TEXT: 1
  Company of the Griffon
  Introduction
  Company of the Griffon is an adventure designed for five 
  10th-level player characters (PCs), and is part of the 
  D&D Delve Night kit. Please review the instructions for 
  use of the D&D Delve Night kit before using this adven-
  ture. The adventure uses tiles from the DT6 Dire Tombs 
  tile set. The adventure takes place in an ancient ruin. 
   
  Once the players are ready to begin play, read:
  A respected lieutenant of the mercenary guild, The 
  Company of the Griffon, has engaged your services on 
  a dangerous yet profitable mission. 
   
  You are to enter the Ruins of Forkala and retrieve 
  ancient scrolls from the tomb of the long forgotten last 
  emperor buried inside. The first band sent to complete 
  the task has disappeared and time is of the essence. You 
  had best hurry if you expect your rich reward.
  Setup
  Dourgut Aleguzzler, a middle-aged dwarf lieutenant of 
  The Company of the Griffon, has hired the PCs. He has 
  shared the following information with the characters:
  the ancient ruins of forkala have recently been 
  •	
  discovered. these were once the royal burial 
  chambers of a long dead empire.
  many different groups are interested in the trea-
  •	
  sures supposedly contained in the ruins, and one 
  wealthy merchant has hired the Company to 
  obtain a set of scrolls buried with the last emperor.
  the first band sent to retrieve the scrolls has 
  •	
  disappeared and the deadline for delivery is 
  approaching. in desperation the Company are 
  paying the pCs well to ensure the contract is 
  completed on time. 
  Dourgut offers the pCs a 1,000gp hiring fee and 
  •	
  a further 3,000gp if they are successful.
  The following information is unknown by Dourgut and 
  the characters at the start of the adventure:
  Drow have taken an interest in the secrets 
  •	
  buried in the ruins and recently started to 
  explore the area.
  the first band of adventurers was killed by 
  •	
  undead and the ruins themselves are riddled 
  with ancient traps.
  Adjusting the Encounters
  While this adventure is designed to be played with 5 
  10th-level characters, you can make some simple adjust-
  ments to the adventure to account for 4 or 6 10th-level 
  characters. Simply remove or add a foe of the same level 
  as the encounter that is listed in that encounter’s setup.
  Boneshard Troll Skeleton (T) 
  Level 11 Brute
  Large natural animate (undead) 
  Xp 600 each
  Initiative +8 
  Senses perception +7; darkvision
  HP 137; Bloodied 68; see also boneshard burst
  AC 23; Fortitude 22, Reflex 22, Will 21
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  Speed 6
  m Scimitar (standard; at-will) ✦ Necrotic, Weapon
   
  +15 vs. aC; 2d8 + 6 damage (crit 2d8 + 22) plus 10 necrotic 
  damage. if the troll skeleton takes acid or fire damage, it 
  does not deal necrotic damage with this attack until the end 
  of its next turn.
  m Boneshard (standard; at-will) ✦ Necrotic
   
  +15 vs. aC; 1d6 + 6 damage, and ongoing 5 necrotic damage 
  (save ends).
  C Boneshard Burst (when first bloodied and again when the bone-
  shard skeleton is reduced to 0 hit points) ✦ Necrotic
   
  Close burst 3; +14 vs. reflex; 2d6 + 6 necrotic damage.
  Alignment Unaligned 
  Languages —
  Str 16 (+8) 
  Dex 16 (+8) 
  Wis 14 (+7) 
  Con 17 (+8) 
  Int 3 (+1) 
  Cha 3 (+1)
  Equipment scimitar
  Shadow Slime (S) 
  Level 10 Elite Lurker
  Large natural beast (blind, ooze) 
  Xp 1,000
  Initiative +13 
   Senses perception +7;  
  tremorsense 10
  HP 154; Bloodied 77
  AC 23; Fortitude 21, Reflex 22, Will 20; see also pool of shadows
  Immune gaze
  Saving Throws +2
  Speed 5
  Action Points 1
  m Slam (standard; at-will) ✦ Necrotic
   
  +15 vs. aC; 1d8 + 5 necrotic damage.
  M Drain Life (standard; at-will) ✦ Healing, Necrotic
   
  +13 vs. fortitude; 2d8 + 3 necrotic damage, and the slime 
  regains hit points equal to the damage dealt.
  Engulf in Shadows (minor; at-will)
   
  one light source (even magical light) within 10 squares of 
  the shadow slime stops producing light until relit.
  Pool of Shadows
   
  the shadow slime is invisible in areas of dim light or darkness.
  Shadowed Strike
   
