  in the streets beyond the crowd’s cheers. The trolls have
  arrived with their demon, and the people are panicking.
  After 1 more round, the characters will notice that the
  crowds are becoming more interested in what’s going
  on outside the Arena than inside. After another round,
  troll guards interrupt the fight, bringing down the
  remaining spiders with nets (or killing those too hurt to
  bother healing) and commanding the PCs to stop. The
  trolls confiscate the PCs’ weapons, escort them back to
  their cell and leave quickly.
  Read or paraphrase the following boxed text aloud:
  gladiators in the other cells bang on the doors,
  begging to be let out. A small room down the hall
  from the cells has an unlocked wooden door that is
  trapped with a simple poison dart trap. Inside are all
  the keys for the cells (hanging on the walls), 4 clubs
  and 2 Medium flintlock pistols with 2 bags of
  ammunition balls.
  Poison Dart Trap: 
  Poison Dart Trap: 
  Poison Dart Trap: 
  Poison Dart Trap: 
  Poison Dart Trap: CR 3; mechanical; invisible wire;
  manual reset; Atk +8 ranged (1d4 plus poison, dart); poison
  (Small centipede poison, Fort DC 13 resists, 1d2 Dex/1d2
  Dex); Search DC 15; Disable Device DC 20.
  If the PCs make a DC 20 Listen check, they can
  hear a great thundering boom. Tauren characters
  and any character from Kalimdor will recognize it
  as a tauren war stomp, and all PCs can feel the
  ground shake a bit. Plaster falls from the roof, and
  those who made their Listen check will also hear
  beasts growling and crying out.
  The stables are more riotous than you’ve ever heard
  as the people around you demand to know what’s going
  on. You can hear the guards running around on the
  floors above you, calling for backup. The guards on
  your floor glance at each other, and as the calls become
  more and more desperate, they finally leave.
  Chaos like this has never happened in the Arena, even
  when a couple of crocolisks got free from the menagerie.
  You have never been left without a guard on duty. The hall
  is empty now, with sounds of carnage and chaos above.
  The PCs can fashion a crude lockpick from the
  items inside the cell (using primarily the lyre strings)
  with a DC 12 Craft (technological devices)* check
  (the Build Small Devices* feat would be helpful).
  With a DC 20 Open Lock check, they can get out,
  or the door can be broken with a DC 25 Strength
  check. The gladiators in the cells around the PCs
  are all panicking and pounding on their doors,
  although no one is breaking through yet.
  When the PCs get free, they must decide where
  to go. The only familiar route is the way to the
  Arena, but they do know where the armory is. The
  Avoiding Chaos
  If the PCs are of good alignment, leaving
  their fellows behind will be difficult. There are
  3 other cells on their floor, containing 30 more
  low-level gladiators, mostly kidnapped travel-
  ers. If let out, the other gladiators will more
  likely run in a panic than keep together (this
  might upset the good PCs who wish to reduce
  the bloodshed, but will be easier on you as a
  GM). One or two of the NPCs in the charac-
  ters’ cell will probably stay with them, especially
  if they are needed, but if the party is made up
  of primarily one race or affiliation, members of
  other races and/or affiliations will likely stay
  away from the party and go their own way. The
  truce that kept the peace inside the cell walls
  starts to erode as the captives are freed.
  There are three more doors past the trapped
  office. The hallway curves to the left slightly, with
  closed doors on the right about every 30 feet. The
  first room’s door is unlocked and appears to be a
  crude living area for the guards. Inside, the PCs will
  find troll clothing, helmets to fit Medium human-
  oids, 4 clubs, and 2 locked chests (Open Lock DC
  15). The chest on the right has 12 sp and 3 gp, and
  the one on the left has 5 gp.
  The second and third doors are also untrapped
  and unlocked. The second room is also a living
  area, containing 2 clubs, 1 battleaxe and 2 locked
  
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  CHAPTER FIVE
  chests (Open Lock DC 15). The first chest contains
  4 sp and the second contains a dagger. The third
  room holds only 4 beds, but with a closer look
  (Search DC 20) the PCs will find a masterwork
  light crossbow underneath one of the mattresses.
  After the third door is the stairway leading up.
  The hallway continues curving around to the left
  toward areas that the PCs have never seen. They
  feel another war stomp from outside, and more
  plaster falls. Shouts of non-troll voices issue from
  down the hall. If they head further down the hall,
  the PCs will find more cages emptying of older and
  clearly more seasoned gladiators. One gladiator, a
  male human of about 45 years, will tell them to get
  the hell out before the trolls come back. The beasts
  have broken out of the menagerie and the ceiling
  looks ready to fall in from whatever’s going on
  outside. If the party looks to be carrying extra
  weapons, he’ll ask for one, saying the children are
  trapped further down the hall.
  Creature: Marcus isn’t looking for a fight.
  Marcus (male human, Ftr5/Gla2)
  Marcus (male human, Ftr5/Gla2)
  Marcus (male human, Ftr5/Gla2)
  Marcus (male human, Ftr5/Gla2)
  Marcus (male human, Ftr5/Gla2): HD 7d10+14, 52 hp; Init
  +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +7;
  SA Supreme Cleave; SQ command; AL CG; SV Fort +9, Ref
  +3, Will +2; Str 18, Dex 15, Con 14, Int 9, Wis 12, Cha 11.
  The party will have 20 rounds of safe time in the
  Arena’s underbelly before the ceiling falls in from
  the shocks of combat outside. They will feel war
  stomps every 5 rounds, dropping more plaster from
  the ceiling each time. The children’s cages are 100
  feet from the high-level gladiators’. If the PCs
  choose to free the children with Marcus, the
  children’s cages can be breached with a DC 20
  Open Lock check or a DC 30 Strength check. After
  the children are free, they and Marcus will run
  toward the stairs. After 20 rounds, the ceiling will
  cave in, causing 3d8 points of crushing damage to
  everyone still in the lower levels. If the PCs survive,
  a DC 15 Strength check is required every 10 feet to
  move debris to make it out.
  A locked wooden door awaits 200 feet beyond
  the children’s cages. It leads to a room filled with
  
  ADVENTURES
  129
  rubble; the ceiling has already cracked and partially
  fallen in here. The menagerie and the beastmasters’
  quarters lie beyond, and the beasts and beastmasters
  have either died or escaped in the chaos. Three
  gnolls will be rooting around in the remains of the
  menagerie, and will attack when they see the PCs.
  Creatures: Three scavenging gnolls attack any-
  one who enters.
  Gnolls (4):
  Gnolls (4):
  Gnolls (4):
  Gnolls (4):
  Gnolls (4): hp 11 each. See Manual of Monsters
  Manual of Monsters
  Manual of Monsters
  Manual of Monsters
  Manual of Monsters, Chapter
  One: Creatures of Azeroth.
  When the PCs go upstairs and head to the armory,
  they will encounter a wounded troll fleeing the
  Arena. She looks terrified and is armed with a club.
  Creature: The troll guard is torn between duty
  and flight.
  Guard, female forest troll Ftr2:
  Guard, female forest troll Ftr2:
  Guard, female forest troll Ftr2:
  Guard, female forest troll Ftr2:
  Guard, female forest troll Ftr2: CR 4; Large monstrous
  humanoid; HD 2d8+2d10+15, 35 hp (10 currently); Init +2;
  Spd 20 ft.; AC 17, touch 11, flat-footed 15; Base Atk +4; Grp
  +11; Atk +6 melee (1d8+3, Large club) or +6 melee (1d6+3,
  claw); Full Atk +6 melee (1d8+3, Large club) or +6 melee
  (1d6+3, 2 claws); SQ darkvision 60 ft., fast healing 2; AL
  LE; SV Fort +6, Ref +5, Will +2; Str 17, Dex 14, Con 16, Int
  8, Wis 9, Cha 7.
  Skills: Hide +1 (+5 in forested areas), Jump +5.
  Feats: Blind-Fight, Cleave, Power Attack, Toughness.
  Possessions: Club, helmet, hide armor.
  When the PCs reach the armory, they will find
  two of every simple weapon inside. The trolls lock
  the exotic weapons (including nets and rope) else-
  where. As they exit the armory, the PCs come
  face-to-face with some escaped creatures from the
  menagerie that are wandering the Arena and inves-
  tigating the open door. A pair of timber wolves
  blocks the hallway, apparently fleeing the stronger
  animals in the Arena. Exit through the Arena is
  impossible, as 20-foot tall smooth concrete walls
  stretch up to the stands, and it is patrolled by loosed
  creatures: 3 gnolls, 2 hippogryphs (with their wings
  clipped, naturally), a kodo beast, a salamander and
  a thunder lizard look for exits from the Arena,
  occasionally snapping at each other. As they head
  down the hall, the PCs will feel one last rumble. If
  anyone is left below them in the cages, they will
  scream as the ceiling caves in. The floor, and the
  Arena floor, remains stable.
  Creatures: The timber wolves are unwilling to
  back down.
  Timber Wolves (2):
  Timber Wolves (2):
  Timber Wolves (2):
  Timber Wolves (2):
  Timber Wolves (2): hp 13 each. See Manual of Monsters
  Manual of Monsters
  Manual of Monsters
  Manual of Monsters
  Manual of Monsters,
  Appendix One.
  What’s Going On Outside?
  The demon, free of its bonds, is laying waste
  to the streets outside. Hopeful warriors are
  attempting to kill it, including a group of
  tauren who have tried their war stomp to little
  effect. The Arena, ruins to begin with, has
  started to buckle, causing the lower levels to
  collapse. If the characters return to the main
  Arena area, they will find the floor stable.
  Bloodstone is beside himself with fury: his new
  moneymaker is loose, and people have the
  audacity to try to kill his slave. He has called all
  his troll guards and ordered them to capture
  the demon, and to make sure the wanna-be
  heroes do not kill it. When enough of his
  troops die from outside attacks, he will enter
  the fray to protect his demon, who will of
  course try to kill him.
  Part Three: Demon and Captor
  The Arena offices are not nearly as complex as the
  PCs might fear. At the top of the stairs are 3 wooden
  doors and 1 iron door, and at the end of the corridor
  is a wooden door open to the street. The wooden
  door to the right is locked (Open Lock DC 20) and
  leads to a large 50-foot x 50-foot storeroom that has
  the exotic weapons, rope and healer’s supplies the
  group requires. This is the room that also holds the
  equipment taken from the PCs when they were
  captured, so they can re-equip themselves. Note that
  all money and magic items are gone, but spellbooks,
  exotic weapons and the like are all still here.
  The two wooden doors to the left are closed, each
  holding 1 injured troll guard, nursing his wounds. The
  trolls will attack if disturbed or if they hear the PCs in
  the hall. The rooms look to be guard barracks with 4
  crude beds, 2 tables containing uneaten meals and 3
  locked chests each (Open Lock DC 15). The 6 chests
  hold, respectively: 3 sp; 4 gp; a masterwork dagger; a
  potion of cure light wounds; a goblin army knife; 10 gp.
  Creatures: The 2 wounded trolls would really
  like some peace and quiet, but they can’t ignore
  gladiators escaping under their noses.
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2: See statistics
  for female forest troll Ftr2, above.
  The final door is locked (Open Lock DC 20) with
  another poison dart trap (see Part Two, above). Inside is
  
  130
  CHAPTER FIVE
  Bloodstone’s office, with a window overlooking the main
  street. A DC 10 Spot check will reveal the fight outside
  the Arena: Bloodstone and his remaining warriors have
  engaged the crowd, and the demon still attacks anyone
  who moves (or doesn’t move, for that matter). Several fat
  books line Bloodstone’s shelf, each holding a detailed list
  of every gladiator who has passed through these gates,
  how she came to “work” for the Arena, and how she died.
  On his desk is a half-written letter in Common, with
  an overturned bottle of ink marring the top of the desk.
  The GM can read the following boxed text aloud:
  Madame Pustoe,
  I would humbly like to offer you an idea to make the
  Arena more profitable. As you have been so kind to
  point out to me, your wretched servant, profits are
  falling and the pathetic beings we have in the stables
  simply aren’t bringing in the money. If my current
  attempt at exciting the crowds manages to increase
  revenues, I would like to suggest bringing in more
  demons, perhaps even making the Arena demon-only,
  once our current stables are depleted. I believe the
  demons will be amenable to a trade of 10 sorcerers for
  one of their demons—
  The desk drawer is locked (Open Lock DC 15)
  with a poison dart trap (see Part Two, above) and
  contains 2 vials of Small centipede poison and 3
  darts, a small chest with 100 gp, a grenade bomb
  and a +1 dwarven tossing hammer.
  Outside, the melee has reached the door. Most of
  the combatants are dead or fleeing; only Blood-
  stone, a single troll and the demon remain.
  Bloodstone and his gladiator are attempting to
  bring the demon down without killing it, while the
  demon is attacking them with all its might. Many
  of the PCs’ fellow gladiators’ bodies litter the street,
  along with several of their captors and various
  citizens of and visitors to the town. The PCs face
  several choices: fight the demon with Bloodstone;
  fight Bloodstone first; split their forces; or, simply
  run. If they choose to run, the demon and the troll
  will be too involved with each other to attack. If the
  PCs choose to fight, Bloodstone will do everything
  he can to protect his demon, while the demon will
  continue to attack him, ignoring the PCs until one
  of them does damage to him.
  Creatures: Both trolls and the demon are intent
  on each other and will only attack the PCs if
  provoked.
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2:
  Guard (wounded), male forest troll Ftr2: See statistics
  for female forest troll Ftr2, above.
  Bloodstone (wounded), male forest troll Ftr5:
  Bloodstone (wounded), male forest troll Ftr5:
  Bloodstone (wounded), male forest troll Ftr5:
  Bloodstone (wounded), male forest troll Ftr5:
  Bloodstone (wounded), male forest troll Ftr5: CR 7;
  Large monstrous humanoid; HD 2d8+5d10+38, hp 74 (35
  currently); Init +8; Spd 20 ft.; AC 18, touch 13, flat-footed
  14; Base Atk +7; Grp +17; Atk +15 melee (2d6+7/x3, +1
  Large battleaxe) or +13 melee (1d6+6, claw); Full Atk +15/
  +10 melee (2d6+7/x3, +1 Large battleaxe) or +13 (1d6+7,
  2 claws); SQ darkvision 60 ft., fast healing 2; AL LE; SV
  Fort +9, Ref +8, Will +4; Str 22, Dex 18, Con 20, Int 13, Wis
  10, Cha 6.
  Skills: Climb +11, Hide +5 (+9 in forested areas), Intimi-
  date +3, Jump +11, Listen +2, Spot +2.
  Feats: Cleave, Dodge, Improved Initiative, Power At-
  tack, Toughness, Weapon Focus (battleaxe).
  Possessions: +1 Large battleaxe, masterwork hide ar-
  mor, potion of cure light wounds.
  Kran’zhanen (wounded), male felguard:
  Kran’zhanen (wounded), male felguard:
  Kran’zhanen (wounded), male felguard:
  Kran’zhanen (wounded), male felguard:
  Kran’zhanen (wounded), male felguard: current hp 15.
  See Chapter Two: The Burning Legion in Manual of Mon-
  Manual of Mon-
  Manual of Mon-
  Manual of Mon-
  Manual of Mon-
  sters
  sters
  sters
  sters
  sters for felguard stats.
  Concluding the Adventure
  If the PCs succeed in killing the demon and
  Bloodstone, they will have the Arena left in their
  
  ADVENTURES
  131
  hands, along with the escaped beasts and the owners
  of the Arena — who will soon come to investigate
  their massive losses. Finding some other gladiators in
  the settlements to help cage the animals or get the
  Arena back on its feet may be possible. There is also
  the matter of the children raised in the Arena, if they
  made it out alive. If the PCs choose to leave the area,
  they should be somewhat well equipped to get where
  they wish to go. They will likely be hunted and
  perhaps blamed for the destruction of the Arena’s
  population. No one ever said trolls are logical.
  Dark Iron Chains
  “Dark Iron Chains” is a Warcraft RPG adven-
  ture designed for four 6th-level heroes. The heroes
  can be of any race or class, though Ironforge dwarves
  are particularly appropriate. Boxed text is meant to
  be read aloud or paraphrased to the players.
  The action takes place in Khaz Modan’s Bad-
  lands and involves the Dark Iron dwarves.
  Adventure Background
  Rumholt Thunderaxe, an Ironforge dwarf be-
  longing to the Explorers’ Guild, studied the Dark
  Irons for many months after learning of their re-
  emergence. The Dark Irons had diverged from their
  Ironforge heritage in the few hundred years since
  the War of Three Hammers, gaining new abilities
  and losing old ones. Even their physical structure
  was different. Investigations into Rumholt’s own
  family tree revealed that two of his ancestors — his
  grandfather’s cousins — joined the Dark Irons
  during the war. Curiosity spurred Rumholt to great
  feats of research, but he finally realized that study in
  his comfortable Ironforge home was not enough.
  One year ago, Rumholt purchased a magic item
  able to change his appearance (a hat of disguise)
  from a passing goblin merchant. Rumholt left a
  letter for his son Dedrik, who was abroad fighting
  troggs in the Wetlands. This letter stated that
  Rumholt was leaving to “conduct field research”
  but left the specifics vague; it also stated that
  Rumholt did not know when he would return.
  With that, Rumholt left Ironforge and set out for
  the Badlands.
  When he was safely away from the dwarven
  capital, Rumholt donned his hat of disguise and
  altered his appearance to resemble a Dark Iron
  dwarf. A few days later he encountered a Dark Iron
  band searching for ruins. Rumholt gave his name as
  M’nath Pikesplitter (his traitorous ancestors bore
  the Pikesplitter surname in the War of Three Ham-
  mers). Rumholt claimed to be the sole survivor of
  a sudden gnoll attack. The Dark Irons warily ac-
  cepted Rumholt’s company and headed back toward
  their headquarters to show this new acquisition to
  their chieftain, a dwarf called Bakthet. On the way,
  an ogre group ambushed the band. Rumholt drew
  his axe and fought alongside the Dark Irons, and his
  dedication and prowess impressed his new compan-
  ions. Rumholt entered the Dark Iron cave a hero —
  something he had never been in Ironforge.
  Rumholt lived with the Dark Irons for months,
  partaking in their rituals and forays against troggs,
  gnolls and other Badlands creatures. He was a more
  competent fighter than many of them, having
  honed his skills in the Second and Third Wars.
  Soon the Dark Irons not only accepted him, they
  honored him. They taught him their histories and
  the stories from the times before the War of Three
  Hammers — from their perspective, of course.
  Rumholt sympathized with them. He understood
  why his Pikesplitter ancestors had defected, and he
  was proud to wear their name.
  Rumholt became more and more Dark Iron as
  time went on. He was not evil, but neither did he
  think the Dark Irons were evil, just misunderstood
  and justifiably vengeful. Rumholt did not partici-
  pate in an attack against an Ironforge caravan, but
  neither did he condemn it.
  Six months after Rumholt joined the clan, a
  trogg band broke into the cave system. The troggs
  rampaged through the caverns, killing many before
  the Dark Irons defeated them. Among the dead was
  the chieftain Bakthet. A few Dark Irons threw
  Rumholt’s name (actually, M’nath’s name) into
  the running to become the new chieftain. Rumholt
  defeated his rivals in combat and became the clan’s
  new leader, claiming the fallen chief’s magic pen-
  dant as his prize.
  Rumholt was ecstatic about his new position.
  Now he could be with the people he had come to
  respect and who respected him. And in his leader-
  ship position he could ensure that the Dark Irons
  fought only against evil creatures.
  Yet Rumholt missed his son. Dedrik was Rumholt’s
  only family, and he had not seen him in many long
  
  132
  CHAPTER FIVE
  months. Rumholt knew that, patriotic as Dedrik
  was, once he truly saw the Dark Irons he would
  understand and stay with his father. Rumholt sim-
  ply had to figure out a way to get him to his side.
  One year after leaving Ironforge, Rumholt’s scouts
  told him of a solitary Ironforge dwarf making his
  way across the Badlands. Rumholt recognized his
  son from the description. He was overjoyed. Though
  he briefly toyed with the idea of having his warriors
  abduct Dedrik, he dismissed that plan because it
  would only serve to demonstrate the Dark Irons’
  violent nature.
  Instead, Rumholt planted a message where Dedrik
  would be sure to find it. The message stated that
  Rumholt had been captured by Dark Iron dwarves
  and was being held prisoner. “I do not believe they
  mean to harm me, but please come quickly!” the
  message pleads. Rumholt knew that this would
  draw his son to his side. What he did not count on
  was Dedrik hiring a group of heroes to help him.
  Adventure Synopsis
  The heroes, roaming the Badlands, meet Dedrik
  Thunderaxe, a young dwarf searching for his father.
  Dedrik recently discovered a message from his father
  saying that the older dwarf had been captured. The
  message also gives directions to his location. Of
  course Dedrik wishes to rescue his father, but he does
  not know how dangerous the caves will be. He asks
  the heroes to accompany him.
  If they accept, Dedrik and the PCs journey to a
  cave system controlled by Dark Iron dwarves.
  Rumholt had everything arranged, but did not plan
  on his son hiring mercenaries. He does not particu-
  larly want to kill the heroes but has few options. He
  orders his men to slay his son’s companions if they
  must, but take Dedrik alive.
  The heroes delve through the complex, combat-
  ing Dark Iron dwarves and their various allies.
  Finally, they reach the clan’s leader — M’Nath
  Pikesplitter (Rumholt in disguise). Rumholt can-
  not bring himself to kill good people (who are also
  Dedrik’s friends) and surrenders, telling his son
  everything. The heroes must decide what to do
  with Rumholt.
  Yet the magic necklace Rumholt took from the
  dead chieftain has a hidden power. This item is a
  dark ruby‡ and allows one of Ragnaros’ servants to
  keep tabs on the wearer. Rumholt’s dark ruby is
  
  ADVENTURES
  133
  under the purview of a fire elemental called Flarion,
  and he does not like Rumholt’s story. The elemen-
  tal teleports to the cavern to incinerate the traitor.
  For the Heroes
  The adventure begins in the Badlands. The he-
  roes could be in the Badlands for any number of
  reasons, including the following:
  • Searching for titan ruins (perhaps at Ironforge’s
  behest).
  • Hunting monsters.
  • Trying to drive the troggs away from Uldaman.
  • Patrolling the area for Kargath.
  • Chasing a fugitive.
  • Searching for Rumholt Thunderaxe. (Dedrik
  could have hired the PCs in Ironforge or elsewhere;
  in this case, the GM must slightly amend the
  adventure’s opening.) One of the heroes may even
  be a relative or friend of Rumholt or his son.
  The heroes’ location in the Badlands does not
  matter; the GM can relocate the dungeon easily.
  The default setting places the dungeon about 50
  miles southeast of Kargath.
  When you are ready to begin, read or paraphrase
  the following boxed text:
  The Badlands lives up to its name. The earth is baked
  dry and terribly hot. Shattered rocks litter the ground
  like broken bones, and crags thrust into the air like
  fossilized spines. Dust covers the ground, stings eyes
  and coats mouths.
  A sudden rumbling of hooves sounds through the air.
  A rider approaches you rapidly from the west. As he
  closes, you can see that he is a dwarf upon a brown
  pony. He waves his arm and shouts, but hoof beats and
  distance drown his words.
  Finally he reaches you, puffing heavily. He has a
  large brown beard, a waraxe strapped to his side and
  a blunderbuss slung across his back. Dust covers his
  tattered blue cloak and heavy mail.
  “Greetings to you, travelers,” he huffs, swinging
  down from his pony. “Anyone journeying in this hor-
  rible place must be resourceful. My name is Dedrik
  Thunderaxe.” He thrusts out his arm.
  After the heroes give their names, continue with
  the following boxed text:
  “Pleased to meet you, pleased. I’ve got a bit of a problem
  I was wondering if you could help me with, if you’ve time.
  “Y’see, my father, Rumholt Thunderaxe, is a member
  of the Explorer’s Guild. About a year ago, he left our
  home in Ironforge. I was fighting in the Wetlands at the
  time, and when I got home I found a note from my dad
  that said he was going to do ‘field research.’ Now that
  was a bit surprising, since Dad’s not much of a mover. But
  he did pick up some skills in the Second and Third Wars,
  so I wasn’t too worried. At least, not for a while. But he’s
  been gone for a long time now. I asked around, but no one
  seemed to know where he’d gone. Dad didn’t really have
  any friends, anyway. So I went out myself to try to find
  him. I knew he had been doing research on Dark Iron
  dwarves, so I came to the Badlands.
  “And it’s a good thing I did! Look, just yesterday I
  found this note near an abandoned camp site.” Dedrik
  removes a wrinkled scrap from his pouch.
  “So I’m on my way to rescue my dad. I don’t know how
  long ago this was written, but I better go quickly. Thank
  the Light I ran into you folks. I’d’a gone in there on my
  own otherwise, no matter the danger. So what say you?
  Will you help me rescue my dad?”
  If the heroes ask about payment, Dedrik can offer
  them 500 gp apiece, but not until they get back to
  Ironforge (he brought only 70 gp for supplies).
  Dedrik answers any other questions as best he can,
  though he does not know much more.
  If the heroes agree, Dedrik thanks them heartily
  and they set out. Traveling to the dungeon takes a
  good day or two, depending on where the GM
  locates the complex. If the players are itching for
  some combat, feel free to throw a wandering band
  of gnolls, troggs or ogres their way (EL 7 or 8 is
  appropriate). Otherwise, the journey is uneventful.
  Dedrik Thunderaxe, male Ironforge dwarf Ftr5
  Dedrik Thunderaxe, male Ironforge dwarf Ftr5
  Dedrik Thunderaxe, male Ironforge dwarf Ftr5
  Dedrik Thunderaxe, male Ironforge dwarf Ftr5
  Dedrik Thunderaxe, male Ironforge dwarf Ftr5: CR 5;
  Medium humanoid (dwarf); HD 5d10+10, hp 44; Init +0;
  Spd 20 ft.; AC 19, touch 10, flat-footed 19; Base Atk +5;
  Grp +8; Atk +10 melee (1d10+6/x3, dwarven waraxe); Full
  Atk +10 melee (1d10+6/x3, dwarven waraxe) or +5 ranged
  (special, blunderbuss); SQ darkvision 60 ft., stability,
  stonecunning, stone flesh (+2 AC for 7 rounds), +2 racial
  bonus on saving throws against poison, +1 racial bonus on
  At this time, show the players the note on the
  next page, immediately before "Dungeon Features"
  (or jot it down on a scrap of paper).
  
  134
  CHAPTER FIVE
  To anyone who finds this:
  I have been captured by Dark Iron dwarves!
  They are nice enough so far, but are holding
  me prisoner. I do not believe they mean to
  harm me, but please help! The cave they are
  taking me to is about 50 miles southeast of
  Kargath, beneath a plateau.
  Please hurry!
  — Rumholt Thunderaxe
  attack rolls against giants; AL LG; SV Fort +6, Ref +3, Will
  +3; Str 16, Dex 11, Con 15, Int 10, Wis 14, Cha 10.
  Skills: Listen +8, Spot +8.
  Feats: Alertness, Foe Hunter (troggs)‡, Lightning Re-
  flexes, Weapon Focus (dwarven waraxe), Weapon
  Specialization (dwarven waraxe).
  Possessions: +1 dwarven waraxe, blunderbuss, master-
  work half-plate, masterwork heavy steel shield, 70 gp.
  Dungeon Features
  Rumholt’s Dark Iron dwarves live in a cave
  system carved ages ago by an underground stream.
  The water is long since dried, but its handiwork
  remains. Though the caves were naturally formed,
  the Dark Irons have shaped, strengthened and
  improved them. Walls are carved stone, reinforced
  in places with iron slats. Doors are also iron, unless
  otherwise specified.
  Reinforced Stone Walls:
  Reinforced Stone Walls:
  Reinforced Stone Walls:
  Reinforced Stone Walls:
  Reinforced Stone Walls: 5 feet thick (at least); hardness
  8; hp 540; Break DC 50; Climb DC 20.
  Iron Doors:
  Iron Doors:
  Iron Doors:
  Iron Doors:
  Iron Doors: 2 inches thick; hardness 10; hp 60; Break DC 28.
  Random Encounters
  The only creatures in this complex are Dark Iron
  dwarves and their allies. The dungeon is also small,
  so random encounters are rare. If you feel that the
  heroes are taking particularly long to do something
  or are being especially noisy about it, nearby crea-
  tures may move to investigate.
  Approaching the Dungeon (EL 7)
  A small plateau stands in the Badlands, its surface
  20 feet above its surroundings. In the plateau’s
  southern side is a cave leading into the dungeon.
  Rumholt’s shaman ally, the gnoll Rerjik Mashnose,
  planted a sentry ward†† atop the plateau and keeps
  constant watch for Dedrik. Thus, unless the heroes
  are especially stealthy, Rerjik warns the Dark Irons
  of their approach. The PCs may spot the totem (it
  has a +8 Hide bonus due to its size) and destroy it,
  but by this time Rerjik will probably have seen
  them.
  If Rerjik spots the approaching heroes, he exam-
  ines them for a few rounds before reporting to
  Rumholt. Under normal circumstances, the gnoll
  sees the PCs when they are still several hundred
  yards from the dungeon entrance. Rumholt is ini-
  tially very pleased that his son heeded his summons,
  but grows dismayed when Rerjik tells him of Dedrik’s
  companions. He does not wish to slay these new-
  comers but sees no other choice. Finally, he orders
  a group of his warriors to release their trained dire
  lion on the heroes and bring Dedrik back alive.
  Rumholt then sits back to wait for his son. Guilt
  and uncertainty addle his thinking, and he does not
  consider that the approaching party might best his
  dwarves. He leaves the attack in Rerjik’s charge
  and retires to Area 7 to brood.
  If the heroes bypass the totem, the GM must
  amend several of the following encounters. Rumholt
  and his minions undertake similar tactics in either
  case, and the chief makes identical commands and
  actions (as above) when he learns of intruders.
  Creatures: Unless the heroes defeated the sentry
  ward before Rerjik spotted them, a group of Dark
  Iron dwarves attacks when the PCs are about 100
  feet from the dungeon. They release their dire lion
  upon the heroes while they themselves stand near
  the cave entrance with their rifles.
  Dire Lion:
  Dire Lion:
  Dire Lion:
  Dire Lion:
  Dire Lion: hp 60. See MM, Chapter 1: Monsters A to Z.
  The lion wears an iron collar with two large loops on the top.
  Dark Iron Dwarves, male and female War3 (4): 
  Dark Iron Dwarves, male and female War3 (4): 
  Dark Iron Dwarves, male and female War3 (4): 
  Dark Iron Dwarves, male and female War3 (4): 
  Dark Iron Dwarves, male and female War3 (4): CR 2;
  Medium humanoid (Dark Iron dwarf); HD 3d8, hp 14 each;
  Init +2; Spd 15 ft. (breastplate; base 20 ft.); AC 17 (19 with
  shield), touch 12, flat-footed 15 (17 with shield); Base Atk
  +3; Grp +4; Atk +4 melee (1d8+1/x3, bayonet‡); Full Atk +4
  melee (1d8+1/x3, bayonet‡) or +4 melee (1d10+1/x3,
  dwarven battle hammer‡), or +5 ranged (3d6/x3, long
  rifle); SQ darkvision 60 ft., fire magic affinity, resistance
  to fire 8, stonecunning, +2 on saves versus poison; AL CE;
  SV Fort +3, Ref +2, Will +1; Str 13, Dex 14, Con 11, Int 9, Wis
  10, Cha 8.
  Skill: Intimidate +5.
  Feats: Point Blank Shot, Precise Shot.
  Possessions: Breastplate; heavy steel shield; dwarven
  battle hammer‡; long rifle with bayonet‡; ring, earring or
  other simple item worth 100 gp.
  
  ADVENTURES
  135
  Tactics: The dire lion is trained to ignore dwarves
  and does not attack them (if all non-dwarf PCs fall,
  the lion eats corpses). The Dark Irons stand at the
  cave entrance and fire their rifles at anyone but
  Dedrik, whom they have orders to take alive. If the
  heroes defeat the dire lion, the Dark Irons flee into
  the Badlands. They plan to creep around and ob-
  serve the outcome of the PCs’ foray, and then rejoin
  their clan (if the Dark Irons triumph) or report back
  to their elemental masters at Blackrock Spire (if the
  heroes do).
  Encounters
  Consult the map for keyed encounters.
  Area 1: Entrance (EL 6)
  Read or paraphrase the following boxed text for
  the players:
  A short hallway opens into a large cavern. The cave looks
  natural, shaped with chisels and reinforced with iron bands.
  Passages to the west and north lead into darkness. Several
  dwarves sit around a stone table, weapons in hand. They
  are deformed, malignant copies of Ironforge dwarves.
  These dwarves were expecting their companions
  to come in, dragging a comatose or restrained Dedrik
  (though they had their weapons drawn, just in case).
  Creatures: This room contains 4 Dark Iron warriors.
  Dark Iron Dwarves (4):
  Dark Iron Dwarves (4):
  Dark Iron Dwarves (4):
  Dark Iron Dwarves (4):
  Dark Iron Dwarves (4): hp 14 each. See “Approaching
  the Dungeon,” above, for statistics. These dwarves do not
  possess rifles.
  Tactics: Three dwarves engage the intruders
  while the fourth bolts down the north corridor to
  fetch Revith One-Ear from Area 3.
  Area 2: Lion’s Cave
  Read or paraphrase the following boxed text for
  the players:
  This small cave smells of animal, feces and rotting meat.
  A pile of dry grasses lies in one corner. Thick chains hang
  from two iron rings set into the west wall. Bones, meat
  scraps and other filth are scattered across the floor.
  Their skin is pale ashen, their hair and beards black, bleak
  white or sickly yellow. Their eyes burn orange. They leap to
  their feet with shouts of surprise.
  
  136
  CHAPTER FIVE
  Skills: Bluff +10, Climb +4, Concentration +7, Disable
  Device +7, Hide +9, Listen +6§, Move Silently +9, Search
  +7, Spot +7§, Use Magic Device +10.
  Feats: Alertness§, Combat Expertise, Improved Feint.
  § While Revith’s familiar is within arm’s reach. Revith
  receives a –1 penalty to Listen checks due to his missing ear.
  Sorcerer Spells Known (6/5; save DC 14 + spell level):
  0—daze, detect magic, ghost sound, prestidigitation, read
  magic; 1st—burning hands§, shield.
  § This is a fire spell, and thus is affected by Revith’s fire
  magic affinity.
  Possessions: Masterwork longsword, flintlock pistol, two
  rings of ghostly duels‡, potion of aid, potion of invisibility,
  potion of mage armor, potion of troll flesh††.
  Sneak, lizard familiar:
  Sneak, lizard familiar:
  Sneak, lizard familiar:
  Sneak, lizard familiar:
  Sneak, lizard familiar: hp 10. See MM, Chapter 2: Animals.
  Tactics: If alerted to combat, Revith prepares
  himself carefully. He downs his potions of mage armor,
  invisibility and aid (in that order) and casts shield. This
  routine increases his AC to 21 (touch 17, flat-footed
  18) and grants him a +1 morale bonus on attack rolls
  and 1d8+3 temporary hit points. He then moves out
  and maneuvers invisibly, sizing up the opposition.
  He uses a ring of ghostly duels‡ on a weak-looking
  enemy and engages her in incorporeal melee com-
  bat. Revith uses his Improved Feint feat to sneak
  attack his opponent.
  If Revith defeats his incorporeal foe or does not get a
  chance to use his ring, his next tactic is to cast burning
  hands repeatedly on as many PCs as possible. He knows
  his allies are resistant to the spell’s damage. If severely
  wounded (fewer than 8 hit points), Revith attempts to
  flee (using his second ring of ghostly duels if necessary)
  and drink his potion of troll flesh†† to recover.
  If surprised, Revith uses a ring of ghostly duels at
  the first opportunity.
  Area 4: Barracks
  Read or paraphrase the following boxed text for
  the players:
  This chamber housed the trained dire lion. If the
  heroes avoided the animal earlier, it is here.
  Treasure: The Dark Irons feed the lion myriad
  delicacies, including gnolls. One gnoll had a secret
  pocket that the dwarves did not find; the lion
  consumed the gnoll, pocket and all. The gnoll’s
  emerald and silver ring (300 gp) passed through the
  lion’s digestive track and is now hidden in the muck
  (Search DC 22 to discover).
  Area 3: Revith’s Chambers (EL 5)
  Read or paraphrase the following boxed text for
  the players:
  Someone obviously lives here. A dirty puma pelt in
  one corner looks to be a bed. A large chest stands near
  the pelt and various personal items — clothes, utensils,
  a few scraps of paper — are scattered around the
  chamber. The outline of a dwarf is chalked onto the east
  wall, and X’s mark the body’s vital areas.
  This room belongs to Revith One-Ear, a particu-
  larly sadistic Dark Iron. Revith was next in line to
  become chieftain before “M’Nath” showed up.
  Revith did not particularly want to be chieftain, so
  he harbors no resentment toward the new arrival.
  In fact, M’Nath slew several troggs before they
  ransacked Revith’s personal treasury, so the Dark
  Iron respects the new chief. Since the trogg attack,
  Revith carries all his personal belongings with him.
  Creatures: Revith is cruel, cunning and selfish.
  He savors bloodshed so long as it does not put him
  in danger. He is particularly fond of his rings of
  ghostly duels‡ and has contacts that allow him to
  acquire more such rings cheaply. Revith is ugly,
  with thick scars crossing his face and a tangled,
  patchwork beard. Revith lost an ear to the dire lion
  (see Area 2) during the animal’s capture and hates
  the lion.
  Revith One-Ear, male Dark Iron dwarf Rog3/Sor2
  Revith One-Ear, male Dark Iron dwarf Rog3/Sor2
  Revith One-Ear, male Dark Iron dwarf Rog3/Sor2
  Revith One-Ear, male Dark Iron dwarf Rog3/Sor2
  Revith One-Ear, male Dark Iron dwarf Rog3/Sor2: CR 5;
  Medium humanoid (Dark Iron dwarf); HD 3d6+2d4+5, hp
  20; Init +3; Spd 20 ft.; AC 13, touch 13, flat-footed 10; Base
  Atk +3; Grp +4; Atk +5 melee (1d8+1/19–20, longsword);
  Full Atk +5 melee (1d8+1/19–20, longsword) or +6 ranged
  (3d6/x3, flintlock pistol); SA sneak attack +2d6, spells; SQ
  darkvision 60 ft., evasion, familiar, trapfinding, trap sense
  +1, fire magic affinity, resistance to fire 11, stonecunning,
  +2 on saves vs. poison; AL CE; SV Fort +1, Ref +6, Will +3;
  Str 12, Dex 16, Con 12, Int 13, Wis 9, Cha 18.
  Many furs, perhaps a dozen, lie scattered across the
  floor. A chest stands close to each fur. Personal objects
  — books, clothing, weapons and the like — are strewn
  about haphazardly.
  This room houses the bulk of the small Dark Iron
  tribe (the dwarves found outside the dungeon, in
  Areas 2 and 6, and some patrolling the Badlands).
  None are currently within.
  
  ADVENTURES
  137
  Area 5: Spring (EL 7)
  The passage leading to this chamber slopes steeply
  downward. As the heroes progress deeper, they
  notice condensation on the walls and a sulfuric
  taint to the air. The moisture and smell increase the
  closer they get to this area.
  Trap: Though not exactly a trap, the near-
  boiling pool is a dangerous obstacle. In addition to
  heat and drowning dangers, the spring houses a
  disease-causing amoeba.
  Boiling Spring:
  Boiling Spring:
  Boiling Spring:
  Boiling Spring:
  Boiling Spring: CR 6; natural hazard; automatic reset;
  1d6 points of fire damage/round of exposure (10d6 for
  complete immersion); disease (amoeba — effects identi-
  cal to mindfire [see DMG, Chapter 8: Glossary], Fort DC 12,
  incubation 1 day, 1d4 Int).
  Treasure: The captured orc managed to secret a
  magic item from his captors — a major ring of acid
  resistance — by holding it in his mouth. After the
  Dark Irons strung him up, the orc spat the ring into
  pool below so that his torturers would never find it.
  The ring lies on a ledge 50 feet down, along with the
  orc’s jawbone. A diving character can attempt a
  DC 15 Search check to find the ring. A DC 30 Spot
  check allows a character on the shore to discern the
  ring below.
  Area 6: Throne Room (EL 7)
  Read or paraphrase the following boxed text for
  the players:
  Steam fills this chamber, which must be about 30
  feet around. Water beads on the walls and runs down
  in rivulets. A 10-foot-wide pool on the far end bubbles
  continuously. Wooden buckets stand near the pool,
  and several more are lined up against the walls.
  Suspended above the bubbling pool is a heavyset
  humanoid skeleton, hanging from manacled chains that
  dangle from the ceiling. The bones still bear bits of
  flesh and clothing, though the jawbone is missing. The
  rotten-egg stench of sulfur is overpowering.
  This natural hot spring serves as a water source
  for the Dark Irons. They scoop the water up in
  buckets and then stand the buckets against the wall
  to cool. Eventually, Rerjik Mashnose casts purify
  food and drink to rid it of a pesky disease (see “Trap,”
  below).
  The skeleton above the pool belonged to a cap-
  tured orc from Kargath. Close inspection reveals
  many bullet holes (and a few lodged bullets) in the
  arms and legs. (Rumholt did not participate in the
  orc’s capture or torture, but he did not protest
  against it.)
  The steam grants concealment (20% miss chance)
  to everything in this room. The conditions have
  also drawn 4 steam mephits.
  Creatures: The mephits get along well with the
  Dark Irons, who find them amusing, but eagerly
  attack other interlopers.
  Steam Mephits:
  Steam Mephits:
  Steam Mephits:
  Steam Mephits:
  Steam Mephits: hp 13 each. See MM, Chapter 1: Monsters
  A to Z.
  Tactics: The mephits rarely get a chance to do
  some damage, so they fight with enthusiasm. They
  all begin by using their boiling rainstorm ability
  from the far side of the pool, then each attempts to
  summon another steam mephit that uses its boiling
  rainstorm ability. The mephits then flit about the
  chamber breathing steam and raking with their
  claws. They use their flight and the hot spring to
  their tactical advantage, submerging themselves in
  the pool to heal.
  This large chamber houses several stone shelves and
  bookcases, sparsely filled with tomes and scrolls. A
  tunnel in the east wall extends for about 5 feet before
  it is blocked by a wall of loose rock, as if a cave-in
  collapsed the passage. An orange carpet stretches
  from the cavern’s entrance to a rocky throne at the far
  end. Several wooden chairs stand near the throne. Near
  one of them crouches a gnoll wearing a loincloth and
  several leather straps crossing his mangy pelt. He holds
  an enormous flail in both hands. Three Dark Iron dwarves,
  bayoneted rifles at the ready, stand nearby.
  This room is Rumholt’s throne room, though the
  chieftain is now idling nervously in Area 7. The
  gnoll is Rerjik Mashnose; he serves as a last line of
  defense. Rerjik is also the de facto commander while
  Rumholt broods. If he hears the heroes fighting in
  other areas of the complex, he sets up an ambush
  (adjust the above boxed text accordingly).
  The secret door in the west wall is locked (Open
  Lock DC 22; Rerjik has the key) and trapped (see
  below).
  Secret Stone Door:
  Secret Stone Door:
  Secret Stone Door:
  Secret Stone Door:
  Secret Stone Door: 4 in. thick; hardness 8; hp 60; Break
  DC 28; Open Lock DC 22; Search DC 20.
  Trap: Attempts to open the secret door without
  the key, break it down or pick the lock cause four
  
  138
  CHAPTER FIVE
  poisoned spears to shoot out of the wall, floor and
  ceiling (two in the wall on opposite sides of the door
  striking diagonally, one in the ceiling and one in
  the floor striking vertically). The spears reset them-
  selves in a few rounds, though a Dark Iron needs to
  reapply the poison manually (the poison-bearing
  warriors are currently on patrol in the Badlands).
  Poison Spear Trap:
  Poison Spear Trap:
  Poison Spear Trap:
  Poison Spear Trap:
  Poison Spear Trap: CR 6; mechanical; location trigger;
  automatic reset; Atk +16 melee (1d8+4 plus poison, 4 spears);
  single target (target directly in front of the door); poison
  (Large monstrous scorpion venom, DC 18 Fort save resists,
  1d6 Str/1d6 Str); Search DC 19; Disable Device DC 23.
  Creatures: Rerjik Mashnose and his Dark Iron
  bodyguards lurk in this cavern.
  Dark Iron Dwarves (3):
  Dark Iron Dwarves (3):
  Dark Iron Dwarves (3):
  Dark Iron Dwarves (3):
  Dark Iron Dwarves (3): hp 18 each. See “Approaching
  the Dungeon,” above.
  Rerjik Mashnose, male gnoll Bbn3/Hlr1/Sha1
  Rerjik Mashnose, male gnoll Bbn3/Hlr1/Sha1
  Rerjik Mashnose, male gnoll Bbn3/Hlr1/Sha1
  Rerjik Mashnose, male gnoll Bbn3/Hlr1/Sha1
  Rerjik Mashnose, male gnoll Bbn3/Hlr1/Sha1: CR 6; Me-
  dium humanoid (gnoll); HD 3d12+4d8+14, hp 70; Init +6; Spd
  30 ft. (mithril half-plate; base 40 ft.); AC 21, touch 12, flat-
  footed 19; Base Atk +4; Grp +8; Atk +10 melee (1d10+6/
  19–20, heavy flail); Full Atk +10 melee (1d10+6/19–20,
  heavy flail); SA rage 1/day (7 rounds); SQ darkvision 60 ft.,
  evil touch, spontaneous casting (inflict spells), trap sense +1,
  uncanny dodge, weather sense +2; AL CE; SV Fort +12, Ref
  +3, Will +8; Str 18, Dex 14, Con 15, Int 8, Wis 18, Cha 6.
  Skills: Concentration +4, Listen +11, Spot +6.
  Feats: Brew Potion, Improved Initiative, Weapon Focus
  (heavy flail).
  Typical Divine Spells Prepared (4/3; save DC 14 + spell
  level): 0—cure minor wounds, detect magic, purify food
  and drink, read magic; 1st—cause fear, sentry ward††
  (already cast), shield of faith.
  Possessions: Masterwork heavy flail, +1 mithril half-
  plate, periapt of wisdom +2, runed bracers (SR 13)††,
  potion of cure critical wounds, lesser mana potion††, key to
  the secret door.
  While Raging:
  While Raging:
  While Raging:
  While Raging:
  While Raging: As above, except: hp 84; AC 19, touch 10,
  flat-footed 17; Grp +10; Atk +12 melee (1d10+9/19–20,
  heavy flail); Full Atk +12 melee (1d10+9/19–20, heavy
  flail); SV Fort +14, Will +10; Str 22, Con 19.
  Tactics: Rerjik does his best to kill the PCs and
  capture Dedrik. He and his men use the throne and
  chairs for cover (they are already in position if Rerjik
  organized an ambush) and fire rifles and spells at the
  heroes for as long as they can. Rerjik casts shield of
  faith at the earliest opportunity (he casts this spell
  before the battle, if possible), following this spell up
  with cause fear at the toughest fighter or anyone
  engaged in melee. He then charges, targeting
  spellcasters first, if able. Rerjik rages if reduced to less
  than 50 hp. The Dark Irons fire their rifles at
  spellcasters and other lightly armored individuals.
  Rerjik is loyal but he does not want to die. If the
  heroes reduce him to 15 hp or fewer and he is not
  raging, he surrenders. He offers to trade information
  for his life. Note that Rerjik does not know the truth
  behind his chieftain; he believes that M’Nath
  Pikesplitter joined the tribe about a year ago and that
  his combat prowess carried him through the ranks.
  The Dark Irons give themselves up and offer
  similar information if Rerjik surrenders or falls.
  Area 7: Secret Chamber (EL 9)
  Read or paraphrase the following boxed text for
  the players:
  The secret door opens into a small chamber. A heap of
  rich furs lies near the south wall, with several open chests
  close by. The chests overflow with clothing and other
  personal effects. A wooden desk with a fine, padded chair
  stands near the west wall. Pacing nervously near the desk
  is a Dark Iron dwarf wearing a thin gold circlet. He is
  heavily mailed. A shield is strapped to his back and a
  waraxe and flintlock pistol hang at his sides. A ruby
  pendant about his neck glints with eldritch light.
  If the dwarf notices the heroes, conclude with the
  following few lines:
  The dwarf turns as you enter. “Rerjik, have they….”
  His voice trails off and his glowing eyes dim noticeably.
  This dwarf is Rumholt Thunderaxe, disguised as
  M’Nath Pikesplitter. He was hoping to receive
  word that his forces overcame the interlopers and
  successfully apprehended his son. He is distracted
  and not in the clearest mindset. He hoped to hear
  from Rerjik Mashnose, and assumed it was the gnoll
  who opened the secret door to his chamber. He is
  visibly surprised to see the heroes and does not react
  immediately.
  Give the players a chance to act. Rumholt soon
  draws his axe, just to be safe. He does not make any
  aggressive moves, but Dedrik, if he lives, bellows,
  “That’s m’ father’s axe, you bastard!” and charges.
  Creature: Rumholt defends himself ably.
  Rumholt Thunderaxe, male Ironforge dwarf Ftr8/Exp3
  Rumholt Thunderaxe, male Ironforge dwarf Ftr8/Exp3
  Rumholt Thunderaxe, male Ironforge dwarf Ftr8/Exp3
  Rumholt Thunderaxe, male Ironforge dwarf Ftr8/Exp3
  Rumholt Thunderaxe, male Ironforge dwarf Ftr8/Exp3:
  CR 10; Medium humanoid (Ironforge dwarf); HD
  3d6+8d10+33, hp 102; Init +5; Spd 20 ft.; AC 24, touch 11,
  
  ADVENTURES
  139
  flat-footed 23; Base Atk +10; Grp +14; Atk +17 melee
  (1d10+7/19–20/x3 plus dispelling, dwarven waraxe); Full
  Atk +17/+12 melee (1d10+7/19–20/x3 plus dispelling,
  dwarven waraxe) or +11 ranged (3d6/x3, flintlock pistol);
  SQ darkvision 60 ft., stability, stonecunning, stone flesh
  (+3 AC for 13 rounds), +2 on saves vs. poison, +1 racial
  bonus on attack rolls against giants; AL N; SV Fort +10, Ref
  +4, Will +3; Str 18, Dex 13, Con 17, Int 14, Wis 6, Cha 11§ (9).
  § Due to Rumholt’s dark ruby‡.
  Skills: Appraise +8, Bluff +5, Craft (cartography) +8,
  Decipher Script +8, Disguise +5, Knowledge (arcana) +8,
  Knowledge (history) +19, Knowledge (local — Khaz Modan)
  +19, Listen –2, Spot –2.
  Feats: Cleave, Greater Weapon Focus (dwarven waraxe),
  Improved Critical (dwarven waraxe), Improved Initiative,
  Skill Focus (Knowledge [local — Khaz Modan]), Power
  Attack, Skill Focus (Knowledge [history]), Spellbreaker†,
  Weapon Focus (dwarven waraxe), Weapon Specialization
  (dwarven waraxe).
  Possessions: +1 dispelling†† dwarven waraxe, +1 full
  plate, +2 heavy steel shield, dark ruby‡, hat of disguise,
  potion of cure serious wounds.
  Tactics: Rumholt does not want to harm his son
  and gives ground, taking full defense actions. If the
  heroes wade in to help, Rumholt has no objections
  against attacking them and hacks away with his
  axe. His conscience overcomes him quickly, how-
  ever, and in 2 or 3 rounds he surrenders. Read or
  quote the following:
  The dwarf throws down his axe and raises his hands. “I
  surrender. Please… I… I know where your father is, Dedrik.
  I haven’t harmed him… I…. No, maybe I have hurt him more
  than anyone else ever could. Let me….”
  The dwarf raises his hands slowly, then takes hold of the
  circlet and lifts it off his head. The dwarf undergoes an
  immediate transformation as soon as the crown leaves his
  hair. His beard fills out and becomes rich brown streaked
  with gray. His nose lengthens, his complexion darkens and
  his orange eyes fade to milky blue.
  Dedrik gasps. “Dad?”
  Rumholt, ashamed, tells the PCs and his son his
  entire story (see the “Adventure Background” sec-
  tion). After this rendition, read or paraphrase the
  following.
  “I know this story seems odd,” says Rumholt. “I
  suppose my actions may have caused the deaths of
  Ironforge dwarves and other innocents. I do not know
  what to do but put myself in your hands. Do what you
  think best.” He hangs his head.
  Dedrik’s brow furrows, then he shakes his head and
  turns to you. “I s’pose I’m biased here. Please, what do
  you think we should to with my dad?”
  The heroes now get to decide how to deal with
  Rumholt. This is a good opportunity to grant expe-
  rience points for skillful roleplaying.
  The fire elemental Flarion observed this entire
  meeting through Rumholt’s dark ruby‡, and the
  creature does not like what he heard. A hated
  Ironforge dwarf masquerading as one of his own
  servants? Intruders carving their way through his
  forces and leaving in triumph? This is not to be
  tolerated! Flarion teleports to Rumholt’s side via the
  dark ruby to lay waste to his enemies. When you feel
  the time is appropriate for Flarion’s appearance,
  read or paraphrase the following.
  A sudden roar fills the chamber, and three enormous
  conflagrations flash into being. They are vaguely hu-
  manoid, with bright yellow flames picking out jagged
  eyes and mouths. The center being, larger than the
  others, speaks with a voice like a raging inferno.
  “I am Flarion, servant to mighty Ragnaros. This cha-
  rade ends here.”
  The blazing creatures draw themselves up to attack!
  Creatures: Flarion, a Huge fire elemental, and
  his two Large servants confront the heroes.
  Flarion, Huge Fire Elemental:
  Flarion, Huge Fire Elemental:
  Flarion, Huge Fire Elemental:
  Flarion, Huge Fire Elemental:
  Flarion, Huge Fire Elemental: hp 145. See MM, Chapter 1:
  Monsters A to Z.
  Large Fire Elementals (2):
  Large Fire Elementals (2):
  Large Fire Elementals (2):
  Large Fire Elementals (2):
  Large Fire Elementals (2): hp 59, 55. See MM, Chapter
  1: Monsters A to Z.
  Tactics: The elementals attack immediately.
  Flarion’s first action is to use the dark ruby’s‡ power
  to cast hold person on Rumholt and take him out of
  the fight. The elementals then lash out at the
  heroes and Dedrik, first targeting anyone using cold
  attacks. They chase down any who flee. If the
  heroes dispel the hold person incapacitating Rumholt,
  the dwarf viciously battles the elementals in an
  attempt to redeem himself.
  
  140
  CHAPTER FIVE
  Concluding the Adventure
  After the heroes defeat Flarion and his allies and
  decide what to do with Rumholt, the adventure is
  over. If Dedrik promised them a reward, they can
  return to Ironforge to claim it. Other rewards may
  come from Rumholt, if the heroes were especially
  kind to him — or confiscated his equipment as
  “punishment.” Dedrik thanks them for their help,
  though he is distraught at his father’s behavior and
  somewhat distracted in the final scenes.
  “Dark Iron Chains” can lead to other adventures,
  such as the following.
  • Surviving Dark Iron dwarves tell their tale to
  their kin and perhaps to the fire elementals at
  Blackrock Spire. These forces hunt the PCs for
  revenge.
  • Revith One-Ear, Rerjik Mashnose and/or
  Flarion, if they survived, become recurring villains
  who continue to plague the heroes.
  • The throne room (Area 6) is an excellent spot
  to place a hook for a subsequent adventure. A
  treasure map or clue could be hidden inside a book
  or scroll case.
  • Rumholt’s defection is not the end of his
  villainous career. With the best intentions, he
  becomes a Dark Iron spy within Ironforge and
  attempts to sabotage the dwarves’ military.
  • Tales of the heroes’ exploits spread throughout
  the Badlands. Every gnoll, ogre, Dark Iron dwarf
  and trogg in the area seeks to test its mettle against
  these adventurers.
  Dead Men’s Tales
  “Dead Men’s Tales” is a Warcraft RPG adven-
  ture designed for four 11th-level heroes. The heroes
  can be of any race or class. Boxed text is meant to
  be read aloud or paraphrased to the players.
  The action takes place in Lordaeron’s Silverpine
  Forest and involves a rogue forsaken, his allies and
  a few demons.
  Adventure Background
  Blarus Whitrick, like most of his fellow forsaken,
  hates the Scourge. The Lich King afflicted him
  with undeath, murdered his family and destroyed
  his country. Blarus studied wizardry to gain per-
  sonal power, all the while concocting plans to
  defeat the Scourge. Finally, he realized that only
  one force ever held control over the Lich King: the
  Burning Legion. Blarus knew that trafficking with
  demons is exceedingly dangerous but could think of
  no better solution. So, carefully, he studied warlock
  magic. Blarus planned to use the Legion to destroy
  the Lich King — or at least decimate the Scourge
  to the point where the forsaken could overcome it.
  Eventually, he realized he would need help, so he
  spread a few rumors that drew a handful of acolytes
  to his side. Unfortunately, these rumors also at-
  tracted the attentions of Varimathras, Undercity’s
  dreadlord protector. Varimathras’ forces raided
  Blarus’ lab, and the warlock and his surviving
  apprentices fled the city.
  Blarus and his coven wandered for a time, avoid-
  ing forsaken patrols and searching for a new base.
  During this time, Blarus came into contact with
  Mael Shelub, a nerubian necromancer who seemed
  interested in defeating the Scourge. Mael offered
  his services to Blarus, who readily accepted. The
  group settled in Gaval Moch, a ruined castle in
  Silverpine Forest.
  Blarus’ continued experiments again drew a
  dreadlord’s attention. This creature was Ganthrifal,
  a nathrezim who had been skulking about Silverpine
  since the forsaken took Undercity. Ganthrifal spied
  on Blarus and concluded that this silly warlock
  could be useful. The dreadlord pretended to be
  called by one of Blarus’ spells and assisted the
  forsaken in his studies. With Ganthrifal’s help,
  Blarus called a few other demons, and his acolytes
  made great strides in their magical studies.
  Ganthrifal fed Blarus’ delusions, and the warlock
  believed he controlled the demon. Things were
  going well.
  Then a roving ogre band attacked Gaval Moch,
  hoping to use the ruins for its own purposes. Blarus’
  forces drove the ogres away, and Mael Shelub
  animated their corpses to replace the acolytes lost
  in the attack. However, one ogre managed to snatch
  Ganthrifal’s magic sword and escape with the rest.
  Ganthrifal was incensed. Blarus warned him not
  to go after the ogres, as he could give away their
  operation. Of course Ganthrifal would not be com-
  manded by Blarus; after recovering his exhausted
  magical powers, Ganthrifal left to reclaim the blade.
  Ganthrifal tracked the ogres easily and happened
  upon them just as they attacked the small human
  
  ADVENTURES
  141
  village of Deadhollow. The ogres wanted to use the
  village as a base, since Blarus’ forces denied them
  Gaval Moch. Not one to let a little matter like an
  ongoing melee stop him, Ganthrifal charged in to
  recover his weapon and spread some destruction
  while he was at it. The heroes happen to be in the
  village during this combined attack.
  Adventure Synopsis
  After the heroes drive off Deadhollow’s assailants,
  the village’s mayor begs them to track down the
  dreadlord and destroy it. The heroes, being heroes,
  journey to the ruined castle and confront its evils.
  Several matters complicate things. One is that
  Blarus believed Ganthrifal was under his com-
  mand, and the dreadlord’s blatant insurgence pits
  the two against each other. Another is that Mael
  Shelub, the necromancer, despises forsaken, as
  they flout magical control. He has been trying to
  use Blarus for his own purposes, but would slay him
  if given the opportunity. Finally, Blarus is not evil
  — he is simply trying to do what he thinks best to
  destroy a powerful enemy. Skilled heroes can use
  these rivalries to their advantage.
  For the Heroes
  The adventure begins in Deadhollow, a human
  village in Silverpine Forest. Thus far, Deadhollow’s
  folk have avoided confrontation with the forest’s
  hostile forces, mainly because the village is so small
  and useless that none want to bother with it.
  The heroes can be in Deadhollow for any number
  of reasons, including the following:
  • Resting and/or re-supplying between adven-
  tures.
  • On a mission from Dalaran to provide defense
  for Deadhollow.
  • Acting as ambassadors from Ironforge, the
  Horde or Undercity.
  • Investigating reports of demonic and/or undead
  activity.
  • Hunting Blarus Whitrick at Undercity’s be-
  hest.
  Whatever the case, the adventure begins when
  an ogre band attacks the village. This encounter
  works best when the heroes are outside in the
  village, perhaps heading toward an inn or shop.
  Read or paraphrase the following.
  
  142
  CHAPTER FIVE
  You become aware of a distant rumbling, growing
  rapidly in volume until window panes rattle and tethered
  horses whinny and roll their eyes. Villagers move warily
  out of homes and stare in the sound’s direction. Screams
  punctuate the air.
  Suddenly, three peasants bolt around a shop a hun-
  dred feet away, followed closely by an ogre. The massive
  creature laughs as it bears down on the terrified villag-
  ers. Nearby horses buck and strain against their bonds.
  Commoners cry out and flee or slam their doors.
  This ogre is intent on the villagers, and so re-
  ceives a –4 circumstance penalty to Listen and Spot
  checks to notice the heroes. In the first combat
  round, the rest of the band rounds the corner after
  him. At the same time, Ganthrifal swoops down.
  Read or paraphrase the following:
  The rumbling intensifies, and a group of enormous
  ogres, maybe a dozen strong, swarms around the bend.
  They laugh and brandish their clubs, taking practice
  swings at buildings and tied, barking dogs. Evil grins light
  their faces. One, at the throng’s rear, wields a wavy-
  bladed greatsword in one hand. The sword has a violet
  blade, and yellow-green flames wreathe its length. Many
  of the ogres are spattered with red blood.
  Just then, a humanoid, winged shape plummets from
  the sky. Bald head, wicked features and enormous horns
  mark his demonic ancestry. Pale flesh covers his head,
  while leathery orange skin is stretched across his batlike
  wings. The creature streaks directly for the ogre wield-
  ing the flaming greatsword.
  Creatures (EL 15): Fourteen ogres comprise the
  band, while Ganthrifal is on his own.
  Ogres (14): 
  Ogres (14): 
  Ogres (14): 
  Ogres (14): 
  Ogres (14): hp 26 each. See Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters, Chap-
  ter One: Creatures of Azeroth..... One doomed ogre wields
  Ganthrifal’s magic greatsword instead of a greatclub. His
  attacks are therefore at +7 melee (2d6+7 plus 1d6 fel plus
  1d6 unholy to good creatures, greatsword). The blade also
  deals double damage to Ganthrifal, as it is inscribed with his
  name.
  Ganthrifal, advanced male dreadlord
  Ganthrifal, advanced male dreadlord
  Ganthrifal, advanced male dreadlord
  Ganthrifal, advanced male dreadlord
  Ganthrifal, advanced male dreadlord: CR 14; Medium out-
  sider (demonic, evil, extraplanar, lawful); HD 13d8+39, hp
  108; Init +7; Spd 30 ft., fly 50 ft. (good); AC 26, touch 18,
  flat-footed 23; Base Atk +13; Grp +18; Atk +19 melee
  (2d6+8/19–20 plus 1d6 fel plus 1d6 unholy to good-aligned
  creatures, greatsword) or +18 melee (1d4+8, claw); Full Atk
  +19/+14/+9 melee (2d6+8/19–20 plus 1d6 fel plus 1d6
  unholy to good-aligned creatures, greatsword) or +18 melee
  (1d4+8, 2 claws) or +18 melee (touch, spell) or +16 ranged
  (touch, spell); SA dominate, energy drain, summon infernal,
  spell-like abilities, spells, vampiric aura; SQ damage reduc-
  tion 5/good or silver, darkvision 60 ft., fast healing 5,
  fiendish defense, spell resistance 16, demonic traits (fright-
  ful presence DC 24), outsider traits; AL LE; SV Fort +11, Ref
  +11, Will +15; Str 20, Dex 17, Con 16, Int 24, Wis 20, Cha 27.
  Skills: Bluff +24, Concentration +19, Diplomacy +28,
  Disguise +24, Gather Information +24, Hide +19, Intimi-
  date +28 Knowledge (arcana) +23, Knowledge (the planes)
  +23, Listen +21, Move Silently +19, Search +23, Sense
  Motive +21, Spellcraft +23, Spot +21.
  Feats: Block Spell*, Improved Initiative, Iron Will, Magic
  Energy Control*, Persuasive.
  Spells: Ganthrifal casts spells as a 13th-level sorcerer.
  Sorcerer Spells Known (6/8/8/8/8/7/5; save DC 18 +
  spell level): 0—acid splash, daze, ghost sound, mage hand,
  message, open/close, prestidigitation, restore minor dam-
  age††, touch of fatigue; 1st—alarm, identify, magic missile,
  mysterious purple blast††, shield; 2nd—cripple*, mana
  burn*, frost armor*, strike as the wind††, thunderclap††;
  3rd—dispel magic, fireball, haste, thorn shield*; 4th—
  blazing column††, dimension blink††, immolation*, scrying;
  5th—baleful polymorph, pass unknown††, passwall; 6th—
  greater dispel magic, true seeing.
  Possessions: +1 fel greatsword inscribed with Ganthrifal’s
  name (if he recovers the sword in the adventure’s opening
  scenes), dread band‡.
  Energy Drain (Su): The DC for Ganthrifal’s en-
  ergy drain ability is 24. Ganthrifal can extend his
  energy drain aura for 13 rounds.
  Summon Infernal (Sp): Ganthrifal can attempt to
  summon an infernal 1/day with a 65% chance of
  success. The infernal remains for 10 rounds.
  Tactics: The ogres are frustrated at their earlier
  failure against Gaval Moch and are eager to flex
  their muscles. They are not entirely stupid and flee
  if reduced to 5 or fewer members. Note that the ogre
  with Ganthrifal’s greatsword can deal significant
  damage to the dreadlord, as the sword is inscribed
  with Ganthrifal’s name and its fel ability allows it to
  bypass his damage reduction.
  Ganthrifal attempts to slay the ogre wielding his
  sword and recover the blade. He then slashes apart
  anything nearby, reveling in mayhem and bloodshed.
  He enjoys casting immolation* and blazing column†† to
  incinerate enemies, and uses dimension blink†† to
  maneuver around the battlefield. Ganthrifal fights
  the heroes eagerly, but teleports back to Gaval Moch
  if reduced to 54 hit points or fewer.
  