  When the shadow slime hits a creature that cannot see it, 
  the attack deals an extra 2d6 damage and the target loses 
  1 healing surge.
  Alignment Unaligned 
  Languages —
  Skills athletics + 12, Stealth +14
  Str 15 (+7)  
  Dex 18 (+9) 
  Wis 15 (+7)
  Con 17 (+8)  
  Int 1 (+0) 
  Cha 1 (+0)
  Company of the Griffon
  
  2
  Company of the Griffon
  enCounter 1: Bone yard
  Encounter Level 10 (2,600 XP)
  Setup 
  1 boneshard troll skeleton (T) (level 11 brute)
  1 shadow slime (S) (level 10 elite lurker)
  2 skeletal tomb guardians (G) (level 10 brutes) 
  The PCs are given directions to the ruins and told to make all 
  haste – the scrolls are due for delivery in less than two days.   
   
  Place the map for the first encounter, allow the play-
  ers to place their character mini in the vicinity of the 
  entrance and read:
  Entering a tunnel you see dim light issuing from 
  around a corner. 
  Once a PC moves up and looks into the room, then read:
  The twin braziers are almost burnt out. From the dim light 
  you see stairs leading down to a room of blood, discarded 
  weapons and skeletal remains. The place looks like it’s seen a 
  number of battles, one of which was fairly recent.
  Perception (DC 26):
  •	
   a couple of the skeletons 
  have four limbs.
  Features of the Area
   
  Illumination: Dim light from the almost burnt out 
  braziers is the only light in the room. Adding a flask of 
  oil to the braziers will increase their light to bright.
   
  Crumbled Stones: The room is full of broken bones, 
  chipped flagstones and crumbling masonry, however the 
  only impediment to movement is the pile of crumbled stone 
  and sand near the door to encounter two. This area is 
  considered difficult ground.
  Tactics
   
  The tomb guardians are lying with the other 
  skeletons and corpses in the room. They are 
  instructed to stand and attack as soon as some-
  one stands on the stairs or attacks them.
   
  The boneshard troll skeleton guards the altar. As 
  soon as it is aware of the PCs, it will move in and fight. 
  When near bloodied and near death it is instructed to 
  move as close to the main group of PCs as possible.
   
  The shadow slime patiently lurks in the foun-
  tain room, waiting for PCs to approach. It will 
  then extinguish a light source, use shadow jump 
  and attack. It tries to divide the PCs and target 
  those near the edge of the light. 
  Ending the Encounter
   
  The encounter ends when all of the skeletons and the 
  shadow slime are defeated. The door to encounter 2 is 
  partially blocked by fallen masonry and sand on both 
  sides of the door. The drow have made some effort at 
  clearing the door way but not yet completed the task.
   
  It will take almost an hour for the PCs to dig out and 
  remove enough stone to allow access to the Encounter 2 
  area. The debris stops any sounds of combat from Encoun-
  ter 1 being heard in the Encounter 2 area.
  Treasure
  The previous group sent to investigate the ruins left some 
  equipment when they died or fled. This includes 3 long-
  swords, 1 longbow with 20 arrows, 4 torches, and 50 feet 
  of silk rope, 45gp and 39sp. 
  Skeletal Tomb Guardian (G) 
  Level 10 Brute
  medium natural animate (undead) 
  Xp 500
  Initiative +10 
  Senses perception +12; darkvision
  HP 126; Bloodied 63
  AC 23; Fortitude 22, Reflex 23, Will 20
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
  Speed 8
  m Twin Scimitar Strike (standard; at-will) ✦ Weapon
   
  the skeletal tomb guardian makes two scimitar attacks 
  against the same target: +13 vs. aC; 1d8 + 4 damage  
  (crit 1d8 + 12). this also holds true for opportunity attacks.
  M Cascade of Steel (standard; at-will) ✦ Weapon
   
  the skeletal tomb guardian makes two twin scimitar strike 
  attacks (four scimitar attacks total).
  M Sudden Strike (immediate reaction, when an adjacent enemy 
  shifts; at-will) ✦ Weapon
   
  the skeletal tomb guardian makes a melee basic attack 
  against the enemy.
  Alignment Unaligned 
  Languages —
  Str 18 (+9) 
  Dex 20 (+10) 
  Wis 14 (+7) 
  Con 16 (+8) 
  Int 3 (+1) 
  Cha 3 (+1)
  Equipment 4 scimitars
  
  3
  Company of the Griffon
  Encounter Level 11 (3,100 XP)
  Setup 
  2 drow warriors (W) (level 11 lurkers)
  1 giant rolling boulder (level 14 blaster)
  11 legion devil hellguards (L) (level 11 minions)
  This room houses a giant rolling boulder made from a 
  loadstone and is the furthest the Drow have managed to 
  explore the ruins, being frustrated by the rock falls that 
  the PCs just cleared.
   