  ADVENTURES
  143
  Factious Leaders
  Several powerful individuals control the plots
  brewing in Gaval Moch. These creatures are
  potent adversaries, but the rivalries and suspi-
  cions among them can play to the heroes’
  advantage. Use the information below to adjudi-
  cate outcomes based on PC actions. The heroes
  can discover this information by stealth, guile,
  divination, questioning captured enemies or any
  other such method. “Dead Men’s Tales” is a good
  example of an adventure where a bit of early
  scouting and magical research can make the
  heroes’ job much easier.
  Blarus Whitrick: The original forsaken to
  embark on this endeavor, Blarus traffics with
  demons because he believes this is the only way to
  defeat the Scourge. Blarus gathered a flock of
  acolytes to his ideals, and these apprentices fol-
  low him zealously. He also recruited Mael Shelub,
  and though Blarus is suspicious of the
  necromancer’s motives, he believes Mael to be
  loyal. Until recently, Blarus thought Ganthrifal
  was under his command, but the dreadlord’s re-
  cent insurgence makes Blarus dubious. He knows
  dealing with the Legion is dangerous and does not
  want to take chances. Blarus plans to confront
  Ganthrifal sometime in the next week or so, and
  if he is not satisfied, he and his acolytes will drive
  the creature back to the Twisting Nether.
  Ganthrifal’s disobedience also makes Blarus doubt
  the loyalties of the demons the dreadlord helped
  him summon, and he keeps a wary eye on these
  beings. Blarus always has a few anti-demon spells
  (protection from evil, hooks of binding†† and the
  like) prepared just in case.
  Ganthrifal: Ganthrifal believes that naïve
  Blarus can become a tool for the Legion. Indeed,
  Ganthrifal and the warlock have already sum-
  moned several demons to Azeroth. Holding a
  very low opinion of Blarus, and of non-demons in
  general, Ganthrifal believes he can allay the
  forsaken’s suspicions with a few honeyed words.
  The demons in Gaval Moch (except the war-
  locks’ familiars) are loyal only to Ganthrifal but
  pretend to serve Blarus.
  Mael Shelub: Mael Shelub is a bitter and cruel
  necromancer. He despises everyone, especially
  the Lich King, and prefers the company of the
  dead to that of the living. Mael hates the Lich
  King because he feels that undead creatures
  should always be under mortal control — any-
  thing else is an abomination. This mindset also
  pits him against the free-willed, uncommanded
  forsaken. Mael, like Ganthrifal, pretends to serve
  Blarus because he believes he can use him. His
  magic allows him to animate minor undead
  creatures — zombies and skeletons — that do
  routine work around Gaval Moch but offer no
  real combat ability. To supplement his army,
  Mael stalks Silverpine Forest and brings more
  zombies into his fold. He also convinced (mak-
  ing liberal use of command undead) a local spectre
  to join him, and the creature serves loyally. In
  addition, after the ogre attack, Mael attempted
  to create zombies from the ogre dead. He knew
  the possibility was remote since ogres, being
  giants, are not eligible to become zombies. Much
  to his surprise, they did rise from the ground —
  but as withered** ogres, not zombies. Mael be-
  lieves that he is a surpassingly competent
  necromancer. The truth is that the Lich King,
  dimly aware of a remote threat, granted Mael a
  small amount of power to combat Blarus’ plans.
  Mael hates Blarus and would willingly slay
  him, though his undead alone are not powerful
  enough to do so and he still believes he can use
  Blarus. The nerubian despises Ganthrifal, who
  moved in on his territory. Mael often entertains
  the thought of murdering the cunning dreadlord.
  The most likely candidate to join the heroes
  against the other factions, Mael Shelub is also
  just as likely to turn against them in the after-
  math. He is chaotic evil and not to be trusted.
  Treasure: The ogres carry some plunder: 1,349
  gp total. The heroes may also get their hands on
  Ganthrifal’s +1 fel greatsword, which proves espe-
  cially deadly against its owner. A rival demon
  forged this sword several years ago for use against
  Ganthrifal, but the dreadlord slew him and took
  the weapon as his own. He is quite protective of the
  blade.
  After the heroes drive off or slay Ganthrifal and
  the ogres, read or paraphrase the following.
  
  144
  CHAPTER FIVE
  Sammas cannot tell the heroes much else. As he
  said, Deadhollow does not have much in the way of
  reward, though if the heroes insist he supposes he can
  scrape together about 400 gp. If the PCs ask about
  the monsters seen at Gaval Moch, Sammas tells
  them, “Undead and humanoid figures robed in black.
  Some men reported seeing strange, houndlike crea-
  tures with enormous jaws and horns. One hunter
  claims he saw a giant spidery creature, wielding a staff
  or spear in humanlike hands.” Sammas can also give
  the heroes precise directions to Gaval Moch, which
  is about 10 miles northeast of Deadhollow.
  Dungeon Features
  Gaval Moch, an old human castle, is constructed
  of heavy masonry blocks. The castle is falling into
  ruin and decay as the forest reclaims its stones. Mael
  Shelub’s undead perform routine maintenance and
  have repaired the doors and strengthened walls. The
  rooms’ only light comes from sickly sunbeams that
  enter through the windows, providing shadowy illu-
  mination. At night, Gaval Moch is pitch black.
  Masonry Walls:
  Masonry Walls:
  Masonry Walls:
  Masonry Walls:
  Masonry Walls: 1 ft. thick; hardness 8; hp 90; Break DC
  35; Climb DC 15.
  Villagers creep back into the street while the horses
  stand shivering. Men and women hug each other and
  examine the wreckage of their homes and businesses. A
  well-dressed man with gray hair and mustache picks his
  way toward you through the mess. He offers an uncom-
  fortable smile.
  “Hello,” he says when he reaches you. “I am Sammas
  Gomein, mayor of… what is left of Deadhollow. Thank
  you very much for protecting our village. I fear I have
  nothing to offer you in way of recompense save for the
  gratitude of my small village.
  “However, I am afraid the dangers may not be de-
  feated. The ogres were perhaps just a roving band of
  cutthroats, but that winged creature… I have heard tales
  of the nathrezim. Demons rarely operate alone, particu-
  larly dreadlords. For some weeks now hunters and
  trappers have reported strange activity in the north-
  east. Unusual creatures roaming around a ruin called
  Gaval Moch. I fear that this demon may somehow be
  involved with this activity. I fear for my people. Please,
  investigate Gaval Moch and, if the creatures within pose
  a threat to our village, eliminate them.”
  
  ADVENTURES
  145
  Wooden Doors:
  Wooden Doors:
  Wooden Doors:
  Wooden Doors:
  Wooden Doors: 1 1/2 in. thick; hardness 5; hp 15; Break
  DC 16.
  Random Encounters
  The only creatures in this complex are Blarus and
  his erstwhile allies. The dungeon is also small, so
  random encounters are rare. If you feel that the
  heroes are taking particularly long to do something
  or are being especially noisy about it, nearby crea-
  tures may move to investigate. Zombies circulate
  about the dungeon and grounds regularly, perform-
  ing maintenance, chopping wood, drawing water
  and the like. They ignore intruders unless attacked
  (see Area 1 for their statistics).
  Approaching the Dungeon
  Sammas’ directions take the heroes straight to
  Gaval Moch. The forest is thick and dangerous, but
  nothing confronts the PCs during their journey (in
  part because Mael Shelub has recruited nearby
  undead to his side). If you like, you can insert an
  encounter with a hunter, woodcutter or traveling
  merchant. Such a character could remark on the
  foes in Gaval Moch and may offer hints as to the
  rivalries brewing within.
  Encounters
  Consult the map for keyed encounters. Due to
  space limitations, many areas remain undescribed.
  Feel free to expand this adventure by filling in these
  vacant areas with creatures, traps and encounters of
  your own design.
  Area 1: Entrance (EL 11)
  Read the following when the heroes move within
  sight of the ruins.
  creatures stand outside the doors. Four resemble ogres,
  but their pallid skin, withered flesh and stillness mark
  them as something else. Prowling about them is a 4-
  foot-tall creature resembling a hound, with a gigantic,
  toothy maw and two horns protruding from its brow.
  Gaval Moch squats in a depression in the spongy
  forest ground. The castle may once have been impres-
  sive but is now a ruined hulk. Turrets and battlements
  have fallen away, and masonry blocks lie scattered on
  the ground like children’s toys. The second story is
  missing its roof in most places, and its walls have
  crumbled. The ground floor looks in better condition,
  possibly repaired recently. One large, solitary tower
  still stands. The remains of the outer wall and a few
  outlying buildings are barely visible lumps in the foliage.
  The obvious entrance is a pair of oaken double doors
  that stand ajar, revealing a shadowed interior. Several
  Members from every faction guard the entrance.
  In addition to the withered ogres and fel hunter
  outside, one of Blarus’ forsaken acolytes sits behind
  a desk 15 feet within the ruin (Area 2). A gnoll
  zombie attendant accompanies the acolyte.
  Creatures: The fel hunter uses its sense magic
  ability to detect intruders. If the creature senses
  unknown magic, it emits a snarling howl and charges
  the suspect.
  Fel Hunter:
  Fel Hunter:
  Fel Hunter:
  Fel Hunter:
  Fel Hunter: hp 72. See Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters, Chapter
  Two: The Burning Legion.
  Withered Ogres (4)
  Withered Ogres (4)
  Withered Ogres (4)
  Withered Ogres (4)
  Withered Ogres (4): CR 4; Large undead; HD 4d12, hp
  56§ each; Init +4; Spd 20 ft. (hide armor; base speed 40
  ft.); AC 22, touch 9, flat-footed 20; Base Atk +3; Grp +17;
  Atk +14 melee (2d8+15, Large greatclub); Full Atk +14
  melee (2d8+15, Large greatclub); Space/Reach 10 ft./10
  ft.; SA paralysis; SQ darkvision 60 ft., low-light vision,
  spell resistance 15, damage reduction 5/–, immunity to
  cold and fire; AL CE; SV Fort +4, Ref –1, Will +2; Str 30,
  Dex 11§ (7), Con —, Int 4, Wis 12, Cha 4.
  § The withered ogres gain +30 hit points and +4 Dexter-
  ity due to Mael Shelub’s Undead Mastery†† feat.
  Skills: Climb +9, Intimidate +2, Listen +7, Spot +7.
  Feats: Alertness, Improved Initiative, Weapon Focus
  (greatclub).
  Acolyte, female human forsaken Wiz5/Wrl1
  Acolyte, female human forsaken Wiz5/Wrl1
  Acolyte, female human forsaken Wiz5/Wrl1
  Acolyte, female human forsaken Wiz5/Wrl1
  Acolyte, female human forsaken Wiz5/Wrl1: CR 7; Me-
  dium undead; HD 6d12, hp 47; Init +3; Spd 30 ft.; AC 10,
  touch 9, flat-footed 10; Base Atk +2; Grp +3; Atk +3 melee
  (1d8+1/x3, spear); Full Atk +3 melee (1d8+1/x3, spear), or +3
  melee (touch, spell), or +1 ranged (touch, spell); SA frenzy;
  SQ enhanced conjuring, demonic companion, immunities,
  fearless, +4 turn resistance; AL CN; SV Fort +1, Ref +2, Will
  +7; Str 12, Dex 9, Con —, Int 17, Wis 12, Cha 10.
  Skills: Concentration +9, Decipher Script +12, Knowl-
  edge (arcana) +12, Knowledge (the planes) +12, Listen +3§,
  Spellcraft +12, Spot +3§.
  Feats: Alertness§, Craft Wand, Improved Initiative, Light-
  ning Reflexes, Scribe Scroll, Spell Focus (conjuration).
  § While the acolyte’s demonic companion is within arm’s reach.
  Typical Arcane Spells Prepared (5/5/5/4; save DC 13 +
  spell level): 0—acid splash§, arcane mark, daze, mage
  hand, prestidigitation; 1st—expeditious retreat, magic
  missile, obscuring mist§, shield, summon monster I§; 2nd—
  
  146
  CHAPTER FIVE
  frost armor*, stitch††§, storm hammer*§, web; 3rd—
  dispel magic, fireball, slow, stinking cloud§.
  § These spells belong to the conjuration school. Due to the
  acolyte’s Spell Focus feat, the DC for these spells is 14 + spell
  level. Prohibited schools: divination and necromancy.
  Possessions: Spear; potion of inflict serious wounds;
  scrolls of acid fog, summon monster VI and teleport;
  spellbook containing all spells listed above plus all conjura-
  tion spells of 0- through 3rd level listed in the PHB,
  Warcraft RPG 
  Warcraft RPG 
  Warcraft RPG 
  Warcraft RPG 
  Warcraft RPG and Magic & Mayhem
  Magic & Mayhem
  Magic & Mayhem
  Magic & Mayhem
  Magic & Mayhem. This acolyte’s
  spellbook is in Area 2.
  Demonic Companion, imp:
  Demonic Companion, imp:
  Demonic Companion, imp:
  Demonic Companion, imp:
  Demonic Companion, imp: hp 23. See the MM, Chapter 1:
  Monsters A to Z.
  Gnoll Zombie
  Gnoll Zombie
  Gnoll Zombie
  Gnoll Zombie
  Gnoll Zombie: CR 1; Medium undead; HD 4d12, hp 46§;
  Init +2; Spd 20 ft.; AC 15, touch 12, flat-footed 13; Base Atk
  +1; Grp +5; Atk +5 melee (1d6+4, slam); Full Atk +5 melee
  (1d6+4, slam); SA parasitic infestation; SQ darkvision 60
  ft., single actions only; AL NE; SV Fort +3, Ref +0, Will +0;
  Str 19, Dex 14§ (10), Con —, Int 8, Wis 10, Cha 4.
  § The zombie gains +20 hit points and +4 Dexterity due
  to Mael Shelub’s Undead Mastery†† feat.
  Skills: Intimidate –1, Listen +2.
  Feat: Weapon Focus (heavy flail).
  Tactics: The withered ogres move forward to
  engage the closest enemies in melee. The fel hunter
  uses dispel magic on the hero with the most and/or
  strongest magic auras, then pounces on an arcane
  spellcaster. The demon’s favorite tactic is to charge
  and pounce, then back off and use its mana burn*
  ability, then charge and pounce again.
  The acolyte has strict orders in case of attack. She
  sends the zombie off to warn Blarus (she scribbles a
  quick note and presses it into the creature’s hand)
  while she moves into the entrance to support the
  counterattack. She casts frost armor* and shield
  before taking position, then casts fireball, slow and
  stinking cloud to support the undead and demons.
  She casts stitch†† on a spellcaster engaged in com-
  bat with the fel hunter. If reduced to 25 hit points
  or fewer, she uses her scroll to teleport to Area 7.
  Development: The acolyte’s zombie attendant
  has special orders overriding those given by the
  acolyte. Instead of heading to Area 7 to warn
  Blarus, the creature moves to Area 5 to warn Mael
  Shelub. Based on this information, the necroman-
  cer holes up in his room and sends his spectre ally
  to investigate. He does not warn Blarus. The spec-
  tre observes the heroes from a safe distance for a
  time before rejoining Mael Shelub in Area 5; it
  retreats if attacked.
  If the acolyte successfully teleports to Blarus’ cham-
  bers, the warlock becomes aware of the attack. He
  grows suspicious of Mael Shelub, since the zombie
  messenger never reached him. Combined with his
  new distrust of Ganthrifal, Blarus is convinced the
  attack comes from one or both of his allies. The
  warlock casts alarm in Area 6, places his invisible
  demonic companion outside his room as a lookout,
  locks his door and prepares to destroy whatever enters.
  If Ganthrifal, in Area 4, perceives the attack (use
  your discretion — he hears explosions and notices
  the ground shaking, for instance), he heads out
  (using greater teleport) immediately to take part. He
  flies above the battlefield, using his spells and spell-
  like abilities judiciously. If reduced to 50 hit points
  or fewer, he teleports back to Area 4 to heal before
  moving back out to do battle again.
  Area 2: Acolyte’s Desk
  Read the following when the heroes investigate
  this location.
  A small wooden desk and chair stand in the large
  entrance hall. An open book rests on the desk, along
  with an inkpot and quill.
  Treasure: The book is the acolyte’s spellbook
  (see Area 1).
  Area 3: Demonic Chamber (EL 10)
  This chamber is bare and empty. The creatures
  here have no need of comfort or luxury.
  Creatures: Ganthrifal’s retinue makes this cham-
  ber its home. The felguard once “served” Blarus
  directly, but the warlock dismissed them after
  Ganthrifal’s insubordination.
  Felguard (2):
  Felguard (2):
  Felguard (2):
  Felguard (2):
  Felguard (2): hp 22. See Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters,
  Manual of Monsters, Chapter
  Two: The Burning Legion.
  Fel Stalkers (2):
  Fel Stalkers (2):
  Fel Stalkers (2):
  Fel Stalkers (2):
  Fel Stalkers (2): hp 45. See Manual of Monsters, 
  Manual of Monsters, 
  Manual of Monsters, 
  Manual of Monsters, 
  Manual of Monsters, Chapter
  Two: The Burning Legion.
  Fel Hunter:
  Fel Hunter:
  Fel Hunter:
  Fel Hunter:
  Fel Hunter: hp 72. See Manual of Monsters, 
  Manual of Monsters, 
  Manual of Monsters, 
  Manual of Monsters, 
  Manual of Monsters, Chapter
  Two: The Burning Legion.
  Tactics: The demons are ordered to make a lot of
  noise and delay attackers for as long as possible,
  alerting Ganthrifal and giving him time to prepare
  (see his tactics in Area 4, below). After the nathrezim
  casts his preparatory spells, he joins his brethren
  here. He extends his energy drain and vampiric
  auras when fighting with his allies.
  
  ADVENTURES
  147
  Area 4: Ganthrifal’s Chambers (EL 14)
  This is Ganthrifal’s room. The door to the cham-
  ber is protected by a mental alarm that triggers
  when a creature touches the door, thereby alerting
  Ganthrifal of approaching intruders. The door is
  also locked and arcane locked (Open Lock DC 25,
  35 with arcane lock).
  The door to this chamber opens into total black-
  ness. Ganthrifal keeps his room shrouded in deeper
  darkness as the gloom does not impede him. If the
  heroes pierce the darkness, read the following.
  This room was obviously recently renovated. Fancy
  rugs cover the floor and silk tapestries adorn the walls,
  most depicting ferocious orcs marching across a red
  world. A small table stands against one wall. Decant-
  ers, bottles, shot glasses and crystal goblets rest on
  the table. A narrow window pierces the west wall.
  This is Ganthrifal’s room. He has a fondness for
  expensive spirits (finding the pun extremely amus-
  ing) and likes to remember Draenor’s golden age.
  The dreadlord spends little time here, usually mov-
  ing through the complex or insinuating himself
  further into Blarus’ confidence.
  Creature: Ganthrifal is probably here when the
  heroes arrive, resting or plotting his inevitable
  confrontation with Blarus.
  Ganthrifal:
  Ganthrifal:
  Ganthrifal:
  Ganthrifal:
  Ganthrifal: hp 108. See “For the Heroes,” above.
  Tactics: Ganthrifal prefers to use his spells to
  weaken powerful opponents before wading into
  melee. He uses his Block Spell feat against every
  spell cast against him and casts baleful polymorph,
  blazing column†† and greater dispel magic to impede
  his foes. If given time to prepare, the dreadlord casts
  frost armor*, immolation*, pass unknown†† and true
  seeing. Ganthrifal is a survivor first and foremost,
  and if reduced to 40 hit points or fewer while in this
  room he flees via greater teleport. Depending on the
  circumstances, he may be gone for good or may
  have fled just long enough to heal before returning
  to confront the heroes again.
  Area 5: Mael Shelub’s Tower (EL variable)
  Read the following when the heroes investigate
  this location.
  reach from wall to wall at two levels above the ground,
  marking where the second and third stories once were.
  The place is shrouded in gloom. Groaning and shuffling
  sounds come from the zombies that crowd the floor. The
  zombies do not immediately react to your presence.
  This must be the intact tower visible from outside. The
  interior floors have collapsed, making the tower a tall,
  hollow tube. Wooden planks, dripping with cobwebs,
  Add the following if Mael, hidden in the dark-
  ness near the ceiling, detects the heroes.
  A rasping voice sounds from the shadows above.
  “Welcome to my lair, intruders. This meeting need not
  end in bloodshed.”
  This ruined tower belongs to Mael Shelub and
  his undead. Assuming he is aware of intruders in
  Gaval Moch (perhaps the zombie from Area 2
  alerted him), he is prepared and has summoned a
  small army of zombies from the Twisting Nether
  (with his recall undead†† spell). For a long time,
  Mael has felt that joining forces with a hated
  forsaken was a poor idea, though he has not been
  able to determine how to extirpate himself from the
  situation. When intruders arrive, he figures that
  this might be his chance. If allowed to parley, he
  offers to join forces with the heroes (sending zom-
  bies ahead and coming behind himself with a
  withered ogre retinue). See the “Factious Leaders”
  sidebar, above, for tips on adjudicating these ac-
  tions. Note that the heroes cannot trust Mael
  Shelub, and he could easily turn on them if they
  grow weak or vulnerable.
  Creatures: If Mael did not have a chance to call
  his zombies, only 9 are here (8 if the zombie from
  Area 2 never arrived). If Mael summoned his zom-
  bies, he has cast all his 2nd-level spells for the day.
  Mael Shelub, male nerubian Sor6/Ncr3
  Mael Shelub, male nerubian Sor6/Ncr3
  Mael Shelub, male nerubian Sor6/Ncr3
  Mael Shelub, male nerubian Sor6/Ncr3
  Mael Shelub, male nerubian Sor6/Ncr3: CR 13; Large
  aberration; HD 4d8+9d4+26, hp 81; Init +7; Spd 40 ft.,
  climb 20 ft.; AC 17, touch 12, flat-footed 14; Base Atk +7; Grp
  +12; Atk +7 melee (1d8+1 plus poison, bite), or +8 melee
  (1d8+1/x3, longspear); Full Atk +7/+2 melee (1d8+1 plus
  poison, bite) and +2 melee (1d4+1, 2 claws), or +8/+3 melee
  (1d8+1/x3, longspear), or +7 melee (touch, spell), or +9
  ranged (touch, spell); Space/Reach: 10 ft./5 ft. (10 ft. with
  longspear); SA death touch 2/day, poison, web; SQ darkvision
  60 ft., familiar, animate dead 2/day, death pact 1/day,
  resistance to cold 5, frozen mind; AL NE; SV Fort +6, Ref +7,
  Will +12; Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 20§ (18).
  § Increase due to magical equipment.
  
  148
  CHAPTER FIVE
  Skills: Climb +9, Concentration +18, Hide +7, Jump +7,
  Knowledge (religion) +12, Listen +5, Spellcraft +6, Spot
  +9.
  Feats: Ability Focus (poison), Greater Spell Focus (nec-
  romancy), Improved Initiative, Spell Focus (necromancy),
  Undead Mastery††.
  Poison (Ex): The Fortitude save DC for Mael Shelub’s
  poison is 22.
  Web (Ex): The Reflex save DC for Mael Shelub’s web
  ability is 17.
  Arcane Spells Known (6/8/7/7/5; save DC 15 + spell
  level): 0—arcane mark, detect magic, detect poison, mage
  hand, prestidigitation, ray of frost, read magic, touch of
  fatigue§; 1st—alarm, chill touch§, magic missile, mysteri-
  ous purple blast††, protection from good; 2nd—command
  undead§, recall undead††§, soul preservation††§, unholy
  frenzy§; 3rd—dark sacrifice††§, death coil*§, frost nova*;
  4th—enervation§, summon undead IV††§.
  § These spells belong to the necromancy school. Due to
  Mael Shelub’s Spell Focus feats, the DC for these spells is
  17 + spell level.
  Possessions: Masterwork longspear; amulet of natural
  armor +3; cloak of charisma +2; wand of dispel magic
  (caster level 8th, 9 charges); wand of stoneskin (2 charges);
  scrolls of frost armor* (x3), mage armor (x2), pass un-
  known†† and teleport; divinity potion††; potion of cure
  critical wounds.
  Gnoll Zombies (8, 9 or 30):
  Gnoll Zombies (8, 9 or 30):
  Gnoll Zombies (8, 9 or 30):
  Gnoll Zombies (8, 9 or 30):
  Gnoll Zombies (8, 9 or 30): hp 46 each. See Area 1.
  Spectre:
  Spectre:
  Spectre:
  Spectre:
  Spectre: hp 45. See the MM, Chapter 1: Monsters A to Z.
  Withered Ogres (2):
  Withered Ogres (2):
  Withered Ogres (2):
  Withered Ogres (2):
  Withered Ogres (2): hp 56 each. See Area 1.
  Tactics: If pressed into combat, Mael Shelub
  remains above the fray. He uses a charge from his
  wand of stoneskin in the first round. He quaffs his
  divinity potion†† and uses a scroll of frost armor* if the
  heroes assault him with ranged weapons or magic or
  seek to confront him in melee. His spectre ally
  protects him against flying and climbing oppo-
  nents. Mael pounds his enemies with spells, favoring
  enervation and frost nova*. He casts magic missile on
  enemy spellcasters giving him grief. At all times, he
  remains on the walls near the ceiling, and if pressed
  uses his web ability to choke the tower. Mael
  Shelub flees via his scroll of teleport if reduced to 15
  hit points or fewer.
  Area 6: Stairwell
  These stairs lead down 15 feet to the lower level
  and Blarus’ chambers. If the warlock is aware that
  intruders prowl his keep, he has placed a mental
  alarm on the third stair down.
  Area 7: Blarus’ Chambers (EL 13)
  Read the following when the heroes investigate this
  location. Note that if Blarus is aware of intruders, the
  door to this room is locked (Open Lock DC 30).
  This large chamber must once have included dividing
  wooden walls — their remains lie deteriorated on the
  floor. Thick square pillars support the ceiling. Desks and
  chairs are scattered about against the walls, and a dor-
  mitory-style bed stands near each desk.
  Blarus and his loyal acolytes make this large
  subterranean room their home. If Blarus is expect-
  ing company (see Area 1), he casts alarm on the
  stairway (Area 6) leading to this area and parks his
  demonic companion invisibly outside his door.
  These precautions may give him and his acolytes
  time to prepare if he detects incoming invaders.
  Creatures: Blarus is nervous and edgy. He does
  not think to parley with strangers, though if they
  initiate a discussion he willingly takes part. Blarus
  is not evil, and skillful roleplaying can draw out his
  entire story. What the heroes decide to do with this
  information is up to them.
  Blarus Whitrick, male human forsaken Cjr5/Wrl6
  Blarus Whitrick, male human forsaken Cjr5/Wrl6
  Blarus Whitrick, male human forsaken Cjr5/Wrl6
  Blarus Whitrick, male human forsaken Cjr5/Wrl6
  Blarus Whitrick, male human forsaken Cjr5/Wrl6: CR
  12; Medium undead; HD 11d12, hp 82; Init +0; Spd 30 ft.; AC
  11, touch 10, flat-footed 11; Base Atk +5; Grp +5; Atk +6
  melee (1d8/x3, spear); Full Atk +6 melee (1d8/x3, spear)
  or +5 melee (touch, spell) or +5 ranged (touch, spell) or +6
  ranged (1d8/19–20, light crossbow); SA frenzy; SQ con-
  juration specialization, enhanced conjuring, demonic
  companion, improved ally, demonic lore, extended sum-
  moning, immunities, fearless, +4 turn resistance; AL CN;
  SV Fort +5§, Ref +5§, Will +13§; Str 11, Dex 10, Con —, Int
  21§ (19), Wis 10, Cha 14.
  § Increases due to equipment.
  Skills: Concentration +14, Decipher Script +19, Diplo-
  macy +9, Knowledge (arcana) +19, Knowledge (the planes)
  +19, Listen +2§, Spellcraft +19, Spot +2§.
  Feats: Alertness§, Augment Summoning, Control Magic†,
  Greater Spell Focus (conjuration), Iron Will, Scribe Scroll,
  Spell Focus (conjuration), Spell Specialization†† (carrion
  swarm*).
  § While Blarus’ demonic companion is within arm’s reach.
  Typical Arcane Spells Prepared (6/8/7/7/7/5/3; save
  DC 15 + spell level): 0—acid splash§ (x2), arcane mark,
  flare, mage hand, mending, message, prestidigitation; 1st—
  alarm, magic missile (x2), obscuring mist§, protection from
  evil, shield, summon monster I§; 2nd—frost armor*§,
  Mel’s acid arrow§, moonglaive*§, stitch††§, storm ham-
  
  ADVENTURES
  149
  mer*§, summon monster II§, web§; 3rd—dispel magic
  (x2), hooks of binding††§, lightning bolt, stinking cloud§,
  slow, summon monster III§; 4th—absorb mana††, dimen-
  sion blink††§, greater thorn shield††, solid fog§, stoneskin,
  summon monster IV§, vampiric swarm††§; 5th—carrion
  swarm*§#, cone of cold, greater hooks of binding††§,
  teleport§, summon monster V§; 6th—acid fog§, repulsion,
  summon monster VI§.
  § These spells belong to the conjuration school, Blarus’
  specialty. Due to Blarus’ Spell Focus feats, the DC for these
  spells is 17 + spell level. Prohibited schools: divination,
  enchantment, illusion, necromancy.
  # Due to Blarus’ Spell Specialization feat, he casts
  carrion swarm as a 13th-level caster.
  Possessions: Masterwork spear; masterwork light cross-
  bow; cloak of resistance +2; headband of intellect +2;
  potion of bull’s strength (for stoneskin) (x2); potion of
  inflict critical wounds; potion of fox’s cunning; scrolls of
  acid fog, gaseous form, greater teleport and vengeance††;
  spellbook containing all spells prepared plus all conjuration
  spells of 0- through 7th level in the Player’s Handbook,
  Warcraft RPG 
  Warcraft RPG 
  Warcraft RPG 
  Warcraft RPG 
  Warcraft RPG and Magic & Mayhem 
  Magic & Mayhem 
  Magic & Mayhem 
  Magic & Mayhem 
  Magic & Mayhem and anything else the
  GM deems appropriate.
  Blarus’ Demon Companion, imp:
  Blarus’ Demon Companion, imp:
  Blarus’ Demon Companion, imp:
  Blarus’ Demon Companion, imp:
  Blarus’ Demon Companion, imp: hp 41. See the MM,
  Chapter 1: Monsters A to Z.
  Acolytes (2 or 3):
  Acolytes (2 or 3):
  Acolytes (2 or 3):
  Acolytes (2 or 3):
  Acolytes (2 or 3): hp 47. See Area 1. If the acolyte from
  Area 1 teleported here, this area holds 3 acolytes. Other-
  wise, 2 inhabit this room.
  Acolytes’ Demonic Companions, imps (2 or 3):
  Acolytes’ Demonic Companions, imps (2 or 3):
  Acolytes’ Demonic Companions, imps (2 or 3):
  Acolytes’ Demonic Companions, imps (2 or 3):
  Acolytes’ Demonic Companions, imps (2 or 3): hp 23. See
  the MM, Chapter 1: Monsters A to Z.
  Tactics: If Blarus becomes aware of impending
  danger (either from the alarm in Area 6, his de-
  monic lookout or some other means), he and his
  acolytes prepare themselves accordingly. Blarus
  drinks his potion of fox’s cunning to raise his spells’
  DCs and casts stoneskin. He follows with repulsion,
  greater thorn shield, frost armor, shield and as many
  summon monster spells as he has time to cast. The
  acolytes prepare with frost armor and shield. When
  the heroes enter, Blarus allows one or two of them
  to move into the room before choking the area’s
  west half with acid fog. He hopes to keep his
  enemies engaged with summoned monsters while
  he and his acolytes pound them with spells. The
  acolytes cast slow and stinking fog (taking confi-
  dence from the fact that they are immune to  the
  latter’s effects) to impede opposition. Blarus prefers
  cone of cold, vampiric swarm†† and carrion swarm*,
  his specialty. He eagerly uses his Control Magic†
  feat against his opponents’ summoned creatures. If
  the battle looks like it could go either way and
  Blarus deems the situation worthy, he employs his
  scroll of vengeance††. He is not bloodthirsty, but
  pursues fleeing enemies in the belief that if they
  escape they could return or reveal his location. If
  reduced to 20 or fewer hit points and at least one
  acolyte has fallen, Blarus uses his scroll of greater
  teleport to escape.
  Treasure: In addition to Blarus’ and the acolytes’
  possessions, a large wooden chest is hidden in a
  secret compartment in the east wall (Search DC
  30). The chest contains riches that Blarus hoped to
  use to bribe demons to his side. In total, the chest
  holds 20,523 gp of jewelry, gems, coins and other
  trinkets. A mask of the Loa†† (stolen from a Horde
  representative in Undercity) also rests within.
  Concluding the Adventure
  “Dead Men’s Tales” can end in many ways. The
  heroes are successful if they slay, dissuade or drive
  off the three key villains. Blarus, Ganthrifal and
  Mael Shelub are all very slippery individuals and
  may escape to harass the PCs again.
  If the heroes return to Deadhollow in triumph,
  the villagers throw an inordinately huge party.
  They rarely get to celebrate anything. In addition
  to wining and dining the heroes to excess (breaking
  into underground stores in the process), Sammas
  officially renames the village after the heroes. (The
  party can either agree on a group name or select one
  of their number to represent them all. They can
  suggest other names if they like.) The villagers
  beseech the heroes to stay and protect them, but
  understand if this is not possible.
  “Dead Men’s Tales” can lead to other adventures,
  such as the following:
  • One or more of the principle villains escapes
  and becomes a recurring character.
  • If the heroes convince Blarus of his error, he
  asks them to assist him in overthrowing the Lich
  King by other means.
  • Deadhollow (under its new name) becomes a
  base for the heroes for further adventures in
  Silverpine Forest.
  • Mael Shelub’s twenty children come looking
  for Dad.
  
  150
  APPENDIX  ONE
  
  ORGANIZATIONS
  151
  In whatever final conflict may come for the
  peoples of the eastern lands with the Scourge,
  certain groups will certainly claim some role in
  events. I have collected my research on several
  such groups in this appendix, whether benevolent,
  nefarious or just plain addled. We would do well to
  keep a close watch on all the groups described here
  — except, of course, our own Explorers’ Guild, a
  true model of honor and commitment to the world’s
  betterment.
   The Caretakers
  Membership: 2,500.
  Alignment: Lawful good.
  Affiliation: Alliance.
  Regions of Influence: The leadership is based in
  Stromgarde in the Arathi Highlands, but factions
  are spread throughout Lordaeron and even a bit in
  Khaz Modan and Stormwind.
  Activities: Dedicated to preserving, protecting
  and chronicling human artifacts, especially in the
  Trollbane family.
  The Caretakers have humble roots, starting with
  Yernim Weltom, a human servant of the Trollbane
  family in the Arathi Highlands. He had the task of
  tending the Trollbane family’s rarer artifacts —
  back when they were merely kept in a locked room
  and not in the crypt. When the family manor was
  hit with a surprise bandit raid while much of the
  house guard was out fighting the Horde, Yernim hid
  the artifacts in the kitchen, filling the priceless
  chalice of opal voices with gravy, tossing the ancient
  sword Trol’Kalar into the pile of pig offal and
  putting the cloak of elemental protection on himself
  and jumping into the massive kitchen fire to hide.
  Prince Liam, grandfather of Galen Trollbane,
  was so impressed with his servant’s ingenuity that
  he appointed him Caretaker of Artifacts with a staff
  of two, and commanded the young servant to come
  up with a better plan to protect the artifacts. Yernim
  had stonemasons carve another room out of the
  rock of the Trollbane Family Crypt for the artifacts,
  wisely allowing room for more artifacts as time went
  on. He took his underlings and taught them how to
  care for the artifacts properly, what each of them
  could do in case they needed to know for their own
  safety or if the artifacts were in danger (like he knew
  to hide in the fire with the cloak), and preservation
  methods.
  When nobles of Lordaeron, Khaz Modan and
  Azeroth would visit Prince Liam, he would proudly
  tell the story of how Yernim had protected the family
  heirlooms while the guard was away. The other
  nobles were so much impressed with the system he
  had built that they asked to borrow Yernim for
  designing similar setups for their artifacts. Yernim,
  perhaps showing himself wiser than these great lords
  and ladies, mentioned they probably wouldn’t want
  him knowing all of their secrets. He instructed them,
  with Prince Liam’s approval, to send five trusted
  servants to him for training. Thus the continent-
  wide training of the Caretakers began.
  Others may view the Caretakers as glorified ser-
  vants doing a job anyone with two hands would be
  capable of. And it is true, the Caretakers are all skilled
  on how best to remove stains from magical cloaks, and
  tarnish and blood from ancient swords. Yet those who
  have seen these clever designers at work know that
  they are as crafty as rogues and as clever as tinkers with
  their designs, and the lengths they will go to in order
  to protect their charges. Some are even trained as
  close-combat experts, able to fight in halls and divert
  and lead thieves and invaders away from the rooms
  with the more precious artifacts.
  A recent specialty the Caretakers demand of
  their members is thorough knowledge of their en-
  emies. Previously, the only threat the Caretakers
  had to worry about were robbers and the Horde, but
  now they have added the Syndicate, the Scourge
  and the Burning Legion to the list, groups all eager
  to get their hands on powerful magical items. Thus,
  the Caretakers have employed explorers and sol-
  diers to inform them of the likely movements,
  mannerisms and motivations of these enemies, the
  better to protect their charges.
  Caretakers have few enemies, but some have
  thought they would be easy to kidnap and torture
  for information, underestimating the Caretakers’
  dedication to their jobs and their employers — and
  sometimes their fighting prowess.
  While aware they’re not as great as the nobles
  they serve nor as powerful as many who fight evil
  face-to-face, the Caretakers know the consequences
  if the artifacts fall to the other side, and therefore
  the importance of their jobs.
  Organization
  The Caretakers are always led by the head Care-
  taker of the Trollbane Family Crypt. He is the only
  
  152
  APPENDIX  ONE
  Caretaker not chosen by his employer; rather, he is
  selected by the board of advisors, individuals who
  master one or more of the many skills Caretakers
  must have. The head Caretaker in turn replaces
  members of the board when needed.
  Caretakers come to Stromgarde to learn their
  craft, but also for infrequent meetings. Regional
  leaders (Caretakers of the Chalice) meet with those
  under them and then report to Stromgarde at least
  once a year. They do little more than take reports
  from their fellow Caretakers and deliver them to
  Stromgarde. Regional Caretakers vote for their
  regional leader. Before the Third War, this was
  considered a choice job; now, however, it is a
  dreaded position that requires wandering through
  undead-riddled Lordaeron.
  Caretakers are also expected to keep their
  employer’s secrets, and none of the reports include
  inventories. Reports include enemy movement, if a
  recent acquisition requires aid from the Caretaker of
  the Sword or the board of advisors (for instance, if a
  family acquired a cursed item that froze anything
  that touched it, like the Cursed Ring of Momar,
  currently in the Proudmoore estate under Caretaker
  of the Chalice Raknahama Pi’Lenda), whether their
  employer wishes a new Caretaker to be trained, new
  births or deaths within the Caretakers, and so forth.
  Locations
  Yernim Weltom is dead now, but the Trollbane
  family that so proudly employed him still uses its
  manor as the base of operations for The Caretakers.
  New members are still trained there, and they still
  have the best of all Caretakers looking after their
  Crypt and the formerly rubbish-bound Trol’Kalar.
  Caretakers in regions around Azeroth often meet at
  the largest manor they serve.
  Members
  Even though they view themselves as more im-
  portant than mere servants, the Caretakers are still
  the brass ring that servants leap for. Getting sent to
  the Arathi Highlands for training is considered the
  last, best job a servant will ever take, as there is
  nowhere better to go. It is also an organization with
  more middle-aged and older new recruits than any
  other. Nobles rarely will send servants to be trained
  to guard their secrets and their precious artifacts
  unless they have known them and trusted them for
  years.
  It is rare that servants will be denied entrance
  into the Caretakers once they are sent. This or-
  ganization serves individual interests, not the group
  as a whole, and if a noble wishes a servant trained,
  the Caretakers won’t argue unless the servant in
  question is quite inept. However, if the group finds
  a member has betrayed his employers and thus
  broken the group’s rules, the member in question
  will be cast out and shunned, never to be admitted
  again.
  Although mostly consisting of human servants,
  the Caretakers also have a core group of advisors
  including Ironforge dwarves, high elves and half-
  elves. There are members who are also tinkers,
  stonemasons, mages and rogues. If a person has a
  skill that can aid the upkeep, protection or conceal-
  ment of an object, the Caretakers want her
  knowledge.
  Individual Caretakers are worth three times as
  much a normal servant’s salary, and the employer
  considers it money well spent. The Caretakers then
  send in dues of 1/5 of their salary to Stromgarde so
  the Caretaker of the Sword can afford to train new
  students and to employ teachers of different spe-
  cialties.
  Leaders
  Logan Palimore (male human Rog3): Logan is
  the Caretaker of the Sword and in charge of the
  upkeep of the Trollbane Family Crypt. He is bril-
  liant at delegation — he feels he doesn’t need to
  know the information if he knows someone who
  does. He has assembled the advisory council for the
  Caretakers and welcomes the eager students who
  arrive to learn his trade. He is in his sixties and very
  confident of his skills. He is very sure of his ability
  to judge character, which he maintains is the most
  important quality in a Caretaker. Only once has he
  misjudged a student — a young human male by the
  name of Ran Tilwood who attempted to rob the
  artifacts he was supposed to be guarding in
  Stormwind. Logan banned him from the Caretak-
  ers, and used some contacts he had in the Stormwind
  Assassins to take care of the young man. Logan is
  short and thin, with bright blue eyes and graying
  brown hair.
  Raknahama Pi’Lenda (female human Rog7):
  Raknahama is both a Caretaker of the Chalice and
  Coin in the region of Kul Tiras; she looks after the
  remaining artifacts of the Proudmoore Estate. She
  
  ORGANIZATIONS
  153
  Titles and Responsibilities
  Caretakers are trained in many skills, but often
  they will gravitate toward their strong points.
  Named after the artifacts in the Trollbane vault,
  the hierarchy of the Caretakers goes as follows:
  Caretaker of the Sword: Also known as “the
  Sword,” he is the leader of all Caretakers. Always
  based in Stromgarde, this position is currently
  held by Logan Palimore. The sword refers, of
  course, to Trol’Kalar, and is the only artifact
  commonly named in the hierarchy of the Care-
  takers. Logan keeps his employer’s secrets, as all
  Caretakers do. The Sword is is identified by a
  white cloak with a black sword embroidered on
  the back.
  Caretakers of the Chalice: The regional leaders,
  the Chalices are in charge of assembling and
  taking reports from all the region’s Caretakers.
  They are sometimes leaders of many, as in Kul
  Tiras, and sometimes only one of a handful in a
  poorer region, such as the Plaguelands. They are
  identified by a white cloak with a jewel-encrusted
  cup embroidered on the back.
  Caretakers of the Ring: In charge of concealment,
  this title is given to those who specialize in design-
  ing clever ways to hide artifacts, often under the
  noses of invaders. Anything goes with the Rings:
  from weaving smaller artifacts (such as rings) into
  a tapestry in plain sight to designing an under-
  ground garage for a favored siege engine an employer
  doesn’t want the neighbors to know about. There
  can be any number of Rings in a region. They are
  identified by a white cloak with a gold ring bearing
  a blue stone embroidered on the back.
  Caretakers of the Crown: In charge of room
  construction, this title is given to those who
  specialize in building rooms or special holding
  items for artifacts. Crowns often work in tandem
  with Rings, one designing and the other build-
  ing. There can be any number of Crowns in a
  region. They are identified by a white cloak with
  a silver crown embroidered on the back.
  Caretakers of the Coin: In charge of traps, this
  title is given to those who specialize in trapping
  either a room or the item itself. Coins sometimes
  work with Rings and Crowns, but not always.
  There can be any number of Coins in a region.
  They are identified by a white cloak with a gold
  coin embroidered on the back.
  Caretakers of the Gauntlet: The only martial
  Caretakers, Gauntlets are trained in close com-
  bat by many experts of both armed and unarmed
  fighting. Often posing as a dozing guard, this
  warrior is always alert, knows all the ways into
  and out of a protected room and has prepared for
  all eventualities. This is the only obviously dan-
  gerous Caretaker position. Gauntlets are
  identified by a white cloak with a black fist
  embroidered on the back (although they often
  do not wear this while working, lest they get
  tangled).
  Caretakers of the Cloak: All general Caretakers
  fall under this category. Still skilled in design,
  building, trapping, protecting, cleaning and in-
  ventory, Cloaks simply have not specialized and
  perhaps never will. They are identified by a plain
  white cloak.
  takes it personally that the Grand Admiral and his
  daughter Jaina left the island with the fleet — and
  several of the family’s artifacts — and did not
  return. A skilled rogue who specializes in trap
  creation, she’s one of the few Caretakers who serves
  on the advisory board for Logan Palimore as well;
  she teaches basic trap creation to new recruits when
  she has the time to make the trip from Kul Tiras to
  the Arathi Highlands. Raknahama is in her early
  thirties, and has a scarred face from a mishap with
  an acid trap in her youth.
  Irk Gaffestone (male dwarf Tnk6): Irk lives in
  the Badlands of Khaz Modan and aids the dwarven
  excavators in their unearthing of artifacts. He is
  one of the few non-humans to serve on the advisory
  board of The Caretakers, training people how to
  carve stone to be a fitting hiding place for artifacts.
  In exchange for his knowledge, the Caretakers give
  him tips on how best to preserve the artifacts he
  unearths with his dwarven comrades. He is sixty,
  and has a black beard and black eyes.
  
  154
  APPENDIX  ONE
   Cult of the Damned
  Membership: 10,000.
  Alignment: Lawful evil.
  Affiliation: Scourge.
  Regions of Influence: Plaguelands, base sta-
  tioned in Stratholme.
  Activities: Dedicated to furthering the Scourge’s
  agenda.
  The Cult of the Damned is a band of mortals
  dedicated to serving the undead. When the Burn-
  ing Legion began their ravaging of the countryside,
  they captured mortals and assigned their control to
  the Lich King, who quickly broke their wills and
  filled the empty shells with zealous fervor. The new
  cultists were instrumental in bringing the Scourge
  into Lordaeron, as these fanatics’ initial job was to
  spread the plague that killed — and raised — many
  of the continent’s citizens.
  The Burning Legion was defeated at the Battle of
  Mount Hyjal, giving victory to the Alliance and
  Horde. They were not the only winners, however.
  The Cult of the Damned considers the demons’
  defeat a victory for the Scourge as well. With the
  demons’ defeat, the Lich King was finally freed from
  their control and, with his powerful death knight
  Arthas, could begin furthering his own plans. He
  already had the greater part of Lordaeron under his
  control, and he wished to expand his influence.
  The Cult of the Damned rejoiced in the release
  of its leader and continues to work for him after the
  war. They didn’t blink an eye when Arthas shat-
  tered the Lich King’s prison and took on the spirit
  of Ner’zhul, making the new Lich King the stron-
  gest being in the world. The Cult simply vowed to
  serve this new entity as it did the old, as long as he
  furthered the efforts of the Scourge. Considering
  the new Lich King is now a mobile individual, the
  Cult works itself into a frenzy with the thought he
  may leave his new home in Northrend and grace
  Lordaeron with his presence some day. Working
  beside the undead, delving into the dark magic of
  necromancy, and striving one day to become undead
  themselves, the Cult of the Damned is truly a
  frightening organization.
  It has no allies; in fact, the members would rather
  have enemies. No sane mortals match the Cult of
  the Damned’s desire to serve the Scourge; they do
  not willingly give their bodies and souls to the Lich
  King for raising after death. With many enemies in
  the Alliance and Horde, the cultists are able to give
  their masters more bodies to raise and add to their
  armies after the inevitable conflicts. The Scourge’s
  only true rival would be the Burning Legion, under
  whose yoke they recently toiled. The Scourge is a
  powerful entity, and the Burning Legion is not
  pleased to have lost its dedication (as well as the
  Third War). Although the forsaken hate the
  Scourge, the Lich King regards them as lost sheep
  that must rejoin the flock, and they are not viewed
  as enemies.
  Organization
  Kel’Thuzad stands at the head of the Scourge as
  well as the Cult of the Damned. Busy taking orders
  from the Lich King himself and orchestrating the
  spread of the Scourge, he doesn’t have the ability to
  closely watch over the Cult of the Damned. He has
  appointed two mortals to head the Cult and to
  report back to him the triumphs and pitfalls of the
  further conquest of Lordareon. These two are sim-
  ply called Next In Line, referring to their desire to
  end their lives and begin existence as an undead.
  Under these two, the Cult of the Damned ap-
  pears to run with little rhyme or reason, but the
  chaos serves the group’s purpose: complete and
  utter control of Lordaeron for the Lich King. The
  hapless mortals who fall beneath the feet of the
  Scourge could not tell you who led the Cult of the
  Damned at the head of the army. Underneath the
  chaos is a tightly run operation with mortals dedi-
  cated to the study of dark magic, the conscription
  of new mortal members and undercover scouting
  for the Scourge’s forces. Some members’ jobs are
  simply to carry messages from the field to the Next
  In Line in Stratholme.
  Cult of the Damned members do not have an
  official wardrobe to represent their dedication. Some
  try to blend in with normal society so that they may
  spy for the Scourge or look for worthwhile new
  members. Others wear the clothes of the dead, often
  ripped and foul-smelling, to represent what they
  soon wish to be. Those who thoroughly study dark
  magic robe themselves in black and purple, dropping
  the brighter colors of their former lives as mages.
  When the Next In Line are considered worthy,
  Kel’Thuzad kills them and raises them as shades,
  the most honored place a cultist can achieve. He
  
  ORGANIZATIONS
  155
  then appoints more mortals to serve as Next In Line
  for the Cult of the Damned. These leaders again
  serve the Lich King without question, seeing
  undeath as the ultimate reward. However, it is not
  only the Next In Line who are rewarded with
  undeath. Often the lich will raise any Cult member
  who has died in service to the Scourge. It is rare a
  mortal will be rewarded with undeath for simply
  doing good work, though, as a talented mortal must
  stay alive and serve the Cult. One mortal who
  brings a plague to a city of 50,000 is worth more
  than the one undead warrior she could become.
  Locations
  The base of the Cult of the Damned is in the lich
  Kel’Thuzad’s palace in the fallen city of Stratholme.
  Most cultists do not have access to the lich, but the
  leaders of the Cult live in the palace and meet with
  other officials within the Cult to discuss their plans.
  The Cult is situated mostly in the Plaguelands and,
  to a lesser extent, in the rest of Lordaeron, always
  extending the Scourge’s sphere of control.
  The Cult will often be found wherever the Scourge
  is. Some mortals are simply drawn to dark power;
  others have been sent from Stratholme to build a
  Cult faction. They have pockets of influence fur-
  ther south in Khaz Modan and Azeroth, and look to
  take those areas after they have Lordaeron.
  Members
  While the current members of the Cult of the
  Damned are zealous individuals wholly dedicated
  to their cause, most new recruits are shy and weak-
  willed people unsure of themselves. Unpopular,
  abused people, often considered failures in their
  careers or their lives in general, are ripe for the
  manipulation of the Scourge as they don’t have
  much to hold onto in the first place. With the
  promise of wealth, power, knowledge — whatever
  will motivate them — the Cult draws them in.
  When the mortals commit to the Cult, they expe-
  rience dark magic to help them with the final act of
  submission. Afterwards, they are confident and in
  the full sway of the Lich King’s powers, ready to
  work tirelessly to spread the will of the Scourge.
  Members view the Scourge with envious fascina-
  tion, and many felt this way before any dark influences
  helped convert them. The undead seemingly defy
  
  156
  APPENDIX  ONE
  the natural order of things and show limitless poten-
  tial, for if one can beat death, one can do anything.
  To be undead is the greatest goal one can have in life.
  It is considered a reward for a life well lived (accord-
  ing to the Scourge, of course) to be given undeath.
  There is sometimes a murmur of dissent in the ranks
  when some feel that their fallen enemies are gifted
  with undeath undeservedly while cultists must work
  to receive that divine payment. Such grumblings are
  often put down quickly, usually with the threat of
  death with no final reward. The officers in the Cult
  explain that their enemies die and become allies
  because their numbers are much greater than the
  Cult of the Damned. If the Scourge only raised
  deserving mortals, it would not be the great force it
  is today. The Scourge needs the Cult because they
  need mortals to serve them.
  Kel’Thuzad personally appoints officials and lead-
  ers for the Cult, looking for people both talented in
  espionage and in pursuing the dark art of necro-
  mancy. Good leadership abilities, a talent for
  recruitment and the ability to blend in with normal
  mortals are also valued skills. It is impossible to
  reach any officer ranks without magic, however.
  There are no ranking members of the Cult who do
  not know at least a handful of dark spells.
  Leaders
  Kel’Thuzad (male lich Wiz25): Kel’Thuzad
  serves his master Arthas from his stolen city of
  Stratholme. Once a corrupt mage, he swore fealty
  to the Lich King for greater power. At Ner’zhul’s
  command, he brought the undead Scourge to plague
  Lordaeron and was subsequently slain by Prince
  Arthas, who was slowly going mad in his quest for
  the sword Frostmourne. The Lich King resurrected
  Kel’Thuzad as a lich and commanded him to aid
  Arthas in his campaign to take the continent for
  the Scourge. Since Arthas shattered the Frozen
  Throne at Northrend and began building his base
  there, he left the continent of Lordaeron in
  Kel’Thuzad’s hands. The lesser lich plots a greater
  takeover of the east from his city. The second most
  powerful undead in the world today, he constructs
  plans to further cripple the already suffering conti-
  nent and spread the undead influence south through
  the mountains of Khaz Modan and into Azeroth.
  He works closely with the Cult of the Damned,
  realizing that working with mortals to defeat mor-
  tals is often faster and more efficient than simply
  overrunning a city with undead — although that is
  usually the end result. While he appointed them
  himself, he detests the current mortals who serve as
  Next In Line, but recognizes their value to the
  Scourge. (For Kel’Thuzad’s full statistics, see Ap-
  pendix Two in Manual of Monsters.)
  Pai Stormbringer (female human Rog10/Wiz6):
  In collaboration with Ul’haik Hadanot, she is the
  mortal co-leader of the Cult of the Damned. Once an
  assassin working for the corrupt nobles of the Alterac
  Mountains and later for the Syndicate, she felt the
  call of the Lich King and joined the Cult in the early
  days of the Third War. She was promised a way to
  combine dark magic and her assassination skills, and
  later showed a powerful skill in bringing new recruits
  into the Cult. With her honeyed voice and her
  staggering looks, she attracts weak-willed persons to
  whom she promises power and wealth to if they serve
  the Cult. If they find the will to refuse, she has the
  means with which to either convince them or to
  make sure they never have to make another decision
  again. She has a disarmingly cheerful disposition
  that throws many of her targets off guard. She is
  proud and thrilled to be working at the top of the
  Cult; she values the advice of Ul’haik and treasures
  her moments with the mighty lich. She is short and
  pudgy, and is surprisingly fast and flexible for her size.
  Ul’haik Hadanot (male high elf Wiz12): The
  other co-leader of the Cult, Ul’haik was a seques-
  tered and unfriendly mage dedicated only to his
  studies. He preferred his books over contact with
  other elves, and did not mourn them when Dalaran
  fell. Instead of feeling disgust at the invading undead,
  he felt a sense of awe at their power, and surren-
  dered to them willingly. Kel’Thuzad recognized his
  ambition and quickly put him in charge of the Cult
  of the Damned. He represents the intellectual side
  of the Cult, directing the mages within and re-
  searching dark magic to further the spread of the
  undead. He prefers to keep to himself and study
  dark magic on his own, but often finds himself in
  meetings with Pai and the lich, discussing the
  deeper aspects of necromancy and plans of attacks
  to get more Cult members to move the Scourge
  further south. He secretly detests Pai and her cheer-
  ful attitude and plots to kill her and render her body
  so damaged with magic that she will be unable to
  rise as undead. He is tall for an elf, with a thin frame.
  His skin and hair have been darkened almost to
  pitch black due to his fevered study of magic.
  
  ORGANIZATIONS
  157
   The Defias
  Brotherhood
  Membership: 1,600.
  Alignment: Neutral evil.
  Affiliation: Independent.
  Regions of Influence: Elwynn Forest, Westfall,
  Duskwood.
  Activities: Attacking caravans and travelers
  across central and western Azeroth. In Westfall,
  brazenly and openly looting farms and village mer-
  chants.
  Razed by the Horde in the First War, the city of
  Stormwind required a small army of engineers and
  artisans in order to begin a massive program of
  reconstruction. After restoring the city to its former
  glory, the workers gathered outside Stormwind Keep
  to collect payment for their services. This came as a
  surprise to the nobility of the city, who had assumed
  that the work was being done as a matter of civic
  pride. Whether they were unable or simply unwill-
  ing to proffer payment, they immediately ordered
  the workers exiled from the city. With only the tools
  in their hands and the clothes on their backs, the
  workers were forced out of Stormwind and into
  Elwynn Forest. The shocked and forlorn workers
  were rallied by engineer Edwin VanCleef and be-
  came bandits, collecting their payment one traveler
  at a time. Marking themselves with a tattoo of a cog
  on their right hand, the bandits declared that “the
  machine will not run smoothly if the parts go ren-
  egade” to each waylaid traveler.
  Banditry and thievery quickly became a way of life
  for the exiles, banding together under VanCleef’s
  leadership as the Defias Brotherhood. Over the
  years, the ranks of the Brotherhood have been bol-
  stered by the skilled, the desperate and the outcast,
  and now those marked with the cog tattoo signifying
  membership number in the hundreds. In Elwynn
  Forest and the area around Stormwind, the Brother-
  hood has mastered the art of the ambush, and despite
  protection by the Stormwind City Guard, few cara-
  vans get through the woods unhindered. The Guard’s
  inability and unwillingness to pursue the Brother-
  hood into Westfall has led the farmers and villagers
  in the area to form the People’s Militia in an attempt
  to stave off the Brotherhood’s constant looting.
  Lacking any formal military training, the outcasts
  who formed the Defias Brotherhood might have
  been forcibly disbanded long ago were it not for the
  skilled craftsmen and tinkers who made up its found-
  ing membership. These founders have worked
  together to give members of the Brotherhood access
  to an array of mechanical devices and weapons
  ranging from climbing equipment and smoke bombs
  to automatic crossbows and wagon traps (clamps
  buried in the ground that seize heavy wheels passing
  overhead and stop wagons on the spot).
  When the Defias Brotherhood advanced into
  Westfall, the goblins of the area were upset both by
  the Brotherhood’s raids on the merchant trains that
  supplied their shops and by the Brotherhood’s refusal
  to sell their inventions at goblin merchant outposts.
  After repeated attempts by the goblins at negotia-
  tion were met by increased attacks on their suppliers
  by the Brotherhood, the merchants hired a group of
  mercenaries to hunt the bandits. This hunt resulted
  in the only major battle fought by the Brotherhood
  — and led to the capture of all goblins in Westfall by
  the renegade bandits. Chained together, they were
  marched south into the Dead Mines and put under
  the command of Edwin VanCleef. What has hap-
  pened to them since is unknown.
  Organization
  Anyone with a sword and a cog tattoo can declare
  himself part of the Defias Brotherhood and begin
  robbing traveling merchants. Yet the Brotherhood
  hears of such activity quickly, long before even the
  Stormwind Guard, and new self-initiates soon find
  themselves visited by a member who instructs them
  in the ways of the Brotherhood. If the initiate
  agrees, he is officially allowed to join the Defias
  Brotherhood. If an initiate proves disagreeable, he
  is paid a second, quieter visit shortly thereafter by
  a shadowy form wielding a pneumatic crossbow.
  Most initiates quickly join one of the
  Brotherhood’s many established raiding parties.
  These groups are generally known as “bands,” though
  they often adopt more colorful nicknames, from
  the “Southpath Raiders” to the “Roadspirits.” In
  some cases, as with “Rillo’s Leafwalkers,” a band is
  named after its leader, called a “captain” in the
  Brotherhood. Captains lead and control their bands
  with force and cunning, and most experienced
  captains bear scars demonstrating their ability to
  
  158
  APPENDIX  ONE
  withstand challenges by young upstarts. Captains
  plan the raids of their bands, and they are respon-
  sible for supplying their bands with not only food
  and shelter but also training in the art of the
  ambush and the technology that gives the Brother-
  hood an edge. Initiates interested in becoming full
  Defias renegades quickly become familiar with the
  requirements described for the prestige class of the
  same name in Appendix Two, as their instructors
  put them through a grueling training regimen until
  they qualify.
  Captains and their bands are given free reign by
  the Brotherhood’s leadership to steal, pillage, ha-
  rass and harry as often as they like and as long as
  they can avoid open conflict with the troops of the
  Stormwind Guard and the People’s Militia. Occa-
  sionally, however, higher-ranking members of the
  Brotherhood are sent out with “knife squads” to
  warn bands who go too far; in the words of Edwin
  VanCleef, “a dead traveler carries no treasure, and
  a ruined village has no plunder.” The Brotherhood
  requires that captains bring a quarter of all loot to
  Moonbrook, where it helps fund the research and
  activities of VanCleef and the Brotherhood’s lead-
  ership. In return, the Brotherhood gives captains
  access to the technological advances made in the
  labs within their hidden headquarters.
  Locations
  Bands of the Defias Brotherhood are found mainly
  in Westfall and Elwynn Forest, though they occa-
  sionally range into Duskwood and other parts of
  northern Azeroth. The few who have managed to
  track them so far believe that the Brotherhood
  works out of the remote town of Moonbrook in
  southern Westfall. Yet its true headquarters is actu-
  ally nearby in an underground fortress constructed
  in the labyrinthine Dead Mines.
  Members
  Renegades of the Defias Brotherhood tend to be
  exceptionally skilled, swift of foot and mind, and
  mechanically adept. They also tend to feel alien-
  ated from society at large and are often looking for
  some sort of revenge, even if they don’t know how
  or against whom. As well, they need to be able to
  show enough initiative to seek out and join the
  Brotherhood of their own free will, though once
  inside they are expected to follow orders within the
  wide borders of freebooting and banditry. The
  majority of the renegades are human, with a small
  portion of dwarves come south out of Khaz Modan
  and a few high elves upset at the army of Stormwind
  for refusing to march north and retake all of
  Quel’Thalas. Half-elves, half-orcs and others who
  feel outcast from their own races have also bonded
  with Defias bands and become renegades.
  Leaders
  Edwin VanCleef (male human Rog13/Exp3):
  Edwin VanCleef was once a “roofwalker” in
  Stormwind with a specialty in defeating mechanical
  defenses. Yet when the Horde destroyed the city, he
  called upon skills he learned as a child at the side of
  his father, a master stonemason, and was one of the
  first to offer his talents to rebuild Stormwind. He was
  also among the first artisans cast out of the city gates
  when they sought payment for their services.
  It was VanCleef who took the group of artisans
  and tinkers sitting in the mud outside the gates of
  Stormwind and turned them into the Defias Broth-
  erhood. After teaching them the skills he learned
  from the city’s thieves, he helped them adapt to the
  wild until they had perfected their ability to am-
  bush travelers. When the Stormwind Guard began
  to respond, VanCleef and the tinkers in the Broth-
  erhood augmented the abilities of the renegades
  with mechanical devices and weapons.
  VanCleef’s search for a secure location where he
  could build a tinker’s works led him across Westfall
  to the Dead Mines. Once his laboratory was con-
  structed, he entered the mines and has rarely left in
  more than two decades. Yet he knows of everything
  happening across central Azeroth, particularly where
  the Brotherhood is involved. Rumors say that in
  recent years he has grown particularly zealous in his
  belief in technology’s means to defeat Stormwind.
  Jac Northshire (male human Ftr7/Dre6): Also
  known as Jac Strongarm, Northshire is the
  Brotherhood’s enforcer. When a group of potential
  members appears, Jac is sent to investigate and
  determine whether they should be allowed into the
  Brotherhood. When renegades overstep the bound-
  aries, Jac tracks them down to mete out the same
  punishment to the renegades that they inflicted
  upon others. Finally, when a particularly well-
  guarded Stormwind caravan makes its way into the
  Elwynn Forest, Jac is at the vanguard of the am-
  bush. Despite a growing collection of scars, he has
  yet to fail in his duties.
  