  Have the players place their characters on the map as 
  indicated then read:
  Finally clearing the rubble from the previous area, you 
  enter a corridor. Before you are a set of plain stone doors. 
  When a PC opens the doors, read:
  Brandishing their weapons, a group of devils snarl and 
  prepare to attack! 
  Perception (DC 22):
  •	
    faint light can be seen 
  through arrow slits in the far wall.
  Perception (DC 26):
  •	
   one of the devils is holding a 
  lever on an upright sarcophagus.
  Features of the Area
   
  Illumination:  As indicated on the tiles, candles are 
  lit in part of the map. The rest of the map is in darkness, 
  except for whatever light sources the PCs carry.
   
  Terrain Feature: The ceiling is 10 feet high. The nooks 
  in the far wall are arrow slits.
   
  Trap Notes: The trap is 
  detailed in the following stat block. 
  When the trap is triggered, replace 
  the double door tile with the port-
  cullis tile as noted on the map. 
   
  The boulder is made from a 
  lodestone. Pulling a lever on the 
  lead-lined sarcophagus triggers 
  the trap. This causes the sar-
  cophagus to open and spill the 
  boulder. Moving magnetic coun-
  terweights run under the floor 
  and walls of the main room and 
  the hallway the PCs are in. 
   
  The first round the boulder 
  moves straight forward towards 
  the corridor. Each round after 
  that, randomly determine direc-
  tion with a D8, rolling for a new 
  direction whenever the boulder 
  impacts a wall. 
   
  Due to the magnetic push and pull effects, the trap 
  is designed such that the boulder will never enter the 
  smaller rooms. It will only move down the corridor 
  and in the main room. Should the boulder attempt to 
  cross into the smaller room, roll again as though it had 
  impacted a wall, as the magnetic trap mechanism pulls 
  the boulder back into the main room.
  Tactics
  The devils loyally obey their drow masters and care nothing 
  for their own well being. It is very likely that the boulder 
  trap will crush some as the fight progresses! The devils seek 
  combat and PCs deaths and fight with manic glee.  
   
  The devils prefer to wait until at least 3 PCs are in the 
  room before triggering the trap unless the majority of the 
  PCs are hanging back behind the double doors.
   
  Feel free to play up the boulder and its random direction, 
  crushing a devil early in the combat. This trap can cause the 
  PCs concern as they try to fight the devils and drow while 
  moving around the room away from the boulder.
   
  The drow snipe at the PCs through the arrow slits, only 
  engaging in melee combat if pressed.
  Ending the Encounter
  The encounter ends when all of the devils and drow are 
  dead. The trap does not need to be disabled as the PCs can 
  simply move into the side rooms and be safe.
  Treasure
  Amongst the bodies is 23gp and 151sp plus the drow and 
  devil’s equipment. 
  enCounter 2: devilish trap
  
  Giant Rolling Boulder 
  Level 14 Blaster
  trap 
  Xp 250
  When triggered, a huge rolling boulder as wide as the passageway is 
  released and crashes through a false wall. It begins rolling down the 
  hall, crushing everything in its path.
  Trap: a trigger you define releases a distant boulder that begins 
  rolling toward the trigger area, and it rolls until stopped.
  Perception 
  ✦ DC 23: a check of this result allows a pC to realize that the 
  trigger is in tension and that setting it off releases something.
  ✦ DC 18: a pC near the distant false wall can determine that it is 
  thin and that a large space is behind it.
  Initiative +2 
  Speed 8 (consider altering this based on the  
   
   
  length of the roll and the pCs’ speeds)
  Trigger 
  you decide the trigger. it might be an npC pulling on a lever, 
  a pC pressing the wrong button, or taking the gem from a 
  statue’s eye. When triggered, roll initiative. on its initiative, 
  the boulder moves.
  Attack 
  Standard Action 
  Area trample attack in squares  
   