  ORGANIZATIONS
  159
  Hartargan Stark (male human Tnk9/Eng8):
  One of Edwin VanCleef’s closest advisors, Stark
  has been part of the Brotherhood since the exiles
  first found themselves barred from Stormwind. A
  talented tinker, he specializes in creating non-
  lethal weaponry such as net guns and sling-thrown
  smoke bombs. Through relatives in Stormwind he
  maintains a large network of contacts and provides
  much of the Brotherhood’s inside information on
  the comings and goings of caravans around the city.
  Brighteyes (female human Rog8/Dre5): Among
  the renegades, Brighteyes is known as “the shadow.”
  Mute since birth, she is as silent in step as she is in
  voice. The leader of many Brotherhood ambushes,
  she is known to slip undetected into a guarded
  camp in the middle of the Westfall plains, then
  depart with everything of value without being
  noticed. Rumors circulate in the Brotherhood that
  her abilities come not from skill but from an ances-
  try tainted with the blood of the wizard Medivh, but
  these rumors are only repeated quietly and with one
  eye on the darkness.
  The Explorers’ Guild
  Membership: 2,350.
  Alignment: Good.
  Affiliation: Alliance.
  Regions of Influence: Worldwide, though more
  often in the east (Azeroth, Khaz Modan and
  Lordaeron) than on Kalimdor.
  Activities: Exploring nearly every corner of the
  world. Searching for titan artifacts. Amassing one
  of the world’s largest libraries of information on
  Azeroth’s history, people and cultures.
  When it was first discovered that the origins of
  the dwarven people might be tied to the ancient
  and mysterious titans, expeditions were quickly
  organized to search for artifacts and information
  that might confirm the theory. The first of these
  expeditions were led by hardy dwarven prospectors
  accustomed to long treks in unforgiving territory.
  As they taught their skills to the new generation of
  journeymen, a new breed of dwarven traveler
  emerged. These travelers appointed themselves the
  task of gathering as much information as possible
  about the world, its history, and its cultures in
  hopes of finding the scraps of information the titans
  might have left behind to lead their progeny to the
  truth. Though they often still called themselves
  “prospectors,” they gathered together under the
  banner of their true calling: the Explorers’ Guild.
  In less than a decade, the Explorers’ Guild has
  already amassed an incredible archive of informa-
  tion and artifacts in their guildhall close to the
  dwarven throne in Ironforge. The tales brought
  back by the members of the Guild have ignited the
  imaginations of the dwarven nation, and children
  who once dreamed of carrying a blunderbuss into
  battle or piloting a gyrocopter now play at explor-
  ing in the caverns near their home.
  Though many of them think the dwarves’ obses-
  sion with the titans verges on the ridiculous, the
  soldiers and diplomats of the Alliance are happy to
  support the efforts of the Explorers’ Guild so long as
  it continues to provide useful news from distant and
  unexplored places. In addition to the cultural and
  geographic intelligence it gathers, information pro-
  vided by the Guild has allowed the Alliance to
  produce a map of more than 400 untapped gold
  mines across Khaz Modan and Lordaeron in prepa-
  ration for an eventual move north to battle the
  Scourge.
  Organization
  New members of the Explorer’s Guild spend their
  early days honing their skills close to home, guiding
  travelers through the peaks and passes of Khaz
  Modan and leading supply expeditions for the
  dwarven kingdoms. Once they’ve proved them-
  selves, these “prospectors” are upgraded to
  “journeyman” status and given their first field mis-
  sions by the Guild. Often, these missions involve
  traveling to remote but previously visited locales in
  order to update the Guild’s library with news of
  current events in the area. Eventually, the journey-
  men are upgraded to full Explorer status and given
  carte blanche to travel where they will with full
  Guild support, provided that they produce regular
  reports on their excursions.
  The dwarven king is the official head of the
  Explorer’s Guild, though the title is mostly honor-
  ary — only once in Guild history has the king filed
  a report in the Archives. The daily operation of the
  Guild is overseen by the Excursion Council, made
  up of several dozen of the oldest and most experi-
  enced members of the Guild. The younger members
  of the Guild have nicknamed this group the “Ex-
  cuse Me Council,” as many of the Council are
  constantly leaving behind their duties to set off on
  
  160
  APPENDIX  ONE
  REPORT TO THE GUILD COUNCIL
  on
  A Journey to the Southland in Search of
  Azotha Ruins and Evidence of the Titans
  Submitted by Journeyman Aron Kodosbreath
  I cover my travels through well-known territory
  in my separate report Update on Events in Zul’kunda
  and the Vile Reef (File Index #3SV-42K47). Suffice
  it to say that the journey lasted for the better part of
  a month, and my expedition (including three mer-
  cenary swordsmen, a pair of freeborn archers, one
  Quel’dorei sorcerer, and six goblin camp adjuncts;
  see attached expense report form 5674) arrived in
  the area to be investigated, approximately four
  days’ travel east of Booty Bay, in early summer.
  The following summations provide an overview
  of the portion of the expedition covered in each
  section of the following pages:
  DAYS ONE – FIVE (pp. 08–63): Establishing
  a base camp; Making contact with nearby villages
  and gathering information.
  DAYS SIX – EIGHT (pp. 64–148): My first
  journey into the hills in search of Azotha ruins; My
  discovery of the Savage Hills; A skirmish with
  Jungle Trolls.
  DAYS NINE – ELEVEN (pp. 149–154): Plan-
  ning a new course of action; Scouting the Troll
  encampment with Tohas Steelarm.
  DAYS TWELVE – THIRTEEN (pp. 155–
  208): The midnight raid and the kidnapping of
  Quellan Maisara; News from the village.
  DAYS FOURTEEN – EIGHTEEN (pp.
  209–289): War among the tribes; Tracking the
  Trolls; A dark ritual witnessed; The heroic sacri-
  fice of two Goblin Brothers.
  DAY NINETEEN, PART ONE (pp. 290–
  325): Into the Temple; Confronting the Witch
  Doctor; Accepting the Challenge.
  DAY NINETEEN, PART TWO (pp. 326–
  364): Ancient prescriptions and preparations;
  A visit from two Ghosts; Visions of the Titans.
  DAY NINETEEN, PART THREE (pp.
  365–445): Return to the Temple; Ancient evi-
  dence; Warnings from Quellan; The duel.
  DAYS TWENTY – TWENTY-THREE (pp.
  445–470): The aftermath; The Azotha revealed;
  An unexpected departure and a wedding; Sifting
  the debris.
  DAYS TWENTY-FOUR – TWENTY-
  SEVEN (pp. 470–515): Gathering the tribes;
  Marking the trail; Striking camp.
  CONCLUSIONS (p. 516-697)
  APPENDIX A: Local Myths and Legends
  APPENDIX B: Sketches of the Lost Mosaics
  APPENDIX C: The Savage Hills Treaty
  their own self-assigned journeys. Yet so long as a
  small fraction of the Council remains in Ironforge
  to coordinate outgoing and incoming Guild expe-
  ditions, the organization continues to run smoothly.
  Locations
  For many years, members of the Guild met in the
  Weary Boots Tavern in Ironforge, storing their
  reports and retrieved artifacts on sagging wooden
  shelves in a disused warehouse. Several years ago,
  treasure gathered by the Guild was combined with
  a bequest from the throne to pay for a new block of
  chambers to be carved out of the rock of the
  dwarven capital. The newly completed Guildhall
  provides members with offices and meeting rooms,
  workshops to repair gear and equipment, ware-
  houses and libraries, private quarters for
  higher-ranking members and group bunkrooms for
  newer initiates. A large museum open to the public
  shows exhibits of relics collected by the Guild;
  when titan artifacts are on display, the line to get
  into the museum often snakes out the entrance of
  the Guildhall and across the public square in front
  of the building.
  Smaller guildhalls, called “way stations,” are be-
  ing established in far-flung corners of Azeroth,
  usually in the back rooms of inns or taverns along
  well-traveled routes to distant parts of the conti-
  nent. Though they still vary in the level of service
  they can offer, some way stations can provide
  
  ORGANIZATIONS
  161
  detailed maps of the local area while others stock-
  pile supplies of dried foods and basic traveling
  necessities that can be drawn upon by Guild mem-
  bers (who are expected to pay for their withdrawals
  of Guild property whenever possible).
  Members
  The overwhelming majority of members in the
  Explorer’s Guild are dwarves. Fewer than a dozen
  members of other races are inducted into the ranks
  each year, usually after providing exemplary service
  to the Guild on several official expeditions.
  A green torch burning at the entrance to the
  Guildhall in Ironforge marks the rare occasions
  when the Guild is accepting new applicants, a call
  usually answered by hundreds of young dwarves who
  can demonstrate the requisite skill with languages
  and a broad base of geographic and historical knowl-
  edge. For each opening, twenty top potentials are
  selected and taken into the mountains of Khaz
  Modan by one of the Excursion Council. What
  follows is an intensive three-week trial that tests not
  only the potentials’ physical ability and stamina but
  also a wide range of skills from map making and
  tracking to herbalism and mineral location. At the
  end of the test period, the applicants who come out
  on top are inducted into the Guild and officially
  allowed to call themselves prospectors.
  Membership in the Guild is selective, as each
  member receives a stipend from the Guild of two gold
  pieces per day, rising to five gold pieces when on a
  sanctioned expedition. In addition, the Guild stores
  will completely outfit any official expedition with
  supplies and equipment — though the quartermasters
  are notoriously stingy when arguing the definition of
  “completely outfit”. All Guild members can also make
  their home at the Guildhall in Ironforge, though
  when all the private quarters are taken up by higher-
  ranking members of the Guild (as during the annual
  Convocation, when the Guild gathers to share stories
  and plan expeditions for the coming year), even full-
  fledged explorers can find themselves sleeping in the
  fifth slot up in the bunkhouse.
  Guild members come from all walks of life, their
  skills contributing to the goals of the Guild and the
  dwarven people. For some, however, exploration
  
  162
  APPENDIX  ONE
  becomes more than a profession — it becomes an
  avocation and a passion. See the dwarven prospector
  prestige class in Appendix Two for more informa-
  tion on the path taken by these adventurers.
  Leaders
  Tomli Magellas (male dwarf Sor13/Dpr5): A
  master archaeologist and well-known historian
  among the dwarves, a family fortune based on
  gemstone mines allowed Magellas to pursue the life
  of a scholar and discover the clues hinting at his
  race’s divine heritage. Magellas’ contributions to
  the Explorer’s Guild helped build the Guildhall,
  and his wisdom earned him a place at the head of
  the Excursion Council. Officially, Magellas is High
  Explorer of the Guild, though he is often mistaken
  for a librarian as he spends nearly every day deep in
  the Guild Library searching for legends and myths
  that Guild explorers can be sent to investigate.
  Samul Strangehands (male dwarf Ftr11/Dpr6):
  An experienced veteran of the First and Second Wars,
  by avocation Samul is a renowned stonecarver and
  sculptor who gained a taste for the outdoors wander-
  ing the mountains of Khaz Modan in search of raw
  material for his statues. Always trying to evoke the
  fiery spirit of his people in his art, he was fascinated to
  discover that the titans may have lit that spark long
  ago. In search of the truth, he was among those who
  founded the Explorer’s Guild to go in search of titan
  artifacts that might uncover the heritage of the dwarven
  race. Though Samul is a trusted advisor to the High
  Explorer, he is content to keep the simple title of
  “Prospector” and mentor many young explorers.
  Ryona Blondbeard (male dwarf Sor6/Tnk9):
  Despite his limited field experience, Ryona has
  distinguished himself as one of the most talented
  and useful of the Guild’s staff at the Ironforge
  Guildhall. After becoming a prospector, Ryona was
  assigned to the quartermaster’s shops and proved to
  be rather skilled at not only repairing equipment
  but improving it, from caltrop boots to field medi-
  cal kits. When he was assigned to help create a
  system to help sort incoming field reports, he pressed
  on to create both an organizational system and
  corresponding racks of shelves for all reports and
  artifacts in the archives. Now Chief Quartermas-
  ter, he is in the middle of an ongoing attempt to
  read every report in the archives.
  Hona Stonefall (female dwarf Sct8/Dpr5): When
  the green torch burns outside the Guildhall, it’s Field
  Instructor Hona Stonefall who helps determine which
  dwarves will make up the next generation of pros-
  pectors. She’s notorious for leading groups of
  candidates into the mountains and within a day
  convincing all but the brightest and toughest that
  they should try an easier profession, like defusing
  goblin land mines. Yet those who persevere and are
  trained to become prospectors by Hona are among
  the most famous members of the Guild.
  Yulanini Hammersmith (male dwarf Ftr6/Dpr4):
  Yulanini spent most of his life in a small clanhold on
  the shores of Loch Modan and traveled to Ironforge
  as a old man to petition the throne for assistance
  building a new aqueduct. While in the capital, he
  met members of the Explorer’s Guild and was fasci-
  nated by their stories of adventure and faraway
  places. Though he soon realized that he was too old
  to set out as an explorer, he found through delivering
  his petition that he had theretofore undiscovered
  diplomatic abilities and offered his skills to the
  Guild. Today, he is the liaison between the Excur-
  sion Council and the King, ensuring that the Guild
  stays in the throne’s good graces.
  Royal Apothecary Society
  Membership: 3,500.
  Alignment: Lawful evil.
  Affiliation: Forsaken.
  Regions of Influence: Based in the Apothecarium
  in Undercity, the Royal Apothecary Society is
  active in Tirisfal Glades and Silverpine Forest.
  Wherever there are Forsaken, there are Society
  members.
  Activities: Undead tinkers, rogues and wizards
  continuing their studies of science to eradicate the
  humans and Scourge from the area.
  When Lady Sylvanas shrugged off the control of
  Arthas and the Scourge and began to free the
  forsaken, they staked out an area of Lordaeron for
  their own and attempted to exist in the ruins of
  Lordaeron City. The forsaken burn with a desire to
  eradicate the Scourge, seeing it as the reason be-
  hind their undeath and misery. Recent attacks
  from humans have forced them to realize they truly
  have no friends in this harsh post-war world.
  The Scarlet Crusade and the Scourge are their
  greatest enemies, both refusing to let the forsaken
  exist as they are. When the Scourge began attempt-
  ing to control Lady Sylvanas’ subjects after she had
  
  ORGANIZATIONS
  163
  freed them, she knew drastic measures were needed
  to protect the forsaken’s way of existence. The
  Scourge had a limitless supply of warriors: any mortal
  they killed could be raised as an undead to be
  controlled. The forsaken do not have that level of
  necromantic power at their disposal, and the Lady
  realized she needed another way of dealing with the
  threats. Then she discovered that mortals, particu-
  larly the zealots of the Scarlet Crusade, did not
  believe that the forsaken were not like the Scourge,
  and destroyed any undead they found regardless of
  affiliation. When her scouts didn’t return from their
  missions around human territory, Lady Sylvanas
  correctly assumed the worst and began making plans
  for defenses against humans as well.
  The forsaken queen initially chose two brilliant
  minds to lead her new Apothecary Society. Faranell,
  a human wizard who excelled in magical potion
  creation, and Oni’jus, a half-elf infiltrator who was
  a master of mundane poison concoction (and whose
  idea it was to add “Royal” in front of their fledgling
  group’s name). A dwarf tinker, Brightflame
  Masjenal, later rounded out her three leaders, with
  Faranell leading the three. They were set to build a
  society dedicated to researching ways to protect the
  forsaken from both mortal and Scourge attacks
  using toxins and poisons.
  Lady Sylvanas has ordered her Master Apoth-
  ecary to construct a plague to match the one Ner’zhul
  brought to Azeroth, only killing undead as well as
  mortals. This impressive feat has not been accom-
  plished yet, in large part because of the lack of
  necromancers in the Royal Apothecary Society.
  Yet Faranell has the best minds under him working
  on the problem and they slowly make progress.
  Their plague still kills mortals without giving them
  undeath, but Faranell promises results in the future.
  The Royal Apothecary Society has grown to
  3,500 members now. Its top minds are making
  deadlier and more destructive toxins as Lady
  Sylvanas works to free more beings from the
  Scourge’s control. The Forsaken, and the Society,
  are alone in the world, liked by neither mortals nor
  their fellow undead, but they will fight to maintain
  their freedom from both.
  Organization
  The Royal Apothecary Society is broken into
  three groups: Research and Development; Testing;
  and Implantation.
  R&D is staffed by wizards and rogues with a talent
  for mixing poisons. They make a variety of toxins
  from run-of-the-mill nerve gas, delayed poison and
  flesh dissolving sprays, to more magical potions
  such as fire potion (which burns the drinker from
  the inside), and even one that makes the drinker
  insane, assuming the mannerisms of another race.
  They are also in charge of roaming the countryside
  to look for ingredients for their foul concoctions.
  This group resides solely in the Undercity and
  reports directly to Master Apothecary Faranell.
  Testing is comprised of the more daring undead,
  many who were fighters and rangers in their lives.
  Their job is to scout the area of Tirisfal Glades and
  Silverpine Forest for subjects on which to test what
  comes out of R&D. Mortals or Scourge, it doesn’t
  matter as long as they’re not Forsaken. They must
  take these beings alive, and preferably as unharmed
  as possible, and return them to the Undercity. Here
  the Testing department applies the various potions
  the R&D department has concocted, seeing if they
  have the desired effects. The desired effects are
  commonly horrific — the best mortals can hope for
  is that a potion merely kills them instead of having
  its intended effect. Quick death is rarely the goal of
  these vile brews. The Scourge have it a little easier,
  as potions may commonly have little to no effect, as
  there is no life to be taken away. However, if they
  survive a round of tests, they will be present for the
  next round. It is very unlikely these unwilling test
  subjects will return alive — or undead. Master
  Apothecary Oni-jus heads this area in addition to
  aiding the R&D department.
  The third group, Implantation, is dedicated to
  getting the finished toxins to their target, which is
  primarily the job of tinkers, rogues and other crafty
  types. Some devise mechanisms to deliver toxins or
  design and forge weapons for the job; others have
  the more dangerous job of administering the toxins
  personally, wielding the weapons or sneaking into
  the dwellings of the targets. This group reports to
  Master Apothecary Brightflame Masjenal.
  Locations
  The base of the Royal Apothecary Society is in Lady
  Sylvanas’ Throne Room in the Undercity, where the
  three leaders can meet with their queen and discuss
  plans of attack and reported Scarlet Crusade and
  Scourge movements. The laboratories and testing
  rooms of the Society are also located in the Undercity.
  
  164
  APPENDIX  ONE
  Members
  The Royal Apothecary Society originally was
  created from those forsaken with poison-concoct-
  ing skills: wizards and rogues. The forsaken have no
  claim to necromancers — they are all closely guarded
  by the Scourge — so Sylvanas freed as many mages
  and rogues as she could, although they were few and
  far between. She was best at freeing fighters and
  barbarians to follow her.
  Later, the Society became large enough to find
  places for anyone who felt qualified to join, as the
  brawnier undead were needed to catch test subjects
  and the more intellectual were needed to develop
  the toxins and the delivery mechanisms. As Sylvanas
  must free every undead she can (being picky isn’t an
  option), the Society is not particular as to who
  joins. A willingness to work hard, a talent that can
  be utilized and a deep-seated hatred for the Scourge
  is all that is needed.
  Lady Sylvanas does not prefer one race over
  another, despite her high elf roots. The forsaken,
  and therefore the Society, are mostly human be-
  cause the undead who existed around Lordaeron
  City were human. As it grows, dwarves, high elves,
  half-elves, and even some orcs and trolls have
  joined the Society.
  An undead who wishes to join the Royal Apoth-
  ecary Society only has to inform an existing member,
  usually identified by an armband with a flask and
  crown embroidered on it, of her interest. The Soci-
  ety member will inform his leader, one of the Master
  Apothecaries, who sets up an interview with the
  interested party. If Sylvanas manages to free a wizard
  or sorcerer from the Lich King’s control, she will
  invite him or her to the Society herself.
  Leaders
  Master Apothecary Faranell (male human for-
  saken Sor8/Exp2/Dap2): The first Royal Apothecary
  member, this human was a wizard taken by the
  Scourge at Dalaran. A personal friend of Jaina
  Proudmoore, he watched as she failed to protect her
  people from her former lover. He hates the humans
  and the Alliance almost as much as he hates the
  Scourge for taking his life. The Lich King paid him
  little interest as he never showed much promise with
  necromancy, which left his will free enough to be
  rescued by Sylvanas. Despite his inability to create
  death magic, he is a valuable asset as his skill at
  crafting potions is unparalleled. He leads the Re-
  
  ORGANIZATIONS
  165
  search & Development branch of the Society and
  urges the wizards and sorcerers under him to develop
  their death magic so that the forsaken will have the
  might to go against the Scourge some day. He adores
  his Lady and daily his heart aches more and more for
  her, but love is not for the undead, only sorrow and
  loss. He looks like most of the undead in the Society,
  as his body is covered in sores and rotting flesh. He
  is permanently stooped from some crushed vertebrae
  he suffered in the fall of Dalaran. He looks no one in
  the eye except for his queen, whom he gazes upon
  adoringly.
  Apothecary Oni’jus (female half-elf forsaken
  Rog10/Inf4): Oni’jus was one of Prince Arthas’
  infiltrators before the war, having an uncanny
  ability to ferret out the prince’s enemies (even the
  ones he was unaware of). She considers it her
  greatest failing — and the one she paid the highest
  price for — that she failed to see the prince’s
  deterioration in front of her. She fled his side before
  his embrace of Frostmourne in Northrend, but fell
  to the plague on her way to warn Lordaeron. The
  strong will she developed as an infiltrator allowed
  her to keep mostly free of the Scourge’s control, and
  she willingly followed when Sylvanas called. Oni’jus’
  poison and assassination skills are invaluable to
  Sylvanas, and the queen appointed the half-elf to
  lead the Testing department of the Society, send-
  ing teams of warriors and rogues out to capture
  mortals and Scourge alike to test the vile toxins she
  and Faranell create. She is dedicated totally to the
  destruction of Arthas and the Scourge. Vain of her
  fair looks in life, she enshrouds her decomposing
  body in swaths of black cloth, which helps her
  conceal herself in darkness. No one knows what she
  looks like under her yards of protection; only her
  glowing eyes show.
  Apothecary Brightflame Masjenal (female
  Ironforge dwarf forsaken Tnk9/Dap1): Brightflame
  was her family’s pride and joy, embracing its tinker-
  ing business and demonstrating a flair for developing
  odd weapons. She was unlucky enough to be study-
  ing with an armorer in Lordaeron when the Scourge
  blazed through, catching her in their wake of undeath.
  She fought mindlessly for the Scourge, utilizing none
  of her talents for the Lich King until freed by Sylvanas,
  and was instrumental in fashioning tools to help
  rebuild the Undercity. When she heard about the
  Society, she alerted the Lady to her skills as a
  weaponsmith and was quickly accepted — and pro-
  moted — within the Society. She heads the Implan-
  tation branch of the Society, finding the best way to
  release the toxins, whether in weapons or mechani-
  cal spiders. Brightflame is happiest in her workshop
  surrounded by like-minded tinkers, but one mention
  of Khaz Modan or her family and she will fly into a
  mournful rage, howling and throwing anything
  around her. She is small for a dwarf, her body twisting
  in undeath but thankfully leaving her fingers long
  and supple to work her craft.
  Scarlet Crusade
  Membership: 12,000.
  Alignment: Lawful evil.
  Affiliation: Independent.
  Regions of Influence: Based in the Plaguelands,
  but hunts undead everywhere it can in northern
  Lordaeron.
  Activities: A group of maddened zealots so dedi-
  cated to the removal of all undead that they
  commonly attack the living.
  The priest Isillien was formerly a priest of the Holy
  Light in Lordaeron, assigned to be the liaison for the
  Knights of the Silver Hand. There he worked closely
  with High General Abbendis and his youthful charges,
  tutoring the young paladins in their quest for truth.
  Priests and paladins fought as the Scourge attacked
  the city, but they fled as Lordaeron fell around them.
  Some whisper it was the wounds both men received in
  battle, or perhaps just the shock of seeing their whole
  purpose destroyed, but since that day both Isillien and
  Abbendis have been quite insane.
  Isillien and Abbendis wandered the area as the
  Scourge defiled the land, destroying what undead
  they could, gathering what warriors would join
  them. They had but one concern: eradication of all
  that had destroyed Lordaeron. They were joined by
  young Taelan Fordring, one of Isillien’s protégés,
  who adored his tutor and his general. He offered his
  family’s keep and land, untouched by the undead,
  for their base of operations.
  The Crusade gained members whose lives had
  been ruined by the Scourge. Most members have
  seen a loved one die and, more often than not, be
  raised to fight alongside her murderer. Isillien be-
  came the spokesman for the group, his ravings
  gaining more followers than repelling them — and
  who could argue with the man that the undead
  were evil?
  
  166
  APPENDIX  ONE
  Some had reason to pause when Isillien’s young
  page was found with Isillien’s knife through his
  heart, and the priest calmly reported that the page
  had died that afternoon while hunting, and the
  undead had raised him and sent him back as an
  assassin. He was so convincing that the incident
  cemented the fear for most: if a freshly killed and
  raised undead can look just like a regular human,
  they had no idea who among them may or may not
  be with the Scourge.
  After a month of quarantine, all priests and
  warriors with the Crusade were declared clean.
  Abbendis and Isillien felt that although they had a
  good base, they really needed to attack the Scourge
  where they were the thickest: in the Eastern
  Plaguelands. Isillien took on the title of Grand
  Inquisitor and control of the Western Crusade,
  while Abbendis led the majority of the forces to
  Tyr’s Hand in the east to strike at Stratholme.
  As they established their bases and took in many
  more warriors, they destroyed any undead they
  found. Frequently, groups of refugees fleeing the
  undead also fell beneath their furious swords. As
  the Grand Inquisitor claims, one cannot be too
  careful.
  All undead — good, evil or neutral, Scourge or
  forsaken — are the rivals of the Scarlet Crusade.
  The undead are abominations and must be de-
  stroyed before the land and the people can heal.
  They count the Alliance and the Church of Holy
  Light as their allies, but these organizations quickly
  distance themselves from these fanatics, and in-
  struct all travelers to give a wide berth to any
  Crusaders.
  Organization
  The Scarlet Crusade is structured much like the
  military. Abbendis and Isillien are the leaders, with
  Abbendis the official head of the Scarlet Crusade.
  He considers himself the arm of the Crusade while
  Isillien is the heart. Abbendis guides the military
  attacks of the Crusade from Tyr’s Hand in the
  Eastern Plaguelands, communicating frequently
  with Isillien, who guides the priests in the Crusade
  in their new roles as inquisitors, based in the West-
  ern Plaguelands. He is in charge of questioning
  undead and mortals alike to ferret out whatever
  information he can on the movement and settle-
  ment of the undead. Abbendis acts as the leader of
  the priests and guides the inquisitions in the east
  while Isillien controls the warriors through his
  impressionable paladin Taelan in the west.
  The Crusade has thirteen generals leading the
  lower ranks: 2,000 troops based in Hearthglen and
  10,000 based in Tyr’s Hand. The generals were not
  only chosen by the ranks they had in the war, but
  also by their dedication to the cause. Few make it
  very high in the ranks if they do not have a burning
  fervor to destroy all undead. Veterans who have
  fought the Scourge before are quickly promoted.
  Any dissent in the ranks is considered to be
  caused by undead infiltration, for the Crusade can-
  not fathom a reasonable mortal having any
  disagreement with the elimination of the undead.
  Such individuals are considered to be undead them-
  selves, or worse, deranged undead sympathizers.
  Thus the organization of the Scarlet Crusade is
  flawless, as the crusaders work with one mind
  towards one goal. If they do not work with total
  agreement, it is at least complete fear of their
  superiors that keeps them in line.
  Locations
  The Western Crusade’s headquarters are in the
  rural area of Hearthglen, the inheritance of Taelan
  Fordring. Their main headquarters are in the East-
  ern Plaguelands in Tyr’s Hand, a small community
  hosting the newly built Scarlet Monastery, a mas-
  sive building that draws refugees looking for safety.
  Members
  Membership in the Scarlet Crusade is high, rela-
  tive to the human population of the region. The
  strong sense of abandonment, futility and fear runs
  high in all humans on Lordaeron, and the Scarlet
  Crusade feeds that fear with reassurance that the
  evil will fall while the good remain untainted.
  The Crusade attracts mostly warriors, people
  who find in this post-war state that living by the
  sword is the only way to survive. They feel the need
  for a strong community where their skills will be
  utilized, and the Scarlet Crusade maintains that
  they need strong warriors for their cause. Some
  priests are drawn to the righteous eradication of the
  undead, but they often see the Crusade for the
  zealots they are and rethink their entry. This, of
  course, is considered suspicious, and they are often
  slain for their misgivings.
  The biggest problem prospective members encoun-
  ter is assuring the Crusaders that they are not undead
  
  ORGANIZATIONS
  167
  themselves. Since the Grand Inquisitor was almost
  killed by his own page (so the story goes), the group is
  incredibly paranoid about the undead infiltrating their
  ranks. The supposedly common knowledge that undead
  are hideously deformed and easy to discern from the
  living makes no difference to these people; they believe
  necromancers are capable of disguising the undead as
  living. Thus, new members (if they survived alerting
  the Crusade to their desire to join) are quarantined for
  30 days to see if they begin to exhibit signs of the plague
  or being an undead. They are visited by the Grand
  Inquisitor or the High General during this time and are
  “questioned.” No Scarlet Crusader discusses his quar-
  antine and initiation.
  Leaders
  High General Abbendis (male human Ftr10/Pal8):
  No one really knows what happened to the High
  General to make his hatred of the undead so virulent.
  Some (very quietly) speculate that he and the Grand
  Inquisitor were captured and tortured by the Scourge,
  but no stories have ever been verified. Asking the High
  General exactly why he hates the undead brands the
  inquirer as maddened by the plague. He is of the
  opinion that one must hate the undead and remove
  them from Lordaeron, else the humans will never
  regain their foothold on their homeland again. He feels
  his actions follow the Light, that he is doing good for his
  race and his home. He deeply admires his partner, the
  Grand Inquisitor, and is very proud of the organization
  they have built together. He is a tall man in his 40s, dark
  of skin with wild, white hair. His madness is evident in
  his face, but his followers see it as merely utmost
  dedication to his cause.
  Grand Inquisitor Isillien (male human Hlr8/
  Pre10): The Grand Inquisitor is the spiritual heart
  of the great Crusade. Once a devoted priest of the
  Holy Light, he now sees his dedication to the Cru-
  sade as an even greater purpose. This dedication is
  real; it’s a powerful and total commitment to some-
  thing that has measurable results — something the
  Holy Light never gave. Early in the life of the
  Crusade, he developed techniques for inquisition
  and questioning, as well as holding cells and torture
  chambers to extract information or to hold prisoners
  or initiates to see if they are infected by the plague.
  Undead are also held in these cells, and Isillien often
  visits them late at night, always alone. Crusaders say
  he enters the dungeon looking angry and almost mad
  (“mad” relative to the average crusader, which would
  be justifiably insane to the average eye). He exits
  calm and smiling, and speaks to no one about what
  he has been doing, and no one cares enough about
  the undead to wonder too much. He is 55, short and
  thin with a balding head and wide, green eyes.
  Highlord Taelan Fordring (male human Ftr10/
  Pal2): Poor Taelan Fordring simply wanted to
  serve the Knights of the Silver Hand, learning
  about how to serve the less fortunate with his pure
  soul and his sword. Isillien taught him about the
  Holy Light and what it was to serve. When he saw
  the Scourge destroy his home, he could only watch,
  powerless, as each friend he saw struck down rose
  again in undeath. Blind with grief and seeking
  guidance, he fell under his old tutor’s sway again
  and readily joined the new Crusade, eagerly offer-
  ing his home to be their western base. He is honestly
  blind to the evil the Scarlet Crusade spreads and
  looks up to his leaders with respect and admiration.
  He regrets the innocent lives lost, but he’s had
  enough years of war to know that some innocents
  always die. And that’s what he considers this: war.
  He is 34 years old and the epitome of the powerful
  and good paladin warrior. Tall and powerfully built,
  he has long brown hair and blue eyes.
  Condoned by the Alliance?
  The Alliance races have many problems cur-
  rently, the greatest of which is the loss of their
  homeland to the undead, the Horde, the de-
  mons and various monsters. Their once proud
  populations are either dead, undead or in hid-
  ing. They don’t even have much of a base to call
  their own except for the remote city of
  Stormwind, too far away to deal with the prob-
  lems of Lordaeron with any real effectiveness.
  The elimination of the Scourge is any rea-
  sonable mortal’s goal, but the Scarlet Crusade
  considers the many mortals it kills in its quest
  as acceptable losses. To the Alliance, the
  Crusade’s single-mindedness is madness.
  So, no, the Alliance does not condone the
  Scarlet Crusade’s actions, but sees the prob-
  lems caused by this organization as akin to
  having a stain on your shirt while your house
  is on fire. Until the greater problems are dealt
  with and the homeland is retaken, the Cru-
  sade will be free to act as it wishes.
  
  168
  APPENDIX  ONE
  Stormwind Assassins
  Membership: 2,500.
  Alignment: Neutral.
  Affiliation: Alliance.
  Regions of Influence: Based in Stormwind, in-
  fluence spreads to Elwynn Forest, Westfall and the
  Redridge Mountains.
  Activities: Elite assassins dedicated wholly to
  the Alliance’s goals, but willing to do the dirtier
  jobs.
  The Stormwind Assassins are one of the oldest
  surviving organizations on Azeroth. Long before
  any of the wars, the Alliance faction of Stormwind
  felt it was unable to do everything it wanted to
  within the law. One of the leaders, Erwill Youngton,
  secretly approached a thief in their prisons. Pathonia
  Shaw had been imprisoned by the Alliance repeat-
  edly for theft. Caught perhaps three times, she was
  notorious for scores of high profile crimes. Youngton
  offered her clemency if she agreed to form a society
  to take care of the Alliance’s dirty work quickly and
  cleanly. She agreed at once — and added that she
  would find a way to do it with a sense of style as well.
  The Stormwind Assassins began that day, with
  Pathonia Shaw sneaking into a corrupt high-elf
  mayor’s room that night and killing him, making
  sure to keep the bedroom immaculate: not a drop of
  blood spilled nor a sheet rumpled. With the agree-
  ment of Erwill Youngton, she combed the prisons
  for her fellow thieves to bring into the family, as
  they were called, and soon built a small force to
  serve the Alliance.
  The Assassins were there when the orcs poured
  from the Dark Portal, taking out stray scouts; yet
  they found it difficult to make a true dent in the
  enemy forces because of the Horde’s sheer numbers
  and the Assassins’ lack of military training. The
  Assassins work best one-on-one, they quickly dis-
  covered, and concentrated more on aiming for the
  Horde’s leaders.
  Shaw had been a thief for the thrills and was not
  necessarily evil. Once she was allowed to do her
  favorite thing in the world and still get paid for it,
  she became a loyal Alliance fighter. She made sure
  to hammer this home in her recruits: one does not
  steal from the hand that feeds. If the thrill of the
  stolen goods and the secret kill, along with a steady
  salary, was not good enough for her thieves, they
  were not initiated into the Assassins. The message
  was clear: only commit the crimes sanctioned by
  the Alliance.
  Shaw had one other requirement when she built
  the society: secrecy was a must. The thieves did not
  normally walk around claiming to be thieves, and
  they had no reason to do so once they were legiti-
  mate assassins either. The leader of Stormwind is
  the only one with a full list of the Stormwind
  Assassins, and when one was assigned to be part of
  a larger operation, as happened in the three wars,
  her true purpose was not revealed to the other
  troops. They passed as fighters or scouts, even
  wizards from time to time, but still did their primary
  jobs of stealing and killing when needed. Their
  commanders would know of their secret when
  needed, but often only the assassin knew of her true
  reason for being in the field.
  The population of Stormwind knows the Assas-
  sins exist, and the public relations machine has
  taken their reputation to the extreme: these are
  glamorous fighters, too talented to serve with the
  mere warriors in the army; they are stealthy people
  who work by the night, shrouded in mystery and
  barroom tales. Some children — even wealthy
  types — become thieves in the hope that someday
  they can be Stormwind Assassins too. No one
  knows who they are, but almost everyone claims to
  have seen them at work, although this is highly
  unlikely.
  Shaw retired 10 years ago and put her grandson
  Mathias in charge. She had groomed him for the
  job from when he was an infant, testing his speed
  and dexterity on a physical level and making sure
  he understood the difference between doing what
  was right and doing what was necessary, and how
  those two do not always mix.
  The Cathedral of Light understands that the
  Stormwind Assassins must exist for the good of
  Stormwind and the Alliance, but the priests do not
  condone assassination. They choose simply to look
  the other way.
  Organization
  The Stormwind Assassins view themselves as a
  hand grasped around a knife, forming the organiza-
  tion into five branches. Mathias Shaw and his
  group of leaders make the thumb, dealing with the
  management and leadership. The leadership con-
  sists of about 30 older rogues, many of whom knew
  
  ORGANIZATIONS
  169
  Pathonia, some of whom were appointed by her.
  They are familiar with how she wished the organi-
  zation to be run, and often steer the young Mathias
  on the correct path. The other leaders are in charge
  of the other four Fingers, leading, training, taking
  reports, and even running the books and making
  sure salaries are distributed.
  The next two Fingers of the hand are made up of
  the highest-level members and consist of about 500
  rogues each. The First Finger, the highest level an
  assassin can reach before leaving the life behind to
  become a leader in the Thumb, is dedicated to
  assassination, targets being anyone from rival mili-
  tary leaders to corrupt priests. The Second Finger is
  dedicated to “acquisitions” of material, either tak-
  ing already stolen material to give to its rightful
  owner, or taking a particularly powerful item from
  a person it would be politically uncomfortable to
  kill outright.
  The 500 or so rogues who make up the Third
  Finger excel in espionage, often working with rogues
  from the First and Second Finger to gather informa-
  tion, read and remember scrolls without stealing
  them, and serve as lookouts and diversions while
  the others do their jobs. The Fourth Finger rogues
  make up the largest and lowest level. These 1,000
  rogues are the jacks-of-all-trades: they commonly
  handle burial of victims (and Stormwind Assas-
  sins), body-hiding, and alibi-establishing. It is their
  job to make sure the Stormwind Assassins’ identi-
  ties do not get discovered. They are also in charge
  of recruitment.
  Locations
  The Stormwind Assassins are based in Stormwind,
  but often travel to other Alliance-held lands in
  Azeroth. They have influence in Elwynn, Redridge
  and Westfall. They have done jobs in other areas,
  such as Duskwood and Deadwind Pass, but they
  almost never go further south.
  Members
  Every rogue and thief in Stormwind wants to be
  part of the Stormwind Assassins. The entire city
  views their work as necessary and admirable. It is a
  difficult organization to join, however, as the lead-
  ers of Stormwind do not want to endorse the
  Assassins’ way of life. The organization began by a
  judicious picking through of the prison for “trust-
  worthy” rogues, and word spread. Some thieves
  attempted to get caught just for the chance of
  getting picked (and the pardon didn’t hurt either).
  When Stormwind found the Stockade filling
  with hapless, eager-faced thieves, King Anduin
  Wrynn approached Mathias and demanded he do
  something about it. Mathias assigned the Fourth
  Finger of the Stormwind Assassins to recruit oth-
  ers, training a handful of rogues to recognize talent
  and discreetness (something the rogues in the city
  had left behind in their eagerness to join the Assas-
  sins). A rogue from the Fourth Finger will follow a
  rogue and leave him a note card with a place and a
  drawing of an open hand on it. If the rogue arrives
  alone at the meeting place, he meets with the
  Fourth Finger rogue. If the meeting goes well, the
  rogue will then receive another note card with
  another meeting place and a closed fist on it,
  indicating his acceptance.
  Some of the rogues under Pathonia wanted to
  show their pride with tattoos of the fist that is the
  organization’s symbol, but she did away with that
  thought, warning that they should make no perma-
  nent indication on their bodies that they belong to
  the Stormwind Assassins. They instead took to
  wearing one piece of white clothing with a single
  red thread carefully sewn in, looking like a stray
  piece of lint. Stormwind Assassins know what to
  look for, while others would not notice.
  Initiation is difficult. The rogue is tested in every-
  thing from skills to morals. Many of the tests are
  subtle: the rogue must be entirely trustworthy, for
  without trust among the rogues, the entire organi-
  zation of the Assassins will fail. Morality and a
  desire to serve the city of Stormwind are two of the
  most important aspects in an Assassin, and these
  qualities are understandably difficult to find. When
  prospects are rejected, they leave with only the face
  of their recruiter in their minds — if even that. The
  society does not feel the unveiling of a Fourth
  Finger’s identity will hurt them too much, so this is
  an acceptable risk.
  Upon full acceptance, the new Fourth Finger is
  given dirty work to do, all the while training,
  buffing his skills, working to become a Third Fin-
  ger. Even accomplished rogues, thieves and assassins
  must start at the bottom and work their way up.
  Leaders
  Master Mathias Shaw (male human Rog13):
  Mathias Shaw is a young man to lead such a
  
  170
  APPENDIX  ONE
  powerful organization, but the 33-year-old isn’t
  daunted. His mother was a First Finger assassin who
  died on the job when he was 4 years old. He grew up
  at Grandmother Pathonia’s knee, as the founder of
  the guild did not see fit to lie to him about her death
  or his family’s business. He was the youngest mem-
  ber of the guild when his grandmother made him a
  Fourth Finger at 10, and he worked his way up
  slowly, spending much more time in the various
  levels than most. This worked very well for him, as
  he knows intimately what is done at every level,
  and what is needed in new recruits. When his
  grandmother passed control to him on his 30th
  birthday, choosing to retire instead of die and leave
  things in disarray for him, he eagerly took the reins.
  He attempted to make improvements on her de-
  signs, but after a couple of months finally had to
  accept that her design was flawless, and he simply
  needed to run the already well-oiled machine. He
  has deep brown eyes and is diminutive, very unas-
  suming for a guild leader of assassins. His first kill
  was the target his mother had failed to eliminate.
  Forthisal D’Neve (female high elf Rog6/War3/
  Wiz2): Forthisal deserves mentioning because she
  is a unique experiment for the Stormwind Assas-
  sins. While the various guilds in the city work well
  together, Mathias does not trust the Church of the
  Holy Light, knowing they do not fully trust the
  Assassins. He placed Forthisal, a Third Finger rogue,
  on an extended espionage mission. She is studying
  with the Knights of the Silver Hand to become a
  paladin. She was born to wizards who died at
  Dalaran while she fled south with the refugees.
  Seeing the futility of magic, she left the wizards and
  made her living on the streets, where she was
  recruited by the Assassins. She has the skill to be at
  least a Second, maybe First Finger, but she remains
  a Third so she can continue gathering information
  about the Knights and the Church. She is 37, with
  black hair and green eyes.
  Waltion Freemore (male human Rog15):
  Freemore was one of the first rogues Pathonia Shaw
  recruited from the Stockade. He served as her right-
  hand man and lover for 30 years, helping her build
  the guild into the powerhouse it is today. He is the
  grandfather of Mathias, but no one knows of the
  relationship he had with the powerful Pathonia,
  and he has promised to keep that secret. He knows
  he is at the end of his life, but agreed to stay with the
  guild for five years to aid Mathias, and he admits
  that the young man has his grandmother’s (and
  grandfather’s) vision clearly in his mind. He leads
  
  ORGANIZATIONS
  171
  the Fourth Finger rogues, ordering initiation and
  training in humility. He is in his seventies but walks
  with a straight back and strong step. When meeting
  new recruits, he prefers to be hooded so that no one
  will know his age. To the public, he is a valet to
  nobles within Stormwind Keep. He is bald with
  clear, blue eyes and a pudgy build.
  The Syndicate
  BE IT NOW KNOWN that the individual called
  Lord Aiden Perenolde and every known ally (see
  attached list), due to their association with the vile
  Horde during the war and their traitorous actions
  toward the Alliance and her citizens, shall be stripped
  of all land, holdings and wealth and known hereafter as
  traitors to the Alliance. They shall forfeit all rights to
  citizenry in the Alliance. Indeed, they are considered
  enemies of all citizens of Lordaeron. Let no good people
  of this land show them hospitality, mercy or sanctuary.
  Consider the honor they gave the Alliance and her
  citizens, and treat them no better.
  So said in this seventh year of the new Alliance.
  Sir Uther Lightbringer of the Knights of the Silver
  Hand
  — Proclamation from Uther Lightbringer re-
  garding the ousted noble traitors, known later as
  The Syndicate
  Membership: 3,000.
  Alignment: Chaotic evil.
  Affiliation: Independent.
  Regions of Influence: Based in Strombrad, wields
  strong influence throughout the Alterac Moun-
  tains and the Arathi Highlands, where another
  faction is being built in Stromgarde.
  Activities: These corrupt, dethroned nobles now
  seek to take advantage of the Alliance’s troubles
  and retake their lands.
  During the Second War, the Horde attempted to
  conscript some Alliance nobles to help them in
  their campaign, and the weak-willed nobles of the
  Alterac Mountains readily agreed to help the orcs
  overthrow the Alliance leaders and take Lordaeron.
  With the defeat of the Horde came the punishment
  for these traitors: exile from their former holdings.
  Many citizens thought death would not have been
  too harsh for these turncoats, and thus life became
  difficult for them. Very few people wanted to be
  associated with the exiles, and they were turned
  away from every door. On a realistic level, their
  numbers were large; they resembled refugees in-
  stead of a handful of exiles, and most farmhouses
  couldn’t have kept them if they’d wanted to.
  The ousted nobles discovered, to their dismay,
  that the few bands of free orcs in Lordaeron wanted
  nothing to do with them and refused them sanctu-
  ary, so they began stealing to stay alive. Soon they
  banded together to become more powerful and
  called themselves the Syndicate. A haughty, frac-
  tious group led loosely by Lord Aiden Perenolde,
  this collection of fledgling rogues had many troubles
  working together, but managed to stay alive, steal-
  ing from towns and villages and traveling frequently.
  During their travels, other outlaws joined their
  ranks. These professional thieves found they pre-
  ferred a larger community of rogues to working
  alone, although some detested the Syndicate’s
  haughty noble leaders.
  Lord Aiden Perenolde, the self-proclaimed leader,
  realized he had to do something drastic to reclaim
  his lands. When the Burning Legion and the Scourge
  began their assault on Lordaeron, he did not make
  the same mistake twice by allying himself with the
  enemy; he simply took advantage of the Alliance’s
  distraction to begin moving on his lands. The
  harried and panicked citizens, the people they used
  to lord over, were frightened and confused and put
  up little fight, more concerned with the hellish
  creatures that were rampaging over the land.
  The Syndicate thus retook the Alterac Moun-
  tains and currently battles with ogres and the undead
  to keep their lands. After regaining much of their
  lost territory, they sought to expand their sphere of
  influence, looking to punish the already hurting
  Alliance. They set their sights on the Arathi High-
  lands to the South.
  Like the Scarlet Crusade, these humans are con-
  sidered enemies of the Alliance, but that shattered
  organization has no resources with which to deal
  with them. The only true threats to these rogues are
  the individual humans in the areas the Syndicate
  threatens. The Trollbane family is such a rival.
  They also hate the Horde with a passion, as these
  orcs severed ties right when the Syndicate needed
  them.
  Organization
  The trouble with the Syndicate is that it is prima-
  rily made up of egotistical, high-born nobles, with
  lands, farms and citizens who once owed fealty to
  
  172
  APPENDIX  ONE
  them. When time came for them to band together
  and work as one, there was difficulty in finding a
  leader, as they all wanted the job. Once the Alterac
  Mountains were retaken and nearly every noble was
  back in his former home with a citizenry of bandits
  serving him, many of the old habits returned. Each
  noble claimed autonomy from the others and con-
  sidered himself answerable to no one.
  When Lord Aiden Perenolde came up with the
  idea to take advantage of the Alliance’s crippled
  state and attack neighboring lands, the Syndicate
  once again came under his rule, grudgingly. There
  is little structure beyond his rule, although Lord
  Falconcrest has taken over command in the Arathi
  Highlands.
  Each noble has a household and family that serve
  him or her, including whatever rogues or bandits
  they’ve picked up along the way. These nobles in
  turn answer to Lord Perenolde, but there is little
  organization beyond that. The Syndicate suffers
  from pride and jealousy, each leader wishing to be
  in Perenolde’s position. There are no titles and
  little management. Infighting, usually over newly
  acquired holdings, is a frequent problem.
  The dirty work, of course, is done by the people
  lower in the household. The nobles did the stealing
  and the fighting when they were exiles, but they
  consider themselves too good for that now, desiring
  to merely train their underlings and plan grand
  conquests over ravaged Lordaeron. Yet don’t mis-
  take, these nobles are fierce in battle and will pick
  up weapons if pushed.
  Locations
  The Syndicate is based in the Alterac Moun-
  tains, with Lord Aiden Perenolde’s keep in the
  Uplands considered the meeting place for the
  Alterac nobles. The group has spread southwards to
  the Arathi Highlands, where most nobles there
  serve Lord Falconcrest (who is based in Stromgarde).
  Members
  Most Syndicate members had no choice in the
  matter: they were part of the traitorous nobles’
  households, either staff or family, and they were
  exiled with their lords. They learned the lifestyle of
  the thief the hard way, leaving their pampered lives
  behind to steal from others. They still managed to
  justify it with no problem, saying that their victims
  should be supporting them anyway, as they once did.
  Many of these valets, stablehands, and pampered
  noble children found themselves developing a clever
  hand and a scrappy demeanor when it came to
  living hand-to-mouth on the road. After some
  weeks of whining, most everyone began pulling
  their weight when their bellies became empty
  enough. With enough stolen items, they began to
  build a semblance of a community in the foothills,
  Leaving the Syndicate is very difficult. Each
  noble knows who belongs in his own little “gang”
  and notices when someone goes missing. The pen-
  alty for attempting to leave is whipping and branding
  the lower back with an “S.”
  Bandits found the Syndicate a powerful organiza-
  tion that, while fraught with infighting, is still
  better to belong to than the smaller gangs they were
  leading. The Syndicate had greater plans than
  simply robbing the refugees fleeing Lordaeron. Land
  conquest was more than the bandits had ever
  dreamed, and they were eager to join. The Syndi-
  cate accepted their pledges of fealty, and thus
  stronger warriors and rogues brought their skills to
  the group. One of the smarter decisions Aiden
  Perenolde made for the Syndicate is to break up
  these bandit gangs among the noble families, giv-
  ing the bandits new allegiances so the gangs couldn’t
  stay together to work against the nobles. This trick
  worked perfectly, and most bandits went along
  with it for the greater reward.
  Any member of the Horde wishing to join the
  Syndicate is slaughtered on sight.
  Leaders
  Lord Aiden Perenolde (male human Rog12/
  Ftr4): Aiden grew up wealthy, never knowing
  need. He adored his home in the Alterac Moun-
  tains, but had his eyes on Lordaeron City. He held
  none of the lineage for the throne, even if everyone
  in Lordaeron died inexplicably. When the Horde
  invaded Lordaeron, he saw his chance to ride the
  wave of their destruction and claim the jewel of the
  Alliance as his own. When the nobles were thrust
  from their lands into the Arathi Highlands after the
  Horde’s defeat, he knew if they didn’t work to-
  gether they would die. He managed to gain a loose
  hold on the prickly nobles to organize raiding
  parties on the local towns. When he regained
  control of his lands — and his neighbors — after
  the Third War, he had a burning desire to punish
  the Alliance (never mind that it lay shattered with
  
  ORGANIZATIONS
  173
  the fall of Lordaeron). He managed to urge his
  fellow nobles into taking more and more surround-
  ing land, and currently the Syndicate holds a good
  portion of the Alterac Mountains and Arathi High-
  lands. He knows he is a target for the nobles who
  chafe under his rule and protects himself accord-
  ingly. He is 66, dark of skin and hair with blue eyes.
  Lord Falconcrest (male human Rog7/Ftr5):
  Lord Falconcrest was one of the many lesser nobles
  under Lord Perenolde. He never liked the older
  man, but he admitted that Perenolde had a good
  idea from time to time, and thought it was a fine
  idea to work with the Horde. After they were
  exiled, he believed the Syndicate should be under
  his control as he blamed Perenolde for the loss of
  their holdings. He thinks he would have been able
  to get lesser sentences from the Alliance instead of
  exile to the wild to fend for themselves like peas-
  ants. He does admit that their plans to take
  Lordaeron lands have worked better than expected,
  and grabbed the opportunity to lead the Syndicate
  faction in Strombrad in the Arathi Highlands.
  Far enough away from Perenolde’s control, he is
  slowly grooming the rogues under him to work
  against Perenolde and the northern Syndicate,
  although he knows he must move slowly and me-
  thodically to make sure his forces are strong enough
  before he makes the schism. He is younger than
  Perenolde, only in his forties, and is prepared to
  bide his time until he is ready. He has red hair,
  white skin and light blue eyes and dresses in flow-
  ing, light garments to keep the sun from burning his
  sensitive skin.
  Lady Beve Perenolde (female human Rog9/
  Wiz5): Beve is the oldest child of Aiden Perenolde
  and his dead wife, Isolde. She was sent to Lordaeron
  City to study magic as a young woman, but left the
  school voluntarily to join her family in exile, lend-
  ing her magical skills to their cause. She is fiercely
  devoted to her family, but disagrees with her father
  on many issues. She knows she is in line to inherit
  the holdings when he dies, and she fully expects the
  leadership of the Syndicate to be her birthright as
  well. She thinks her leadership would be so benefi-
  cial that the Syndicate and her brothers and sisters
  would not miss Lord Perenolde for long. Her father
  is constantly surrounded by several bodyguards, so
  it would be unlikely she could attempt an assassina-
  tion. This doesn’t stop her from continuing her
  magical studies and looking for an opening in his
  defenses. She believes he is blind to her machina-
  tions, but he is well aware of her desires.
  She is valuable to the Syndicate as the most power-
  ful of the few mages within the ranks. She is in her
  forties, of average size with blonde hair and serious
  brown eyes. She commonly wears mage’s robes.
  
  174
  APPENDIX TWO
  
  MISCELLANEOUS NOTES
  175
  Whatever seemed not to fit in the main body of
  the narrative, I’ve tossed in here, though the items
  below hold a fair measure of importance with regard
  to the peoples and character of the eastern lands.
  Besides, I acquired such information at the cost of
  much sweat and toil, not to mention a goodly
  amount of gold over ales at several of the east’s finer
  establishments, so it deserves to go somewhere. It
  should all prove of interest to the Council, I am
  sure.
  Feats
  This section offers six new feats for use in Warcraft
  games.
  Distraction Fighting [General]
  By using feints and verbal taunts, you are able to
  distract an attacker from an ally or a sought-after
  item.
  Prerequisites: Cha 13, Bluff 5 ranks, Taunt†.
  Benefit: You can distract an enemy into focusing
  totally on you, forgetting your fallen comrade or the
  magical item you are protecting. The enemy will
  follow you, dedicated only to killing you; he will
  not stop until one of you is dead. You must be able
  to speak, and will not be able to communicate
  verbally with your allies while performing this feat.
  The attacker must make a Will save (DC 10 + 1/2
  your character level + your Charisma modifier)
  each round to keep his focus on his original goal.
  Foe Hunter [General]
  You are particularly adept at battling a certain
  type of creature. This may be due to lots of practice,
  intense hatred, special training or some other rea-
  son.
  Benefit: Choose a specific type of creature, such
  as forest troll, blue dragon or nathrezim dreadlord.
  You gain a +1 competence bonus on attack and
  damage rolls against creatures of that type. When
  using a ranged weapon, you only gain the bonus to
  damage if the target is within 30 feet.
  Special: A fighter may select Foe Hunter as one
  of his fighter bonus feats. You can take this feat
  multiple times. Its effects do not stack. Each time it
  applies to a different creature type.
  Iron Flesh [Special]
  Your connection with your titan ancestry perma-
  nently hardens your flesh.
  Prerequisites: Con 15, stone flesh ability.
  Benefit: You gain a +1 natural armor bonus. This
  bonus stacks with that provided by your stone flesh
  ability.
  Special: You can take this feat multiple times.
  Each time, your natural armor bonus improves by
  +1.
  Spell Crusher [General]
  Your special training, powers and hatred of spells
  grant you the ability to wipe them out.
  Prerequisites: Cha 15, Iron Will, Spellbreaker†,
  Spell Eliminator‡ (twice), base attack bonus +8,
  inability to cast arcane or divine spells.
  Benefit: Once per day as a spell-like ability, you
  can use greater dispel magic as a sorcerer of a level
  equal to your character level.
  Special: You must take Spell Eliminator twice to
  meet the prerequisites for this feat.
  You can take this feat more than once. Each time
  you do, you can use greater dispel magic one addi-
  tional time per day.
  Spell Eliminator [General]
  Your special training and hatred of spells grant
  you special power over them.
  Prerequisites: Cha 13, Iron Will, Spellbreaker†,
  base attack bonus +8, inability to cast arcane or
  divine spells.
  Benefit: Once per day as a spell-like ability, you
  can use dispel magic as a sorcerer of a level equal to
  your character level.
  Special: If you have this feat, you can take the
  feats Control Magic†, Devour Magic† and Steal
  Magic† even if you do not meet the prerequisites for
  those feats. Spell Eliminator counts as all the pre-
  requisites for those feats, so if you lose access to
  Spell Eliminator you lose access to those feats as
  well. If you have Spell Eliminator and Steal Magic†,
  they count as fulfilling all the prerequisites for
  Transfer Magic† (you do not need two other
  metamagic feats to take Transfer Magic).
  You can take this feat more than once. Each time
  you do, you can use dispel magic one additional time
  per day.
  
  176
  APPENDIX TWO
  Swift Craft [Technology]
  You craft items much faster than normal, with no
  loss of quality.
  Prerequisites: Craft (any) 4 ranks.
  Benefit: Whenever you craft an item, divide the
  item’s creation time by 5. If multiple characters are
  working on a single item, the time is reduced in this
  manner if you are in charge (i.e., you have the
  highest Craft skill and the others are assisting you).
  Other factors, such as cost and difficulty, are unaf-
  fected by this feat.
  Special: A tinker may select Swift Craft as one of
  her tinker bonus feats.
  Equipment
  Described here are three new weapons.
  Bayonet: This pointed blade can be attached to
  a long rifle, blunderbuss or anything else that’s long
  and stick-like. Bayonets save riflemen the trouble
  of carrying a backup melee weapon.
  Greathammer: Though often associated with
  human paladin warriors, Ironforge dwarves invented
  these massive, two-handed hammers. That paladins
  favor them is testament to their destructive power.
  Hammer, Dwarven Battle: The dwarven battle
  hammer is a larger, heavier version of the standard
  warhammer. Ironforge dwarves invented these
  weapons as improvements over smaller
  warhammers.
  A character must possess a Strength of 13 or
  greater to take the Exotic Weapon Proficiency
  (dwarven battle hammer) feat. Ironforge and
  Wildhammer dwarves treat dwarven battle ham-
  mers as martial rather than exotic weapons. Other
  characters can use dwarven battle hammers as
  martial weapons if they wield them with two hands.
  Table 7–1: New Weapons
  Martial Weapon
  Cost
  Dmg (S)
  Dmg (M) Critical
  Range Increment
  Weight*
  Type
  Two-Handed Melee Weapons
  Bayonet
  15 gp
  1d6
  1d8
  x3
  —
  2 lb.
  Piercing
  Greathammer
  40 gp
  1d10
  2d6
  x3
  —
  10 lb.
  Bludgeoning
  Exotic Weapon
  Cost
  MR
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight*
  Type
  Increment
  One-Handed Melee Weapon
  Hammer,
  30 gp
  —
  1d8
  1d10
  x3
  —
  8 lb.
  Bludgeoning
  dwarven battle
  * Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  Magic Items
  This section presents several new magic items,
  including potions, rings and wondrous items. They
  are tied primarily to the eastern continents, but
  they can appear anywhere in the world of Azeroth.
  Specific Magic Weapon
  Trol’Kalar
  Description: This bastard sword is
  notched and old, but its appearance
  belies its sharpness and balance.
  Trol’Kalar pulses with a dim white radiance,
  almost as if alive. The weapon’s name means
  “Troll Slayer” in an ancient tongue. The scion
  of the Trollbane family, Prince Galen of
  Stromgarde, wields Trol’Kalar against forsaken,
  the Syndicate, murlocs and ogres instead of its
  traditional foes. The blade still proves deadly.
  Powers: When this +4 keen giant bane
  bastard sword wounds a troll, the victim’s
  fast healing ability cannot repair the dam-
  age. The wounds heal at their normal rate,
  just as if the victim did not possess the fast
  healing ability. Trol’Kalar also deals an
  extra 1d6 points of holy damage to all
  those of evil alignment (including trolls).
  Trol’Kalar bestows one negative level on
  any
  evil creature attempting to wield it. The negative
  level remains as long as the weapon is in hand and
  disappears when the weapon is no longer wielded.
  This negative level never results in actual level loss,
  but it cannot be overcome in any way (including
  restoration spells) while the weapon is wielded.
  Strong evocation, conjuration and transmuta-
  tion; CL 12th; Craft Magic Arms and Armor, holy
  
  MISCELLANEOUS NOTES
  177
  smite, keen edge, summon monster I, creator must be
  good; Price 99,315 gp; Cost 49,815 gp + 3,960 XP.
  Potions
  Potion of Flesh Dissolving
  Description: Carefully created by the Royal
  Apothecary Society to use against their Scourge
  enemies, this potion will dissolve the flesh of any
  undead. The beauty of it is that only a small amount
  is needed, so it could even be delivered as a mist and
  it would cause great damage. Its application to
  weapons causes them to sink deeper into their
  targets as the resisting flesh merely dissolves.
  Powers: The character must make an attack roll
  to hit the target, after which the potion takes
  immediate effect. It initially does 1d4 points of
  damage, but it will do an additional 1d2 points of
  damage every round it is allowed to stay on the skin,
  up to 10 rounds. It can be washed off with normal
  water. If the potion is delivered by a slashing or
  piercing weapon, a DC 15 Heal check is required to
  wash away the potion.
  If the potion is taken internally, either breathed
  in or swallowed, it does 1d12+3 points of damage,
  but does no further damage.
  Moderate transmutation; CL 3rd; Brew Potion,
  cripple*; Price 4,000 gp.
  Potion of Racial Confusion
  Description: One of the few things remaining to
  people in the lands ravaged by frequent wars is a
  sense of self. One will usually know where one stands
  as a human, orc, or half-elf, whether this knowledge
  brings happiness or sorrow. This potion was designed
  by the Royal Apothecary Society to cause confusion
  within the ranks of mortals (particularly humans),
  taking away their sense of self and replacing it with
  complete confidence that the target is a member of
  another race, usually a hostile one. Inevitably, the
  new orc, for example, will find himself surrounded by
  hated humans and elves, and attack.
  Powers: This potion must be taken internally,
  although it can enter the body through a wound, such
  as a dart or arrow. The target must make a DC 14
  Fortitude save, else he will think himself of a race
  other than his fellows, often an enemy race (this is the
  GM’s choice). He will feel a great compulsion to
  attack his former friends and get free of their presence.
  Faint transmutation; CL 7th; Brew Potion, con-
  fusion; Price 1,500 gp.
  Rings
  Cursed Ring of Momar
  Description: This ring is a flat band of dull silver
  with an unpolished chunk of crystal set into it.
  Powers: When placed on a finger on the right
  hand, the ring immediately begins to freeze the skin
  it touches. It will continue turning the skin of the
  wearer’s arm to ice at a rate of 4 inches per round,
  inflicting 1 point of damage every round until the
  wearer makes a DC 13 Fortitude check, at which
  point the ring may be removed. If the ring is placed
  on the left hand, it allows the wearer to cast frost
  nova* 3 times per day.
  Faint evocation; CL 12th; Forge Ring, frost nova*;
  Price 3,000 gp.
  Dread Band
  Description: This weathered bone ring is brown
  with age. The dread band serves as a potent aid to
  dreadlords.
  Powers: When worn by a dreadlord, the dread
  band allows the creature to use its energy drain and
  vampiric aura abilities with any melee weapon (not
  just claw attacks).
  Strong necromancy; CL 15th; Forge Ring, ener-
  vation, vampiric aura**; Price 10,000 gp.
  Ring of Ghostly Duels
  Description: This mithril ring is twisted many
  times. Images of weapons and humanoid figures
  locked in combat are barely visible beneath the
  ring’s surface.
  Powers: A character wearing a ring of ghostly
  duels can make himself and one other creature
  incorporeal. The two remain visible as ghostly
  outlines (unless they are invisible by some other
  means). (See Chapter 8: Glossary in the DMG and
  Chapter Three: The Scourge in Manual of Mon-
  sters for more information on incorporeal creatures
  and how they function in the Warcraft setting.)
  The two do not suffer the standard miss chances for
  attacking incorporeal targets, and thus can damage
  each other with weapons, incapacitate each other
  with spells and so forth. The effect lasts for 10
  rounds or until the wearer chooses to end it.
  
  178
  APPENDIX TWO
  Evoking the ring’s power requires a successful
  touch attack. An unwilling target may attempt a
  DC 23 Will save to resist the effect.
  A ring of ghostly duels may be used just once, after
  which it fades from existence.
  Special: If you use the ring of ghostly duels in a non-
  Warcraft setting, the ring shifts the wearer and target to
  the Ethereal Plane instead of making him incorporeal.
  Strong transmutation; CL 17th; Forge Ring,
  etherealness; Price 3,150 gp.
  Wondrous Items
  Chalice of Opal Voices
  Description: This chalice is a 12-inch tall silver
  goblet with opals set around the foot. The lining of
  the goblet is also opal, carved from a single great
  gem and imbued with power.
  Powers: Anyone who drinks clean water from
  this chalice gains a +4 bonus to Charisma-based
  checks and rolls for the next 5 rounds. Used most
  commonly by musicians, this chalice has also come
  in useful for diplomatic endeavors.
  Moderate transmutation; CL 8th; Craft Wondrous
  Item, eagle’s splendor; Price: 4,000; Weight: 2 lb.
  Crown of Will
  Description: The crown gleams constantly, giving
  off an almost hypnotic pattern of light that immedi-
  ately catches the gaze of all who approach. Fashioned
  entirely from rare, polished gemstones, the crown of
  will was created centuries ago by a Highborne sorcerer
  who was worried about the possibility of losing his
  mind to a magical mishap. The crown’s purpose is to
  fortify its wearer’s mind, shielding it from any form of
  controlling spell or enchantment.
  Powers: The wearer gains a +4 bonus on all Will
  saves and is continuously affected as though by the
  mind blank spell. Any ongoing, mind-affecting ef-
  fects afflicting the wearer are immediately ended
  when the crown is donned.
  Strong Abjuration; CL 15th; Craft Wondrous
  Item, mind blank, resistance; Price 246,000 gp;
  Weight 2 lb.
  Dark Ruby
  Description: This deep red ruby is strung on a
  gold chain and worn about the neck. Dark Iron
  dwarves, especially those in leadership positions,
  often wear such pendants. The dark ruby adds to the
  wearer’s force of personality, grants her protection
  against fire and allows Ragnaros’ fiery servants to
  keep an eye on the wearer.
  Powers: A dark ruby grants its wearer a +2
  enhancement bonus to Charisma and resistance to
  fire 20. The item is also keyed to a particular fire
  elemental or other favored servant of Ragnaros.
  This specific creature can use clairaudience/clairvoy-
  ance and scrying through the ruby at will, and can
  cast hold person on the wearer once per day as a spell-
  like ability with no saving throw allowed. The fire
  elemental can also teleport (as greater teleport) to
  the ruby’s location once per week. If the fire el-
  emental to which the ruby is keyed dies, the dark
  ruby loses all its powers and flashes into ash.
  The object’s creator keys the dark ruby to a
  specific creature at the time of creation. The choice
  cannot be changed.
  Strong abjuration, divination and transmutation;
  CL 13th; Craft Wondrous Item, clairaudience/clairvoy-
  ance, eagle’s splendor, hold person, resist energy, scrying;
  Price —; Cost 18,500 gp + 1,480 XP; Weight —.
  Darksap Venom
  Description: The Hinterlands’ Witherbark for-
  est trolls combine voodoo magic and herbal lore to
  create this deadly poison. The toxin is black and
  sticky, like tar, and usually comes in small clay or
  wood containers.
  Powers: Darksap venom is an injury-based poison.
  The venom’s initial damage is 2d6 points of tempo-
  rary Constitution damage, and secondary damage is
  3d6 points of temporary Constitution damage. The
  Fortitude save DC to resist the effects is 20. In
  addition, the spells slow poison and neutralize poison
  are ineffective in countering this magic venom
  (though heal and other 6th-level and higher curative
  spells eliminate it), and antitoxins provide no bonus.
  Moderate necromancy; CL 7th; Brew Potion,
  Craft Wondrous Item, poison, Survival 5 ranks;
  Price 5,000 gp per dose; Weight —.
  Prestige Classes
  The following four prestige classes are available
  primarily to PCs and NPCs of the eastern conti-
  nents; each one is also connected to a specific
  organization detailed in Appendix One.
  
  MISCELLANEOUS NOTES
  179
  Dark Apothecary
  Description: The agents of the Royal Apoth-
  ecary Society scour the land for the deadliest toxins
  and most powerful potions, searching for the ulti-
  mate weapon in their battle to rid Azeroth of the
  Scourge.
  Hit Die: d6.
  Requirements
  Affiliation: Independent.
  Skills: Craft (alchemy) 8 ranks, Knowledge
  (undead) 5 ranks.
  Feats: Brew Potion, Great Fortitude.
  Class Skills
  The dark apothecary’s class skills (and the key
  ability for each) are Concentration (Con), Craft
  (Int), Decipher Script (Int), Heal (Wis), Knowl-
  edge (Int), Profession (Wis), and Spellcraft (Int).
  See Chapter 4: Skills in the Player’s Handbook for
  skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: Dark apoth-
  ecaries are proficient with all simple weapons.
  Spellcasting: A dark apothecary contin-
  ues to grow in magical ability as his studies
  progress. When a character gains 2nd level
  as a dark apothecary and at every other
  level thereafter, the character gains new
  spells per day as if he had also gained a
  level in whatever arcane spellcasting
  class he belonged to before entering
  the prestige class. The spells
  available to the dark apoth-
  ecary are those of the
  character’s former arcane
  spellcasting class.
  
  180
  APPENDIX TWO
  Improved Brew (Ex): Learning the secrets of the
  Royal Apothecary Society allows a dark apoth-
  ecary to brew potions with no cost in experience
  points and at incredible speeds, requiring only 1
  hour per potion, though the cost of materials needed
  remains the same.
  Throw Potion (Ex): Potions created by a dark
  apothecary can either be imbibed normally or used
  by the dark apothecary as a thrown splash weapon
  with a range increment of 15 feet (see “Throw
  Splash Weapon” in Chapter 8 of the Player’s Hand-
  book). Spell effects released via a thrown potion are
  treated as though the spell had been cast normally
  and targeted at the point of impact. Trained in the
  proper methods of throwing potions, dark apoth-
  ecaries may select how spells with a line or shaped
  effect are released, though the effect must always
  occur in the half-arc away from the apothecary and
  the line of throw.
  Identify Potion (Ex): As a result of their exten-
  sive alchemical studies, dark apothecaries can
  identify unknown potions at will as though casting
  identify at their spellcaster level. As the Royal
  Apothecary Society’s classification system uses odor
  rather than taste (to protect young initiates from
  mistakenly imbibing poisons), a dark apothecary
  must be able to smell a potion in order to identify it.
  Extend Potion (Ex): Once initiated into the
  Royal Apothecary Society, a dark apothecary can
  cause the effects of a previously-brewed potion to
  last twice as long as normal. Potions whose effects
  have durations of concentration, instantaneous, or
  permanent are not affected by this process, which
  requires 1 hour and materials equal in cost to one-
  quarter of the potion’s base cost.
  Corrupt Water (Su): The blood of a dark apoth-
  ecary is tainted with toxins from his experiments.
  Beginning at 2nd level, a dark apothecary who
  bleeds himself for 1 point of Constitution damage
  can drip the blood into a vial of water to create one
  dose of a powerful poison. Glass vials of this poison
  can be thrown using the dark apothecary’s throw
  potion ability. In addition, the poison affects both
  living and undead creatures. The dark apothecary
  is immune to the effects of this poison (contact,
  Fort DC 8 + the dark apothecary’s class levels,
  initial damage paralysis for 2d6 rounds; see “Poi-
  son” in Chapter 8 of the DMG). As the dark
  apothecary advances in the prestige class, he gains
  new options for the secondary damage, selecting
  from those available to him at the time of the
  poison’s creation:
  • 2nd level: 2d6 points of damage.
  • 4th level: 2d4 Dex.
  Table 7–2: The Dark Apothecary (Dap)
  Class Level
  Base
  Fort
  Ref
  Will
  Special
  Spells
  Attack Bonus
  Save
  Save
  Save
  1st
  +0
  +0
  +2
  +2
  Improved brew, throw potion,
  —
  identify potion, extend potion
  2nd
  +1
  +0
  +3
  +3
  Corrupt water
  +1 level of arcane
  spellcasting class
  3rd
  +2
  +1
  +3
  +3
  Empower potion
  —
  4th
  +3
  +1
  +4
  +4
  Poison immunity, corrupt water
  +1 level of arcane
  spellcasting class
  5th
  +3
  +1
  +4
  +4
  Greater brew
  —
  6th
  +4
  +2
  +5
  +5
  Corrupt water
  +1 level of arcane
  spellcasting class
  7th
  +5
  +2
  +5
  +5
  Poison touch, widen potion
  —
  8th
  +6
  +2
  +6
  +6
  Corrupt water
  +1 level of arcane
  spellcasting class
  9th
  +6
  +3
  +6
  +6
  Potion touch
  —
  10th
  +7
  +3
  +7
  +7
  Poison reach, corrupt water
  +1 level of arcane
  spellcasting class
  
  MISCELLANEOUS NOTES
  181
  • 6th level: 1d6 Con.
  • 8th level: Unconsciousness for 1d8 hours.
  • 10th level: 1d6 points of damage to any two
  abilities.
  Empower Potion (Ex): Dark apothecaries can
  use their alchemical knowledge to maximize the
  effects of a previously-brewed potion. All variable,
  numeric effects of a potion are increased by one-
  half, as though the spell contained in the potion
  was under the effects of the Empower Spell feat.
  Empowering a potion is a process that requires 1
  hour and materials equal in cost to one-tenth of the
  potion’s base cost.
  Poison Immunity (Ex): Upon reaching 4th level,
  dark apothecaries have experimented with so many
  potions, chemicals and toxins that they become
  immune to the effects of all poisons.
  Greater Brew (Ex): At 5th level, the dark apoth-
  ecary gains the ability to create potions of any
  5th-level or lower spell that he can cast.
  Poison Touch (Su): At 3rd level, the dark
  apothecary acquires the ability to pass the effects of
  poison via touch. Within 15 minutes of imbibing a
  poison, the dark apothecary can transfer the poison’s
  effects to a target he hits with a successful touch
  attack, which expends the poison completely.
  Widen Potion (Ex): When achieving 7th level,
  a dark apothecary can maximize the area affected
  by the spells brewed into his potions. This effect is
  as per the Widen Spell feat, but limited to potions.
  Widening a potion is a process that requires 1 hour
  and materials equal in cost to one-tenth of the
  potion’s base cost.
  Potion Touch (Su): At 6th level, a dark apoth-
  ecary learns to extend his ability to pass along the
  effects of poisons in order to transfer potion effects.
  If touching another creature while imbibing a po-
  tion with the effects of a spell of 3rd level or less, the
  dark apothecary may share the effects of the potion.
  Poison Reach (Su): Upon reaching 7th level, a
  dark apothecary may pass along the effects of a
  poison he has imbibed via a ranged touch attack
  with a range equal to the dark apothecary’s class
  level times 5 feet. Only one creature may be af-
  fected per dose imbibed, and the attack must be
  made within 15 minutes of imbibing the poison. If
  an attempt to poison using this ability fails, the
  imbibed poison is expended.
  
  182
  APPENDIX TWO
  Defias Renegade
  Description: There are two ways someone is
  typically introduced to the Defias Brotherhood.
  Some are traveling through central Azaroth and
  suddenly find themselves surrounded by cloaked
  figures demanding their valuables in exchange for
  passage. Others, despite their skills and talents, get
  caught in desperate situations — and find a mem-
  ber of the Brotherhood stepping forward to assist
  them, then vanishing back into the night.
  Both groups tell their stories and hear what others
  say about the Brotherhood. They hear of how the
  Brotherhood was cast out of Stormwind and how it
  rebels against the authority that once ruled its mem-
  bers. They hear of how the Brotherhood’s members
  hone their technological acumen and teach one
  another the secret art of the ambush.
  A very few choose to mark themselves with a cog
  tattoo and set off into the wilderness. Out of desperation,
  dedication or determination they decide to join the quest
  of the Brotherhood to change the world one
  unwary traveler at a time.
  Turning their backs on so-
  ciety, they join the
  Defias Brother-
  hood and become
  renegades.
  Hit Die: d6.
  Requirements
  Affiliation: Independent.
  Base Attack Bonus: +4.
  Skills: Knowledge (history: Defias Brotherhood)
  3 ranks, Use Technological Device* 8 ranks.
  Feats: Alertness, Improved Initiative, Lightning
  Reflexes.
  Special: A character who wishes to join the
  Defias Brotherhood must mark herself with a cog
  tattoo on the back of her right hand.
  Class Skills
  The Defias renegade’s class skills (and the key ability
  for each) are Balance (Dex), Bluff (Cha), Climb (Str),
  Craft (Int), Disable Device (Int), Escape Artist (Dex),
  Gather Information (Cha), Hide (Dex), Intimidate
  (Cha), Jump (Str), Listen (Wis), Move Silently (Dex),
  Open Lock (Dex), Search (Int), Sense Motive (Wis),
  Spot (Wis), Survival (Wis), Use Rope (Dex), and Use
  Technological Device* (Int).
  See Chapter Four, “Skills,”
  in the Player’s Hand-
  book and Chapter
  Two, “Heroes,” in
  the Warcraft
  RPG for skill de-
  scriptions.
  
  MISCELLANEOUS NOTES
  183
  Table 7–3: The Defias Renegade (Dre)
  Base
  Fort
  Ref
  Will
  Class Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +2
  +0
  Mechanical aptitude, trapfinder (+2)
  2nd
  +1
  +3
  +3
  +0
  Sense ambush, sabotage (x2)
  3rd
  +2
  +3
  +3
  +1
  Exotic Weapon Proficiency
  4th
  +3
  +4
  +4
  +1
  Ambush, bonus feat
  5th
  +3
  +4
  +4
  +2
  Lurker, trapfinder (+4)
  6th
  +4
  +5
  +5
  +2
  Sense ambush (partial action), sabotage (x3)
  7th
  +5
  +5
  +5
  +2
  Exotic Weapon Proficiency
  8th
  +6/+1
  +6
  +6
  +3
  Bonus feat
  9th
  +6/+1
  +6
  +6
  +3
  Trapfinder (+6)
  10th
  +7/+2
  +7
  +7
  +3
  Sabotage (x4)
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: Defias ren-
  egades are proficient with all simple weapons, all
  ranged martial weapons, and all crossbows. They
  are also proficient with all light and medium armor.
  Mechanical Aptitude (Ex): Defias renegades
  add half their level in the prestige class on any Use
  Technological Device* skill checks they make to
  operate devices. This bonus can also be applied to
  any Craft (technological devices)* checks made by
  the renegade to create, repair or upgrade techno-
  logical devices whose primary functions are related
  to stealth or ambush (such as “sneakboots” or a
  “carriage trap”).
  Trapfinder (Ex): At 1st level, Defias renegades
  get a +2 competence bonus to any attempts to find
  or detect non-magical traps. This bonus increases
  to +4 at 5th level and +6 at 9th level.
  Sense Ambush (Ex): A Defias renegade is well-
  versed in the staging and execution of ambushes,
  and rarely falls into one herself. Beginning at 2nd
  level, she adds half of her level in the prestige class
  to any checks made to determine awareness at the
  beginning of combat. After achieving 6th level,
  even if the Defias renegade fails her awareness
  check, she still retains her Dexterity bonus to AC
  and gets a standard action in any surprise round.
  Sabotage (Ex): The Defias Brotherhood instructs
  its members not only in the construction of devices,
  but also in ways to impede the operation of a
  functioning device. Beginning at 2nd level, a Defias
  renegade may study a device as a full-round action.
  She can then attempt to sabotage the device by
  making a Use Technological Device* check with a
  DC equal to that required to operate the device.
  (This check does not require the renegade to have
  any of the proficiencies necessary to operate the
  device.) If the check is successful, the Malfunction
  Rating of the device is doubled. A successful sabo-
  tage by a Defias renegade of 6th level or higher
  triples the device’s Malfunction Rating, and sabo-
  tage by a 10th-level renegade multiplies the
  Malfunction Rating by 4. The effects of a sabotage
  remain until the device malfunctions and is re-
  paired, after which the MR returns to normal.
  Exotic Weapon Proficiency: At 3rd and 7th
  level, the Defias renegade may select a bonus exotic
  weapon proficiency for any technological weapon
  (defined as any weapon with a Malfunction Rating,
  such as the splinter gun; see Chapter Five in Magic
  & Mayhem).
  Ambush (Ex): Beginning at 4th level, a Defias
  renegade adds her levels in the prestige class to the
  DC of any checks made by opponents attempting to
  detect the renegade lying in wait for an ambush.
  Bonus Feat: At 4th and 8th levels, a Defias
  renegade gets a bonus Technology feat.
  Lurking (Ex): Beginning at 5th level, a Defias
  renegade gets a bonus equal to half her levels in the
  prestige class when making any Hide or Move
  Silently checks.
  
  184
  APPENDIX TWO
  Dwarven Prospector
  Description: For untold centuries, prospectors
  wandered the mountains of Khaz Modan searching
  for untapped veins of ore and potential sites for new
  underground clanholds. However, with the discov-
  ery of their titan origins and the founding of the
  Explorer’s Guild, the ranks of the dwarven prospec-
  tors have swollen and their wanderings have spread
  until they now cover all of Azeroth.
  Hit Die: d6.
  Requirements
  Race: Dwarf.
  Affiliation: Alliance.
  Skills: Profession (explorer) 8 ranks, Profession
  (miner) 5 ranks, any two Knowledge (place) skills
  at 3 ranks or more.
  Feats: Negotiator.
  Class Skills
  The dwarven prospector’s class skills
  (and the key ability for each) are
  Appraise (Int), Bluff (Cha),
  Climb (Str), Craft (Int), Deci-
  pher Script (Int), Diplomacy
  (Cha), Disguise (Cha),
  Gather Information (Cha),
  Handle 
  Animal
  (Cha), Heal (Wis),
  Hide (Dex), Knowl-
  edge (Int), Listen
  (Wis), Move Silently
  (Dex), Profession (Wis),
  Ride (Dex), Search
  (Int), Sense Motive
  (Wis), Speak Lan-
  guage, Spot (Wis),
  Survival (Wis) and
  Use Rope (Dex).
  See Chap-
  ter 
  4:
  Skills in
  t
  h
  e
  P l a y e r ’ s
  Handbook
  for skill de-
  scriptions.
  Skill Points at Each
  Level: 6 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A dwarven prospec-
  tor often ventures into the wild on his own, and few set out
  without a personal arsenal of weapons and the skills to use
  them. Dwarven prospectors are proficient with all simple
  and martial weapons, and light armor. At 1st level, they
  may also select one exotic weapon proficiency represent-
  ing a martial skill acquired in their travels.
  Mineral Sense (Ex): Dwarven prospectors have
  an uncanny knack for determining the location
  and quality of ore and mineral resources. Any
  Appraise, Knowledge, Profession, Search or Spot
  checks made by a prospector related to the location
  and identification of minerals get a competence
  bonus equal to the character’s prospector levels +3.
  Direction Sense (Ex): Wan-
  dering in and under the
  mountains in search of fresh
  veins of ore leads dwarven
  prospectors to develop an
  extraordinary bump of direction.
  Even while underground, a dwarven
  prospector will unerringly know
  the direction of north.
  Luckstone (Su): Pros-
  pectors can be a
  superstitious lot, and
  many have particu-
  lar items they swear
  were vital to past
  successes and victo-
  ries. Traditionally,
  this item has been a
  rock taken from the
  prospector’s birthplace,
  but some prospectors swear
  by their “special belt” or
  “lucky boots.” At 1st level,
  a prospector chooses one of
  his possessions to serve as his
  “lucky object.” This object must
  be non-magical and cannot be
  a weapon or piece of armor.
  Each day, the prospector’s
  lucky object grants him a
  “luck pool” containing a
  number of points equal
  to his Wisdom
  modifier that may be
  
  MISCELLANEOUS NOTES
  185
  applied as a luck bonus to any roll made by the
  prospector. When a point from the luck pool is applied
  as a bonus, it is spent and isn’t refreshed until the
  prospector gets a full night’s rest. When the prospector
  achieves 5th level, the luck pool contains a number of
  points equal to his prospector levels. After reaching
  10th level, a prospector’s luck pool contains points
  equal to his character level. If a prospector is separated
  from his lucky object, he may not spend points from
  his luck pool until it is recovered.
  Favored Terrain (Ex): In their journeys, dwarven
  prospectors learn how to travel through and survive in
  many types of wilderness. Upon achieving 2nd, 5th and
  8th levels, a dwarven prospector selects a general terrain
  type (see DMG, Chapter 3, “Wilderness Adventures”).
  When traveling through these types of terrain, the
  prospector receives a +4 competence bonus on Climb,
  Handle Animal, Ride and Survival checks as well as
  Constitution checks made to continue running and to
  avoid nonlethal damage from forced marches. The same
  terrain type may not be selected twice.
  Kodo’s Memory (Ex): Prospectors have prodigious
  memories for the places they visit. (They are often
  compared to kodo beasts, which will remember the
  face of a hunter who wounded them more than a
  decade earlier.) At 2nd level, a dwarven prospector
  can make a Knowledge check pertaining to a geo-
  graphic locale he has previously visited as though he
  had 3 ranks in the skill. At 5th level, this figure rises
  to 6 ranks, and at 8th level to 9 ranks.
  Native Friends (Ex): Prospectors often make nu-
  merous friends and allies in their travels, until it seems
  as though they have acquaintances nearly everywhere
  they go. At 3rd, 6th and 9th levels, a dwarven prospec-
  tor selects a region (such as the Barrens, Westfall or
  Stranglethorn Vale). While traveling in this region,
  there is a percentage chance equal to 5 times the
  character’s prospector level that he is within an hour’s
  travel of a friendly acquaintance who will be able to
  offer shelter and assistance. Elsewhere, this chance is
  equal to 1 times the character’s prospector levels. The
  same region may not be selected twice.
  Archive Delving (Ex): Prospectors quickly become
  experts at library research as they study their past and
  future destinations in the halls of a library or archive.
  After achieving 4th level, a dwarven prospector re-
  ceives a bonus equal to half his levels in the prestige class
  on any checks related to research, including library-
  based Decipher Script and Gather Information checks.
  Bonus Feat: At 4th and 8th levels, a dwarven
  prospector may select a bonus general feat.
  Gem Sense (Ex): At 6th level, the dwarven
  prospector’s ability to locate and assess minerals
  encompasses gemstones. This ability is the same as
  mineral sense, but extends to gemstones as well.
  Polyglot (Ex): By 7th level, a dwarven prospector
  usually knows so many languages that learning new
  ones is extremely easy. For each skill point spent, the
  prospector can learn two languages. Further, with a
  DC 20 Intelligence check, the prospector can under-
  stand (but not speak) a language he does not know.
  Fleet (Ex): Prospectors learn how to pace them-
  selves when traveling long distances and can move
  at an impressive speed. When traveling overland
  and out of combat, a prospector of 7th level or
  higher gains a bonus of 30 feet to his base speed.
  Table 7–4: The Dwarven Prospector (Dpr)
  Base
  Fort
  Ref
  Will
  Class Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +2
  +0
  Mineral sense, direction sense, luckstone
  2nd
  +1
  +3
  +3
  +0
  Favored terrain, kodo’s memory (+3)
  3rd
  +2
  +3
  +3
  +1
  Native friends
  4th
  +3
  +4
  +4
  +1
  Archive delving, bonus feat
  5th
  +3
  +4
  +4
  +1
  Favored terrain, kodo’s memory (+6), luckstone (prospector levels)
  6th
  +4
  +5
  +5
  +2
  Native friends, gem sense
  7th
  +5
  +5
  +5
  +2
  Polyglot, fleet
  8th
  +6
  +6
  +6
  +2
  Favored terrain, kodo’s memory (+9), bonus feat
  9th
  +6
  +6
  +6
  +3
  Native friends
  10th
  +7
  +7
  +7
  +3
  Luckstone (character levels)
  
  186
  APPENDIX TWO
  Scarlet Crusader
  Description: As they wander the blasted wastes,
  the undead creatures who call the Plaguelands
  home have learned to scan the horizon continually
  for the crimson garb of the Scarlet Crusade. Scarlet
  Crusaders come from many vocations — warrior,
  priest, wizard, scout — but all have one obsession:
  the complete and utter destruction of the plague-
  born creatures who have conquered and occupied
  their ancestral homelands. Whether a red robe, a
  red tabard or red lacquered armor, a Scarlet Cru-
  sader wears the bright color as a brazen declaration
  that the red blood of the living still flows in her
  veins and as a beacon calling her undead foes to
  battle. Though often seen traveling in squads, even
  a lone Crusader will charge into battle with a
  zealous rage to destroy both the undead and any
  she fears may be “plagued.” The truly unlucky
  are those captured alive by a Scarlet Crusader
  and taken back to one of the Crusade’s
  hidden encampments, where the Crusad-
  ers eagerly interrogate and torture
  prisoners for any information that will
  help the Crusade achieve its goals.
  Crusaders are predominantly hu-
  man, with only the occasional
  dwarf or high elf — they hate other races and blame
  them for everything bad as well.
  Hit Die: d8.
  Requirements
  Affiliation: Alliance or Independent.
  Base Attack Bonus: +5.
  Skills: Intimidate 8 ranks.
  Feats: Iron Will, Power Attack.
  Special: A Scarlet Crusader may not be of the
  undead creature type.
  
  MISCELLANEOUS NOTES
  187
  Class Skills
  The Scarlet Crusader’s class skills (and the key
  ability for each) are Disable Device (Int), Gather
  Information (Cha), Intimidate (Cha), Knowledge
  (Int), Profession (Wis), Search (Int), Sense Mo-
  tive (Cha), Spot (Wis), Survival (Wis), and Use
  Rope (Dex). See Chapter 4: Skills in the Player’s
  Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: A Scarlet
  Crusader can use all simple and martial weapons,
  light and medium armor, and light shields.
  Tracker (Ex): Waging guerilla warfare in the
  Plaguelands, a Scarlet Crusader masters the subtle
  art of finding her undead quarry. Beginning at 1st
  level, a Scarlet Crusader receives a +5 bonus to all
  Survival checks when tracking an undead creature.
  Favored Enemy (Undead) (Ex): A Scarlet Cru-
  sader gets a great deal of quick experience tracking
  and killing her chosen enemies. At 2nd level, she
  gains a +2 bonus on Bluff, Listen, Sense Motive,
  Spot and Survival checks when using these skills
  against undead creatures. Likewise, she gets a +2
  bonus on weapon damage rolls against undead
  creatures. These bonuses increase by +2 every other
  level thereafter, to a maximum of +10 at 10th level.
  Detect Undead (Sp): Beginning at 3rd level, a
  Scarlet Crusader can focus his senses through the
  lens of his zealotry and gain the uncanny ability to
  detect nearby undead. This ability operates as
  though the character was casting the spell detect
  undead with a range equal to her Crusader level
  times 5 feet, and it can be used at will.
  Lifetouch (Sp): Midnight rituals of the Scarlet
  Crusade imbue its devotees with the ability to
  “infect” the undead with the spark of life — and, in
  doing so, make them as vulnerable as normal mor-
  tals. Beginning at 3rd level, a Scarlet Crusader who
  makes a successful touch attack against an undead
  creature renders the creature susceptible to critical
  hits. After the Crusader has achieved 5th level, the
  same attack also makes the undead creature vulner-
  able to nonlethal damage. Upon reaching 7th level,
  the touch attack also robs the undead creature of its
  immunity to mind-affecting effects such as charms
  and compulsions. All of these effects last for a
  number of rounds equal to the Crusader’s class
  level.
  Crimson Circle (Sp): All inductees into the
  Scarlet Crusade receive a crimson ring that re-
  minds them not only of their devotion to the cause,
  but also of this ability. As a standard action, a
  Scarlet Crusader of 4th level can create a circle 15
  feet in diameter that lasts for 1 minute per level in
  the prestige class and that will prevent undead
  creatures from crossing its boundaries. Clever mem-
  bers of the Crusade have learned to use this ability
  to imprison the undead, either for questioning or
  slaughter. This ability may be used a number of
  times per day equal to the character’s Wisdom
  modifier.
  Track Undead (Sp): As she hones her abilities, a
  Scarlet Crusader can soon sense the presence of her
  undead enemies. Upon achieving 4th level, a Scarlet
  Table 7–5: The Scarlet Crusader (Slc)
  Base
  Fort
  Ref
  Will
  Class Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +0
  +2
  Tracker
  2nd
  +2
  +3
  +0
  +3
  Favored enemy (undead)
  3rd
  +3
  +3
  +1
  +3
  Detect undead, lifetouch (critical hits)
  4th
  +4
  +4
  +1
  +4
  Crimson circle, track undead (1 hour)
  5th
  +5
  +4
  +1
  +4
  Lifetouch (nonlethal damage), interrogator
  6th
  +6
  +5
  +2
  +5
  Track undead (12 hours)
  7th
  +7
  +5
  +2
  +5
  Lifetouch (mental immunity)
  8th
  +8
  +6
  +2
  +6
  Lifecloak, track undead (1 day)
  9th
  +9
  +6
  +3
  +6
  Inquisitor
  10th
  +10
  +7
  +3
  +7
  Lifeburn
  
  188
  APPENDIX TWO
  Crusader’s ability to detect undead lets her detect
  any undead that came within range of the ability
  within the last hour. At 6th level, this time period
  increases to within the last 12 hours, and at 8th level
  to within the last day. The ability does not reveal the
  current location of the undead creature, only that it
  was present at some point during the time period.
  Interrogator (Sp): Once a Scarlet Crusader has
  proven her devotion to the Crusade, she is intro-
  duced to the dark art of interrogation. Beginning at
  5th level, a Scarlet Crusader who inflicts 10 or more
  points of lethal damage on another creature in a non-
  combat situation may read the creature’s thoughts as
  though using a detect thoughts spell focused on the
  individual creature, allowing the Crusader to read
  the creature’s surface thoughts immediately. This
  ability can be used on undead creatures. Each succes-
  sive time this ability is used on a single creature, it
  gains a +2 bonus to its Will save; if it successfully
  saves, the Scarlet Crusader’s ability may not be used
  again on that creature for 24 hours.
  Lifecloak (Sp): Just as the Scarlet Crusade trains
  its members to manipulate their life force, it also
  trains them to protect it. A Scarlet Crusader of 8th
  level or higher is immune to the effects of all ability
  drain and energy drain powers.
  Inquisitor (Sp): A Scarlet Crusader who has
  mastered the art of interrogation can inflict such
  pain that a creature cannot help but reveal all that
  the Crusader wishes to know. When a Crusader of
  9th level or greater inflicts 20 or more points of
  lethal damage upon a creature in a non-combat
  situation, the creature will answer questions truth-
  fully for 1 minute. The creature is allowed a Will
  save against this ability, with a DC equal to 15 + the
  Crusader’s Charisma bonus. Each successive ques-
  tioning grants the creature a +2 bonus to this save.
  If the creature successfully saves, it may not be
  questioned again for 24 hours.
  Lifeburn (Sp): At 10th level a Scarlet Crusader
  can use her life force to incinerate any who stand in
  her way. With a successful touch attack, a Scarlet
  Crusader can deal 6d6 points of damage; against
  undead creatures, this damage is doubled to 12d6
  points. Each use of this ability also inflicts 2d8
  points of damage to the Crusader.
  
  MISCELLANEOUS NOTES
  189
  Monsters
  Described below are six new monsters found in
  the eastern lands.
  Crocolisk
  Medium Animal
  Medium Animal
  Medium Animal
  Medium Animal
  Medium Animal
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  4d8+16 (34 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +0
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  30 ft. (6 squares), swim 40 ft.
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  15 (+5 natural), touch 10, flat-footed 15
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  /Grapple:
  /Grapple:
  /Grapple:
  /Grapple:
  /Grapple:
  +3/+8
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Bite +8 melee (1d8+5) or tail slap
  +8 melee (1d12+5)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Bite +8 melee (1d8+5) or tail slap
  +8 melee (1d12+5)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  5 ft./5 ft.
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Improved grab, lacerate
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Low-light vision, hold breath
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +7, Ref +4, Will +2
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 21, Dex 11, Con 18, Int 1, Wis 12, Cha 2
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  Hide +8*, Listen +4, Spot +4, Swim +13
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  Alertness, Skill Focus (Hide)
  Environment:
  Environment:
  Environment:
  Environment:
  Environment:
  Warm marshes
  Organization:
  Organization:
  Organization:
  Organization:
  Organization:
  Solitary or colony (6–11)
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating: 3
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  None
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Always neutral
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  5–7 HD (Medium); 8–12 HD (Large)
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment: —
  The lizard-like creature is massive in length and covered
  in thick, rough scales that run from the end of its tail to the
  tip of its maw. Mottled green in color with yellowish fangs,
  the beast is supported by six squat legs and webbed feet,
  each of which ends in short, black claws.
  Description
  Crocolisks are amphibious predators relatively
  common in most regions of Azeroth. They exist
  naturally in both fresh and saltwater environments,
  usually preferring to remain close to land. How-
  ever, seafarers occasionally report sighting giant
  crocolisks out in the ocean, miles from dry land.
  Crocolisks spend most of their time submerged,
  but are equally at home on land and often climb
  onto shore to sun themselves or to roll in warm
  mud. They are extremely proficient swimmers, able
  to surge forward with bursts of speed that often
  catch prey by surprise. They typically prefer to feed
  on relatively defenseless prey, such as small, aquatic
  creatures or larger land creatures that flounder
  when crossing bodies of water. However, crocolisks
  never hesitate to defend their territory aggressively
  from trespassers.
  Recently, a new breed of mutated crocolisk has
  been sighted in remote areas of Azeroth. Corrupted
  by an unknown force, these twisted crocolisks are
  known as dreadmaws and reportedly grow to mon-
  strous proportions.
  Combat
  A crocolisk prefers to lie in wait, submerged at
  the edge of a river with only its eyes and nostrils
  showing. The crocolisk charges and attacks any
  creature that wanders within 30 feet. It uses its
  lacerate ability until the victim bleeds to death,
  then drags the corpse back to its watery home.
  Improved Grab (Ex): To use this ability, a
  crocolisk must hit with its bite attack. It can then
  attempt to start a grapple as a free action without
  provoking an attack of opportunity. If it wins the
  grapple check, the crocolisk uses its lacerate ability.
  Lacerate (Ex): When a crocolisk succeeds at an
  improved grab, it automatically lacerates its foe.
  The victim suffers 1 point of Constitution damage
  from blood loss. A critical hit does not multiply the
  Constitution damage. Creatures immune to criti-
  cal hits (such as plants and constructs) are immune
  to this effect.
  
  190
  APPENDIX TWO
  Hold Breath (Ex): A crocolisk can hold its
  breath for a number of rounds equal to 4 times its
  Constitution score before it risks drowning.
  Skills: A crocolisk has a +8 racial bonus on any
  Swim check to perform some special action or
  avoid a hazard. It can always choose to take 10 on
  a Swim check, even if distracted or endangered. It
  can use the run action while swimming, provided it
  swims in a straight line.
  *A crocolisk gains a +4 racial bonus on Hide
  checks when in the water. Further, a crocilisk can
  lie in the water with only its eyes and nostrils
  showing, gaining a +10 cover bonus on Hide checks.
  Dragonhawk
  Large Magical Beast
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  4d10+12 (34 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +3
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  10 ft. (2 squares), fly 90 ft. (average)
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  16 (–1 size, +3 Dex, +4 natural),
  touch 12, flat-footed 13
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  /Grapple:
  /Grapple:
  /Grapple:
  /Grapple:
  /Grapple:
  +4/+12
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Bite +8 melee (1d8+6)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Bite +8 melee (1d8+6)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  10 ft./5 ft.
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  —
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  —
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +7, Ref +7, Will +3
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 19, Dex 17, Con 17, Int 3, Wis 14, Cha 6
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  Listen +6, Spot +11*
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  Alertness, Weapon Focus (bite)
  Environment:
  Environment:
  Environment:
  Environment:
  Environment:
  Forest
  Organization:
  Organization:
  Organization:
  Organization:
  Organization:
  Solitary or pair
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating: 3
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  None
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Always neutral
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  5–8 HD (Huge); 9–12 HD (Gargantuan)
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment: —
  This large raptor could carry away a man — on its
  back, or in its talons. Its beak gleams wickedly, but its
  feathers are unremarkable but for hints of blue and red
  at the neck and wing.
  Dragonhawks are vicious flying predators. They
  are swift and deft, able to crack bones and pierce
  hides with their mighty jaws. They can be trained
  as aerial mounts and seem to have a particular
  affinity with high elves, and are often used as
  mounts by high elf warriors.
  As their name implies, dragonhawks resemble a
  cross between a hawk and a dragon. They look
  much like large hawks with dragonlike heads and a
  few other draconic characteristics — long neck,
  sleek body and large wings. Dragonhawk plumage is
  brown with touches of blue and red.
  Combat
  Dragonhawks are able predators. They prefer
  diving attacks, snatching prey in their talons to
  devour at their leisure. When trained, they readily
  fight in tandem with a skilled rider.
  Skills: *Dragonhawks receive a +2 racial bonus
  on Spot checks.
  Training a Dragonhawk
  Training a dragonhawk as an aerial mount re-
  quires a successful Handle Animal check (DC 24
  for a young creature, or DC 29 for an adult). High
  elves receive a +2 racial bonus on this check.
  Dragonhawk eggs are worth 2,500 gp apiece on
  the open market, while chicks are worth 4,000 gp
  each. Professional trainers charge 1,000 gp to rear
  or train a dragonhawk, and riding one requires an
  exotic saddle. A dragonhawk can fight while carry-
  ing a rider, but the rider cannot also attack unless he
  or she succeeds at a Ride check (see the PHB,
  Chapter 4: Skills, “Ride”).
  Carrying Capacity: A light load for a dragonhawk
  is up to 350 pounds, a medium load 351–700
  pounds, and a heavy load 701–1,050 pounds.
  
  MISCELLANEOUS NOTES
  191
  Dwarf, Dark Iron
  Dark Iron Dwarf, 1st-Level Warrior
  Medium Humanoid (Dwarf)
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  1d8 (4 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +2
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  15 ft. in scale mail armor (3 squares);
  base speed 20 ft. (4 squares)
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  18 (+2 Dex, +4 scale mail, +2 heavy
  steel shield), touch 12, flat-footed 16
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  Base Attack
  /Grapple:
  /Grapple:
  /Grapple:
  /Grapple:
  /Grapple:
  +1/+2
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Dwarven waraxe +2 melee (1d1o+1/x3),
  or light crossbow +3 ranged (1d8/19–20)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Dwarven waraxe +2 melee (1d1o+1/x3),
  or light crossbow +3 ranged (1d8/19–20)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  5 ft./5 ft.
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  —
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Darkvision 60 ft., resistance to fire 6,
  fire magic affinity, Dark Iron dwarf traits
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +2, Ref +2, Will +0
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 8
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  Listen +2, Spot +2
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  Point Blank Shot
  Environment:
  Environment:
  Environment:
  Environment:
  Environment:
  Any underground
  Organization:
  Organization:
  Organization:
  Organization:
  Organization:
  Solitary (5th–10th level rogue or
  assassin), team (2–4), squad (11–20
  plus 2 3rd-level sergeants and 1 Large
  fire elemental), or clan (30–100 plus
  30% noncombatants plus 1 3rd-level
  sergeant per 10 adults, 5 5th-level
  lieutenants, 3 elder fire elementals and
  1 8th-level chieftain)
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  1/2
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Standard
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Always chaotic evil
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  By character class
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment: —
  This dwarf has pallid skin and stark white hair.
  Orange eyes burn from an impassive face.
  Description
  Dark Iron dwarves are the Ironforge dwarves’ evil
  kin. Three hundred years ago, Clan Dark Iron split
  from Clan Ironforge and Clan Wildhammer. The
  Dark Irons practiced evil magic, which their
  Ironforge brethren could not abide. Clan Ironforge
  therefore exiled the Dark Irons, who founded their
  kingdom of Thaurisan in the Redridge Mountains.
  The Dark Iron sorcerer-king, also called Thaurisan,
  refused to accept his banishment. He amassed an
  army and attacked Dun Morogh, thereby sparking
  the War of Three Hammers against both Ironforge
  and the Wildhammer dwarves of Grim Batol. The
  Ironforge and Wildhammer forces defeated
  Thaurisan’s armies and pushed him back to the
  Redridge Mountains. Seeing he was doomed,
  Thaurisan decided to summon a magical creature
  to aid his Dark Irons. Yet he inadvertently sum-
  moned Ragnaros, a blazing Old God whose birth
  tore the land asunder. Ragnaros’ summoning de-
  stroyed the city of Thaurisan, and in its place was a
  great volcano that dwarves would later name
  Blackrock Spire. Ragnaros bent the remaining Dark
  Irons to his will, and he and his new servants
  retreated to the safety of the Blackrock Spire’s
  depths.
  Now, the Dark Irons have returned to the sur-
  face. The Third War’s devastation leaves Ironforge
  with few allies, and the world is ripe for a Dark Iron
  emergence. Their current battles are mainly against
  the black dragon Nefarion and his allies, who claim
  Blackrock Spire’s upper reaches. Dark Iron forces
  are scattered across Khaz Modan, searching for
  
  192
  APPENDIX TWO
  items and slaves to help them destroy their ancient
  enemies.
  Dark Iron dwarves physically resemble Ironforge
  dwarves, but they are not nearly as stocky and are
  more dexterous. Their skin is pale white and their
  hair and beards white or black. Their eyes glow with
  orange flame — one of many gifts from their Old
  God master. (See the “Badlands” region entry in
  Chapter Three: Khaz Modan for more information
  about the Dark Iron dwarves.)
  Combat
  Dark Iron dwarves avoid straight combat, prefer-
  ring ambushes and ranged assaults. Dark Irons are
  self-serving, with little of the clan loyalty so domi-
  nant in Ironforge culture. A Dark Iron willingly
  flees or betrays his allies in order to save his own life.
  Fire Magic Affinity (Su): Whenever a Dark Iron
  dwarf casts a spell with the [fire] descriptor, his
  caster level is treated as one level higher than it
  actually is for the purposes of any level-dependent
  effects (such as range, duration and so forth).
  Dark Iron Dwarf Characters
  Very few Dark Irons are neutral or good, and even
  fewer break from Ragnaros’ dominance. Ironforge
  and Wildhammer dwarves despise Dark Irons and
  attack them on sight. Other races have little expe-
  rience with Dark Iron dwarves and may be curious
  or suspicious rather than hostile.
  Dark Iron dwarves favor the rogue class and can
  take levels in the assassin prestige class (as it ap-
  pears in the DMG). Dark Iron dwarves possess the
  following racial traits.
  — +2 Dexterity.
  — A Dark Iron dwarf’s base land speed is 20 feet.
  — Darkvision out to 60 feet.
  — Racial Skills: A Dark Iron dwarf character
  gains skills based on his character class.
  — Racial Feats: A Dark Iron dwarf character
  gains feats based on his character class.
  — Stonecunning: Dark Iron dwarves possess the
  stonecunning ability, just like their Ironforge breth-
  ren (see the Warcraft RPG, Chapter Two: Heroes).
  — Weapon Familiarity: Dark Iron dwarves treat
  blunderbusses, long rifles, flintlock pistols, dwarven
  urgroshes and dwarven waraxes as martial weapons
  rather than exotic weapons.
  — +2 racial bonus on saving throws against poison.
  — +2 racial bonus on Appraise checks related to
  stone or metal items and Craft checks related to
  stone or metal. Appraise and Craft are considered
  class skills for all Dark Iron dwarf characters.
  — –2 penalty to Hide checks due to their glowing
  eyes. A Dark Iron dwarf may close his eyes or wear
  tinted glasses to avoid this penalty.
  — Resistance to fire equal to 5 + character level
  (maximum 25). Dark Iron dwarves’ association with
  Ragnaros has granted them some protection against fire.
  — Special Quality: Fire magic affinity (see above).
  — Automatic Language: Dwarven.
  — Favored Class: Rogue.
  — Level Adjustment: +0.
  Stranglethorn
  Large Plant
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  5d8+15 (37 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +0
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  0 ft. (0 squares)
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  17 (–1 size, +8 natural), touch 9, flat-
  footed 17
  Base Attack/
  Base Attack/
  Base Attack/
  Base Attack/
  Base Attack/
  Grapple:
  Grapple:
  Grapple:
  Grapple:
  Grapple:
  +3/+12
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Slam +7 melee (1d6+7 plus poison)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Slam +7 melee (1d6+7 plus poison)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  10 ft./10 ft. (20 ft. with tendrils)
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Constrict 1d6+7, poison, improved grab
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Blindsight 30 ft., camouflage, low-light
  vision, plant traits, resistance to fire 20
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +7, Ref +1, Will +3
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 21, Dex 10, Con 16, Int —, Wis 15, Cha 7
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  —
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  —
  Environment:
  Environment:
  Environment:
  Environment:
  Environment:
  Temperate forests
  Organization:
  Organization:
  Organization:
  Organization:
  Organization:
  Solitary or patch (2–4)
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating: 4
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  1/10th coins; 50% goods; 50% items
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Always neutral
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  6–20 HD (Large); 21–40 HD (Huge);
  41+ HD (Gargantuan)
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment: —
  The plant consists mostly of large, trunk-like stalks
  covered in semi-translucent bark. Its entire length is
  dotted with numerous clusters of leafy, thorn-covered
  vines that almost manage to conceal a pattern of
  strange, swollen bulges protruding from various places
  along the main stalk.
  
  MISCELLANEOUS NOTES
  193
  Combat
  A stranglethorn attacks with vine-like tendrils
  when prey strays within reach. Its paralytic poison
  subdues foes and makes them easier to pull against
  its main trunk.
  A paralyzed creature is drawn to the trunk and
  encased over the next hour in a bark-like shell as
  the main trunk grows around it. The outline of a
  victim is usually still visible for several days after-
  ward. Once the creature is digested within the main
  trunk, a split forms and indigestibles are expelled.
  The split closes back up, leaving the stranglethorn’s
  treasure buried under a thin layer of dead leaves and
  organic debris at the base of the main trunk.
  Poison (Ex): Injury, Fortitude DC 15, initial
  damage paralysis for 1 round, secondary damage
  sleep for 2d4 hours. The save DC is Constitution-
  based.
  Improved Grab (Ex): To use this ability, a
  stranglethorn must hit with its slam attack. It can
  then attempt to start a grapple as a free action
  without provoking an attack of opportunity. If it
  wins the grapple check, it establishes a hold and can
  constrict.
  Constrict (Ex): A stranglethorn deals 1d6+7
  points of damage with a successful grapple check.
  Blindsight (Ex): Stranglethorns have no visual
  organs but can ascertain all foes within 30 feet using
  sound, scent and vibration.
  Camouflage (Ex): Since a stranglethorn looks
  like a normal plant when at rest, it takes a DC 20
  Spot check to notice it before it attacks. Anyone
  with ranks in Survival or Knowledge (nature) can
  use one of those skills instead of Spot to notice the
  plant.
  Threshadon
  Large Animal
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  8d8+32 (68 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +2
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  20 ft. (4 squares), swim 50 ft.
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  14 (–1 size, +2 Dex, +3 natural), touch
  11, flat-footed 12
  Base Attack/Grapple:
  Base Attack/Grapple:
  Base Attack/Grapple:
  Base Attack/Grapple:
  Base Attack/Grapple:
  +6/+16
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Bite +11 melee (2d8+9)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Bite +11 melee (2d8+9)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  10 ft./10 ft.
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  —
  Description
  Man-eating stranglethorn vines derive their name
  from their native environment: the dangerous,
  mist-filled jungles of Stranglethorn Vale.
  Stranglethorn vines are a crucial part of the jungle
  ecosystem, acting as a counterweight to some of the
  region’s larger predators. Blending in with other
  types of less-dangerous flora, they often lay in wait,
  concealed for several days, until unwitting prey
  approaches within range.
  Possessing a rudimentary digestive system,
  stranglethorn vines can extract nutrients only from
  the easily digestible outer layers of fleshy creatures.
  After food is stripped of all nutritional value by the
  vine, it is expelled from the trunk and discarded at
  the plant’s base.
  Inedible creatures, such as beetles, insects and
  skeletons, are completely ignored by stranglethorns.
  In fact, carrion beetles often form symbiotic rela-
  tionships with stranglethorn vines, living in burrows
  at a vine’s base. There, they help to break down the
  partially digested remains of the plant’s victims and
  lay eggs in suitably decomposed corpses. In turn,
  carrion beetles are considered tasty morsels by
  other predators and serve as lures that help to draw
  additional prey within the vine’s reach.
  
  194
  APPENDIX TWO
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Low-light vision, scent
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +12, Ref +8, Will +3
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 22, Dex 14, Con 18, Int 2, Wis 13,
  Cha 9
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  Hide +3*, Listen +6, Spot +6, Swim +14
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  Alertness, Dodge, Great Fortitude
  Environment:
  Environment:
  Environment:
  Environment:
  Environment:
  Warm aquatic
  Organization:
  Organization:
  Organization:
  Organization:
  Organization:
  Solitary, pair, or herd (5–8)
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating: 5
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  None
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Always neutral
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  9–13 HD (Large); 14–24 HD (Huge)
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment: —
  The huge, reptilian beast lumbers awkwardly on four
  squat legs. Its muscular neck is long and flexible,
  capped by a relatively small head decorated by a
  colorful fin. Its mouth is filled with long, rounded teeth
  that appear designed for chewing plants but seem
  equally capable of crushing armor and snapping bone.
  Description
  Threshadon are amphibious herbivores that typi-
  cally live in freshwater lakes or marshes. Their long,
  flexible necks enable them to eat leaves off the tops
  of trees and to nuzzle down into muddy lake floors
  for algae and lichen. They tend to be passive
  creatures, preferring to graze unmoving in one spot
  until they are forced to seek additional sources of
  food elsewhere. Threshadon usually stand in me-
  dium-depth water, with the tops of their backs
  exposed to the heat of the sun and their long necks
  free to graze. When threatened, they often retreat
  to deeper water for protection.
  Threshadon are primarily motivated by hunger.
  Their huge bodies require almost constant nourish-
  ment, so they migrate frequently whenever they
  exhaust all edible plant life in an area. They travel
  in loose herds that are led by a dominant male.
  When grazing sites are found, the beasts scatter out
  in a vast circle with pairs grazing together for
  protection.
  Their most dangerous natural enemies are
  murlocs. Twice a year, murloc tribes engage in
  ceremonial hunts, prowling lakes and streams for
  threshadon. Murlocs prize the threshadon’s back
  fins as material for crude shields and armor, and
  extract a greenish mucus from the colored head fin
  for use by chieftains as a powerful aphrodisiac.
  Combat
  Though an herbivore, a threshadon aggressively
  defends its territory. It attacks anything it notices.
  The creature is strong, fast and highly maneuver-
  able in water, able to turn quickly and lunge at prey
  with its long neck. It prefers to attack from within
  water, with only its head exposed, gaining a +2
  cover bonus to AC.
  Skills: A threshadon has a +8 racial bonus on any
  Swim check to perform some special action or
  avoid a hazard. It can always choose to take 10 on
  a Swim check, even if distracted or endangered. It
  can use the run action while swimming, provided it
  swims in a straight line.
  *A threshadon gains a +4 racial bonus on Hide
  checks when in the water. Further, a threshadon
  usually approaches with only its head out of water,
  gaining a +4 cover bonus on Hide checks.
  Worgen
  Medium Humanoid (Worgen)
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  Hit Dice:
  3d8+6 (19 hp)
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  Initiative:
  +1
  Speed:
  Speed:
  Speed:
  Speed:
  Speed:
  30 ft. (6 squares)
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  Armor Class:
  +13 (+1 Dex, +2 natural), touch 11, flat-
  footed 12
  Base Attack/Grapple:
  Base Attack/Grapple:
  Base Attack/Grapple:
  Base Attack/Grapple:
  Base Attack/Grapple:
  +2/+5
  Attack:
  Attack:
  Attack:
  Attack:
  Attack:
  Bite +6 melee (1d6+3 plus disease)
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Full Attack:
  Bite +6 melee (1d6+3 plus disease) and
  2 claws +3 melee (1d4+3/19–20)
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  Space/Reach:
  5 ft./5 ft.
  
  MISCELLANEOUS NOTES
  195
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Special Attacks:
  Disease, leap
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Special Qualities:
  Darkvision 60 ft., low-light vision,
  damage reduction 5/silver, leap, night healing, scent
  Saves:
  Saves:
  Saves:
  Saves:
  Saves:
  Fort +6, Ref +2, Will +2
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Abilities:
  Str 16, Dex 13, Con 14, Int 8, Wis 12,
  Cha 8
  Skills:
  Skills:
  Skills:
  Skills:
  Skills:
  Hide +4, Listen +4, Move Silently +3,
  Spot +4, Survival +1*
  Feats:
  Feats:
  Feats:
  Feats:
  Feats:
  Improved Critical (claws)B, Multiattack,
  Weapon Focus (bite)
  Environment:
  Environment:
  Environment:
  Environment:
  Environment:
  Temperate forest
  Organization:
  Organization:
  Organization:
  Organization:
  Organization:
  Solitary, pair, gang (2–5), band (6–
  10 plus 50% noncombatants plus 1 leader of 3rd–6th level),
  or tribe (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or
  2 lieutenants of 4th or 5th level, and 1 leader of 6th–8th
  level)
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating:
  Challenge Rating: 3
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Treasure:
  Standard
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Alignment:
  Usually neutral evil
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  Advancement:
  By character class
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment:
  Level Adjustment: +2
  Resembling a cross between human and dire wolf,
  the hunched over creature is roughly humanoid. Its
  body is covered in coarse, grayish-black fur with twitch-
  ing claws and snarling teeth. The creature’s eyes are
  mottled yellow in color, unblinking and devoid of any
  discernable emotion other than hunger.
  Description
  Cursed beings from another dimension, worgen
  only appear in Azeroth as the result of magical
  mishaps. True aberrations, they are accidentally
  drawn through temporary rift tunnels and depos-
  ited in this world with no apparent way of returning.
  Nothing is known about the worgen’s home realm,
  or even precisely how to spawn the rift tunnels
  through which they come.
  Worgen are usually encountered in small packs
  near sites of recent intense magical activity. Fiercely
  territorial creatures, they rarely stray from the gen-
  eral vicinity of the place in which they first appeared.
  Fearless beasts, they brazenly prowl near both vil-
  lages and monster lairs. Although worgen display
  an apparent fondness for nighttime and its dark-
  ness, they can perform equally well in the daytime.
  Pure killing beasts, worgen tend to attack any
  creatures that they encounter, regardless of whether
  animal, humanoid, Scourge or something even
  more fearsome. Strangely, however, worgen refuse
  to feed on the remains of their victims, preferring to
  shred and tear the corpses and then to return
  immediately to prowling. Rumors suggest that
  worgen somehow receive sustenance continually
  from their native dimension… as well as guidance
  from a distant force.
  Combat
  Worgen prefer to hide in shadows before leaping
  great distances upon their foes. They attack with
  feral tenacity, slashing with their deadly claws and
  biting with sharp, infectious fangs. Worgen are
  nearly fearless and typically fight to the death,
  relying on their regeneration to save them.
  Disease (Su): The saliva of a worgen carries a
  dangerous infection. When a worgen succeeds at a
  bite attack, the victim must make a DC 13 Forti-
  tude save or contract a maddening disease.
  (Incubation period 1 day; damage 1d6 Charisma.)
  As an infected subject’s Charisma drops, the victim
  slips deeper into a feral madness. This disease does
  not lower the victim’s Charisma below 1, and
  unlike normal disease, it continues each day until
  magically removed. The Fortitude saving throw is
  Constitution-based.
  Leap (Ex): Worgen are impressive leapers. As a
  full-round action, a worgen can move up to double
  its normal speed and make a Jump check with a +30
  racial bonus at any point during the move.
  Night Healing (Ex): Worgen have an affinity for
  the night. A worgen has fast healing 2, but at night
  
  196
  APPENDIX TWO
  a worgen also has regeneration 5. A worgen is dealt
  normal damage by silver weapons.
  Skills: A worgen has a +1 racial bonus on Listen,
  Move Silently and Spot checks, and a +2 racial
  bonus on Hide checks. *A worgen has a +4 racial
  bonus on Survival checks when tracking by scent.
  Worgen as Characters
  Worgen characters possess the following racial
  traits.
  — Strength +6, Dexterity +2, Constitution +4,
  Intelligence –2, Wisdom +2, Charisma –2.
  — Medium size.
  — A worgen’s base land speed is 30 feet.
  — Darkvision out to 60 feet.
  — Racial Hit Dice: A worgen begins with three
  levels of humanoid, which provide 3d8 Hit Dice, a
  base attack bonus of +2, and base saving throw
  bonuses of Fort +4, Ref +1 and Will +1.
  — Racial Skills: A worgen’s humanoid levels
  give it skill points equal to 6 x_ (2 + Int modifier).
  Its class skills are Hide, Listen, Move Silently and
  Spot.
  — Racial Feats: A worgen’s humanoid levels give
  it two feats.
  — +2 natural armor bonus.
  — Special Attacks (see above): Disease, leap.
  — Special Qualities (see above): Damage reduc-
  tion 5/silver, night healing, scent.
  — Automatic Language: Worgen. Bonus Lan-
  guage: Common.
  — Favored Class: Barbarian.
  — Level Adjustment: +2.
  
  APPENDIX THREE: LEGAL INFORMATION
  197
  This printing of Lands of Conflict is done under
  version 1.0a of the Open Game License; version 5.0/4.0
  of the d20 System Trademark License and d20 System
  Trademark Logo Guide; and the Revised (v.3.5) System
  Reference Document, by permission from Wizards of
  the Coast. Subsequent printings of this book will incor-
  porate final versions of the license, guide, and document.
  Designation of Product Identity: The following
  items are hereby designated as Product Identity in accor-
  dance with Section 1(e) of the Open Game License,
  version 1.0a: Any and all Blizzard, Sword and Sorcery
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  of Conflict, Shadows & Light, Lands of Mystery, Crea-
  ture Collection Revised, Creature Collection 2: Dark
  Menagerie, Creature Collection 3: Savage Bestiary,
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  The above Product Identity is not Open Game Content.
  Designation of Open Game Content: Subject to
  the Product Identity designation above, the following
  portions of Lands of Conflict are designated as Open
  Game Content: all creature and NPC statistic templates
  (i.e. from Size Type [e.g., Small Undead] down to the
  italicized text immediately before the “Description”
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  text under the “Rune Effect” section of runes; all text
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  Open Game Content by virtue of appearing in the
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  COPYRIGHT NOTICE “Lands of Conflict Copyright
  2004, Blizzard Entertainment.”
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  are copyrighted year 2004 by Blizzard Entertainment.
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  den, except for the purpose of review or use of OGC
  consistent with the OGL.
  OPEN GAME LICENSE Version 1.0a
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  198
  APPENDIX THREE: LEGAL INFORMATION
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  Open Game License v 1.0a Copyright 2000, Wizards of the
  Coast, Inc.
  System Reference Document Copyright 2000–2003, Wizards of
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Will-
  iams, Bruce R. Cordell, based on original material by E. Gary Gygax
  and Dave Arneson.
  Original Spell Name Compendium Copyright 2002 Necroman-
  cer Games, Inc.; based on spells from the Player’s Handbook that were
  renamed in the System Reference Document, found on the legal page
  of www.necromancergames.com.
  Manual of Monsters Copyright 2003, Blizzard Entertainment
  Alliance & Horde Compendium Copyright 2003, Blizzard En-
  tertainment
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  Lands of Conflict Copyright 2004, Blizzard Entertainment
  
  INDEX
  199
  Index
  Abassi, Lake 117
  Abbendis, High General
  (Scarlet Crusade) 167
  Academy of Arcane Sciences 53
  Aerie Peak 100
  Agamand Mills 106
  Altar of Storms 79
  Alterac City 87
  Alterac Mountains 85
  Ambermill 104
  ambush (Defias renegade) 183
  Andorhal 111
  Angor Fortress 68
  Anvilmar 72
  Apothecarium, the 109
  archive delving
  (dwarven prospector) 185
  Arena, The 56
  Azora, Tower of 49
  Badlands, the 66
  bayonet 176
  Blackened Woods 112
  Blackrock Deeps 42
  Blackrock Spire 42
  Blackrock Spire Foothills 43
  Blasted Lands 40
  Blondbeard, Ryona
  (Explorer’s Guild) 162
  Booty Bay 56
  Boralus 102
  Brewnall Village 72
  Brighteyes (Defias Brotherhood) 159
  Brightwood Grove 46
  Brill 106
  Bulwark, the 106
  Burning Steppes, The 42
  Caer Darrow 95
  Caretakers, the 151–53
  Cathedral of Light 53
  Cauldron, the 79
  chalice of opal voices 178
  corrupt water (dark apothecary) 180
  Crestfall 101
  crocolisk 189
  crown of will 178
  crimson circle (Scarlet Crusader) 187
  Cult of the Damned 154–56
  cursed ring of Momar 177
  Dalaran 90
  dark apothecary (Dap) 179
  Dark Portal, the 41
  dark ruby 178
  darksap venom 178
  Darkshire 47
  Darrowmere Lake 94
  Dead Mines, the 61
  Deadwind Ogre Mounds 44
  Deadwind Pass 43
  Deathknell 106
  Defias Brotherhood 157–59
  Defias renegade (Dre) 182
  detect undead (Scarlet Crusader) 187
  direction sense (dwarven prospector) 184
  Distraction Fighting 175
  D’Neve, Forthisal
  (Stormwind Assassins) 170
  dragonhawk 190
  Dragonmaw Gates 74
  dread band 177
  Dun Algaz Gate 78
  Dun Modr 80
  Dun Morogh 69
  Durnholde Keep 87, 98
  Duskbelch Grotto 68
  Duskwood 46
  dwarf, dark iron 191
  dwarven prospector (Dpr) 184
  Eastern Plaguelands 91
  Eastvale Logging Camp 49
  Elwynn Forest 47
  empower potion (dark apothecary) 181
  Everstill, Lake 51
  Explorer’s Guild 76, 159–62
  extend potion (dark apothecary) 180
  Falconcrest, Lord (Syndicate) 173
  Fallow Sanctuary 59
  Faranell, Master Apothecary
  (Royal Apothecary Society) 164
  Fargo Deep Mine 49
  Farstrider Lodge 78
  favored enemy (Scarlet Crusader) 187
  favored terrain (dwarven prospector) 185
  Fenris Keep 104
  Fire-Gut Rock 42
  fleet (dwarven prospector) 185
  flesh dissolving, potion of 177
  Foe Hunter 175
  Foothill Caverns 87
  Fordring, Highlord Taelon
  (Scarlet Crusade) 167
  Frostmane Hold 72
  Freemore, Waltion
  (Stormwind Assassins) 170
  Gaffestone, Irk (Caretakers) 153
  gem sense (dwarven prospector) 185
  ghostly duels, ring of 177
  Gnomeregan 72
  Goldshire 49
  Great Forge, the 76
  greater brew (dark apothecary) 181
  greathammer 176
  Greymane Wall 97
  Grim Batol 73
  Hadanot, Ul’haik
  (Cult of the Damned) 156
  Hall of Thanes, the 76
  hammer, dwarven battle 176
  Hammerfall 88
  Hammersmith, Yulanini (Explorer’s
  Guild) 162
  Hearthglen 111
  Hinterlands, the 98
  identify potion (dark apothecary) 180
  Ilgalar, Tower of 51
  improved brew (dark apothecary) 180
  inquisitor (Scarlet Crusader) 188
  interrogator (Scarlet Crusader) 188
  Iron Flesh 175
  Ironbeard’s Tomb 80
  Ironforge 75
  Isillien, High Inquisitor
  (Scarlet Crusade) 167
  Jasperlode Mine 49
  Jintha’Alor 100
  Karazhan, Ivory Tower of 44
  Kargath 68
  Kel’Thuzad (Cult of the Damned) 156
  Kharanos 72
  kodo’s memory
  (dwarven prospector) 185
  Kul Tiras 101
  Lakeshire 51
  Lethlor Ravine 68
  lifeburn (Scarlet Crusader) 188
  lifecloak (Scarlet Crusader) 188
  lifetouch (Scarlet Crusader) 187
  Loch Modan 77
  Lordamere Internment Camp 87
  Lordamere Lake 87
  Lost Temple, the 59
  luckstone (dwarven prospector) 184
  lurking (Defias renegade) 183
  Magellas, Tomli (Explorer’s Guild) 162
  Maisara Hills 117
  Masjenal, Apothecary Brightflame
  (Royal Apothecary Society) 165
  mechanical aptitude
  (Defias renegade) 183
  Menethil Harbor 80
  mineral sense (dwarven prospector) 184
  Molten Span, the 42
  Moonbrook 61
  
  200
  INDEX
  Murky Depths Lake 56
  native friends (dwarven prospector) 185
  Nethergarde Keep 41
  Northshire, Jac
  (Defias Brotherhood) 158
  Northshire Abbey 49
  Oni’jus, Apothecary
  (Royal Apothecary Society) 165
  Palimore, Logan (Caretakers) 152
  Perenolde, Lady Beve (Syndicate) 173
  Perenolde, Lord Aiden (Syndicate) 172
  Pi’Lenda, Raknahama (Caretakers) 152
  Pig and Whistle, the 54
  poison immunity (dark apothecary) 181
  poison reach (dark apothecary) 181
  poison touch (dark apothecary) 181
  polyglot (dwarven prospector) 185
  potion touch (dark apothecary) 181
  Pyrewood Village 104
  Quel’Danil Lodge 100
  racial confusion, potion of 177
  Raven Hill 47
  Royal Apothecary Society 162–65
  Rotten Orchard 47
  Ruined Palace, the 109
  sabotage (Defias renegade) 183
  Scarlet Crusade 165–67
  Scarlet Crusader (Slc) 186
  Searing Gorge, the 78
  sense ambush (Defias renegade) 183
  Sentinel Hill 61
  Sepulchre, the 104
  Seradane 99
  Shadowfang Keep 104
  Shadra’Alor 100
  Shaw, Master Matthias
  (Stormwind Assassins) 169
  Silvermoon 114
  Silverpine Forest 102
  Skittering Dark, the 104
  Southshore 98
  Spell Crusher 175
  Spell Eliminator 175
  Stark, Hartargan
  (Defias Brotherhood) 159
  Steelgrill’s Depot 72
  Stockade and Vault, the 54
  Stonard 59
  Stonefall, Hona (Explorer’s Guild) 162
  Stonewatch Falls 51
  Stonewatch Keep 51
  Stonewrought Dam 78
  Stonewrought Pass 79
  Stormbringer, Pai
  (Cult of the Damned) 156
  Stormpike’s Excavation Site 78
  Stormwind 52
  Stormwind Assassins 168–71
  Stormwind Keep 54
  Strangehands, Samul
  (Explorer’s Guild) 162
  stranglethorn 192
  Stranglethorn Vale 55
  Stratholme 95
  Strombrad 87
  Stromgarde 88
  Sunstrider Spire 114
  Sunwell Grove, the 114
  Swamp of Sorrows 58
  Swift Craft 176
  Syndicate, the 171–73
  Tainted Scar, the 41
  Tarren Mill 98
  Thandol Span, the 89
  Thaurisan, Ruins of 42
  Thelsamar 78
  threshadon 193
  throw potion (dark apothecary) 180
  Tol Barad 102
  track undead (Scarlet Crusader) 187
  tracker (Scarlet Crusader) 187
  trapfinder (Defias renegade) 183
  Trol’Kalar 176
  Tyr’s Hand 95
  Ula’Tek, Shrine of, the 117
  Uldaman 68
  Undercity 106
  Uplands 87
  Uther’s Tomb 111
  Valley of Heroes, the 53
  VanCleef, Edwin
  (Defias Brotherhood) 158
  Vile Reef, the 56
  Vul’Gol Ogre Mound 47
  Westbrook Garrison 49
  Westfall 60
  Wetlands, the 79
  widen potion (dark apothecary) 181
  worgen 194
  Zul’Dare 97
  Zul’Gurub 57
  Zul’Kunda 56
  Zul’Mamwe 56
  NPC and Mass Combat Unit
  Sidebars
  Ansirem Runeweaver 92
  Baron Revilgaz 57
  Bloodscalp Trolls 58
  Captain Stoutfist 81
  Crushridge Ogres 87
  Deathguard, the 103
  Dragonhawks of Quel’Danas 113
  Dragonmaw Clan 80
  Duskbelch Ogres 68
  Edwin VanCleef 62
  General Marcus Jonathan 53
  Gorn 69
  Ironforge City Garrison 71
  Master Apothecary Faranell 108
  Mug’thol 86
  Night Watch Militia 48
  Prince Galen Trollbane 89
  Red Dragonspawn Patrol 73
  Stormwind City Guard 55
  Stromgarde Defenders 90
  Trolls of Zul’Aman, the 116
  Westbrook Garrison 50
  Maps
  Arena (Level 1) 125
  Arena (Level 2) 130
  Azeroth 45
  Dark Iron Chains 135
  Dead Men’s Tales 144
  Ironforge City 76
  Khaz Modan 70
  Lordaeron 93
  Stormwind 54
  The Undercity 107
  
  Retur
  Return to the East!
  n to the East!
  Undead march uncontested across the plains of Lordaeron and Alli
  Undead march uncontested across the plains of Lordaeron and Alliance remnants struggle for survival
  ance remnants struggle for survival
  in this campaign setting sourcebook for the Dungeons & Dragons
  in this campaign setting sourcebook for the Dungeons & Dragons® Warcraft
   Warcraft® the Roleplaying Game,
   the Roleplaying Game,
  which translates the hugely successful Warcraft
  which translates the hugely successful Warcraft® 
  ® computer game series into an exciting pen-and-paper
  computer game series into an exciting pen-and-paper
  roleplaying game world based on the popular revised d20 System r
  roleplaying game world based on the popular revised d20 System rules!
  ules!
  Requir
  Requires the use of the Dungeons & Dragons
  es the use of the Dungeons & Dragons® Player’s Handbook, published by
   Player’s Handbook, published by
  Wizar
  izards of the Coast
  ds of the Coast®. This pr
  . This product utilizes updated material fr
  oduct utilizes updated material from the v.3.5 r
  om the v.3.5 revision
  evision
  Designed with extensive input from the creative minds behind the
  Designed with extensive input from the creative minds behind the Warcraft computer games, Lands
   Warcraft computer games, Lands
  of Conflict includes:
  of Conflict includes:
  • An extensive look at campaigning in earlier eras of Warcraft’s
  • An extensive look at campaigning in earlier eras of Warcraft’s history, along with an updated and
   history, along with an updated and
  thorough timeline.
  thorough timeline.
  • Descriptions of all major regions on the eastern continents of
  • Descriptions of all major regions on the eastern continents of Azeroth, Khaz Modan and Lordaeron,
   Azeroth, Khaz Modan and Lordaeron,
  along with stats for prominent NPCs and for mass combat units.
  along with stats for prominent NPCs and for mass combat units.
  • Three adventures set in the eastern continents to kickstart yo
  • Three adventures set in the eastern continents to kickstart your Warcraft RPG game.
  ur Warcraft RPG game.
  • Eight fully detailed organizations, including the Cult of the 
  • Eight fully detailed organizations, including the Cult of the Damned, the Explorers’ Guild and the
  Damned, the Explorers’ Guild and the
  Scarlet Crusade.
  Scarlet Crusade.
  • Four new prestige classes, including the dark apothecary and D
  • Four new prestige classes, including the dark apothecary and Defias renegade; six new monsters,
  efias renegade; six new monsters,
  such as the dragonhawk and worgen; new feats; and new equipment 
  such as the dragonhawk and worgen; new feats; and new equipment and magic items!
  and magic items!
  Retur
  Return to the East!
  n to the East!
  Undead march uncontested across the plains of Lordaeron and Alli
  Undead march uncontested across the plains of Lordaeron and Alliance remnants struggle for survival
  ance remnants struggle for survival
  in this campaign setting sourcebook for the Dungeons & Dragons
  in this campaign setting sourcebook for the Dungeons & Dragons® Warcraft
   Warcraft® the Roleplaying Game,
   the Roleplaying Game,
  which translates the hugely successful Warcraft
  which translates the hugely successful Warcraft® 
  ® computer game series into an exciting pen-and-paper
  computer game series into an exciting pen-and-paper
  roleplaying game world based on the popular revised d20 System r
  roleplaying game world based on the popular revised d20 System rules!
  ules!
  Requir
  Requires the use of the Dungeons & Dragons
  es the use of the Dungeons & Dragons® Player’s Handbook, published by
   Player’s Handbook, published by
  Wizar
  izards of the Coast
  ds of the Coast®. This pr
  . This product utilizes updated material fr
  oduct utilizes updated material from the v.3.5 r
  om the v.3.5 revision
  evision
  Designed with extensive input from the creative minds behind the
  Designed with extensive input from the creative minds behind the Warcraft computer games, Lands
   Warcraft computer games, Lands
  of Conflict includes:
  of Conflict includes:
  • An extensive look at campaigning in earlier eras of Warcraft’s
  • An extensive look at campaigning in earlier eras of Warcraft’s history, along with an updated and
   history, along with an updated and
  thorough timeline.
  thorough timeline.
  • Descriptions of all major regions on the eastern continents of
  • Descriptions of all major regions on the eastern continents of Azeroth, Khaz Modan and Lordaeron,
   Azeroth, Khaz Modan and Lordaeron,
  along with stats for prominent NPCs and for mass combat units.
  along with stats for prominent NPCs and for mass combat units.
  • Three adventures set in the eastern continents to kickstart yo
  • Three adventures set in the eastern continents to kickstart your Warcraft RPG game.
  ur Warcraft RPG game.
  • Eight fully detailed organizations, including the Cult of the 
  • Eight fully detailed organizations, including the Cult of the Damned, the Explorers’ Guild and the
  Damned, the Explorers’ Guild and the
  Scarlet Crusade.
  Scarlet Crusade.
  • Four new prestige classes, including the dark apothecary and D
  • Four new prestige classes, including the dark apothecary and Defias renegade; six new monsters,
  efias renegade; six new monsters,
  such as the dragonhawk and worgen; new feats; and new equipment 
  such as the dragonhawk and worgen; new feats; and new equipment and magic items!
  and magic items!
  Return to the East!
  Undead march uncontested across the plains of Lordaeron and Alliance remnants struggle for survival
  in this campaign setting sourcebook for the Dungeons & Dragons® Warcraft® the Roleplaying Game,
  which translates the hugely successful Warcraft® computer game series into an exciting pen-and-paper
  roleplaying game world based on the popular revised d20 System rules!
  Requires the use of the Dungeons & Dragons® Player’s Handbook, published by
  Wizards of the Coast®. This product utilizes updated material from the v.3.5 revision
  Designed with extensive input from the creative minds behind the Warcraft computer games, Lands
  of Conflict includes:
  • An extensive look at campaigning in earlier eras of Warcraft’s history, along with an updated and
  thorough timeline.
  • Descriptions of all major regions on the eastern continents of Azeroth, Khaz Modan and Lordaeron,
  along with stats for prominent NPCs and for mass combat units.
  • Three adventures set in the eastern continents to kickstart your Warcraft RPG game.
  • Eight fully detailed organizations, including the Cult of the Damned, the Explorers’ Guild and the
  Scarlet Crusade.
  • Four new prestige classes, including the dark apothecary and Defias renegade; six new monsters,
  such as the dragonhawk and worgen; new feats; and new equipment and magic items!
  ISBN 1-58846-960-3
  WW17204 $29.99 U.S.
  w w w . s w o r d s o r c e r y . c o m
  
SOURCE: textdata/thevault/Warcraft/Warcraft Lands of Conflict.pdf