   
   
  entered by the boulder
  Trample: each turn, the boulder moves its speed and 
  enters enemies’ spaces. this movement does not provoke 
  opportunity attacks. the boulder can end its move in an 
  occupied space. Creatures in the boulder’s space at the start 
  of their turn have cover and can act normally. When it enters 
  an enemy’s space, the boulder makes a trample attack. if a 
  creature enters a square of the boulder’s space, it makes a 
  free trample attack.
  Trample Attack: +17 vs. reflex
  Hit: 3d10 + 6 damage, and the target is knocked prone.
  Miss: half damage, and the target is not knocked prone.
  Countermeasures 
  ✦ a character adjacent to the rolling boulder can stop it with a 
  DC 25 athletics check. this provokes a trample attack, and 
  the character’s athletics check fails if the boulder’s trample 
  attack hits. 
  ✦ an adjacent character can delay the trigger with a DC 23 
  thievery check.
  ✦ an adjacent character can disable the boulder with a DC 23 
  thievery check. the character must have broken through the 
  false wall first (aC 4; fortitude 12; reflex 4; hp 30).
  Encounter Uses
  ✦ put the boulder trap in a long hallway with the pCs in the 
  middle and enemies strewn throughout. that way the pCs 
  (and their enemies!) have to make choices between fighting 
  or running from the boulder. this is particularly effective if 
  you put some minions in front of the boulder early on. the 
  players are sure to sit up and pay attention after seeing it 
  mulch some monsters.
  ✦ Consider how the boulder stops. Does it 
  come crashing to a halt against constructed 
  stops, smash through a wall into a heretofore 
  unknown room, roll up a ramp and come rolling back, 
  or go careening off a cliff to slam into structures far below?
  ✦ put several boulder traps with ramps that send them back 
  in a large open room. the pCs and their enemies can then 
  try to use the pattern of the boulders’ movement to their 
  advantage, and the battlefield moves a lot as creatures use 
  part of their turns to leap out of the way.
  4
  Company of the Griffon
  todd lockwood
  Drow Warrior (W) 
  Level 11 Lurker
  medium fey humanoid 
  Xp 600
  Initiative +13 
  Senses perception +11; darkvision
  HP 83; Bloodied 41
  AC 24; Fortitude 20, Reflex 22, Will 19
  Speed 6
  m Rapier (standard; at-will) ✦ Poison, Weapon
   
  +14 vs. aC; 1d8 + 4 damage, and the drow warrior makes a 
  secondary attack against the same target. Secondary Attack: 
  +13 vs. fortitude; see drow poison for the effect.
  R Hand Crossbow (standard; at-will) ✦ Poison, Weapon
   
  ranged 10/20; +14 vs. aC; 1d6 + 4 damage, and the drow 
  warrior makes a secondary attack against the same target. Sec-
  ondary Attack: +13 vs. fortitude; see drow poison for the effect. 
  R Darkfire (minor; encounter)
   
  ranged 10; +12 vs. reflex; until the end of the drow warrior’s 
  next turn, the target grants combat advantage to all attackers, 
  and the target cannot benefit from invisibility or concealment.
  Combat Advantage
   
  the drow warrior deals an extra 2d6 damage on melee 
  and ranged attacks against any target it has combat 
  advantage against.
  Drow Poison ✦ Poison
   
  a creature hit by a weapon coated in drow poison takes a –2 
  penalty to attack rolls (save ends). First Failed Saving Throw: the 
  target is also weakened (save ends). Second Failed Saving Throw: 
  the target falls unconscious until the end of the encounter. 
  Alignment evil 
  Languages Common, elven
  Skills Dungeoneering +11, intimidate +8, Stealth +15
  Str 14 (+7) 
  Dex 19 (+9) 
  Wis 13 (+6)
  Con 11 (+5) 
  Int 13 (+6) 
  Cha 12 (+6)
  Equipment chainmail, rapier*, hand crossbow, 20 bolts*
  *These weapons are coated in drow poison.
  Legion Devil Hellguard (L) 
  Level 11 Minion
  medium immortal humanoid (devil) 
  Xp 150
  Initiative +6 
  Senses perception +6; darkvision
  HP 1; a missed attack never damages a minion.
  AC 27; Fortitude 23, Reflex 22, Will 22; see also squad defense
  Resist 10 fire
  Speed 6, teleport 3
  m Longsword (standard; at-will) ✦ Weapon
   
  +16 vs. aC; 6 damage.
  Squad Defense
   
  the legion devil hellguard gains a +2 bonus to its defenses 
  when adjacent to at least one other legion devil.
  Alignment evil 
  Languages Supernal
  Str 14 (+7) 
  Dex 12 (+6) 
  Wis 12 (+6)
  Con 14 (+7) 
  Int 10 (+5) 
  Cha 12 (+6)
  Equipment plate armor, heavy shield, longsword
  
  5
  Company of the Griffon
  Encounter Level 12 (3,400 XP)
  Setup 
  2 blade spiders (S) (level 10 brutes)
  1 drow arachnomancer (A) (level 13 artillery (leader)
  1 web golem thresher (G) (level 14 elite soldier)
  This area was the first part of the ruins discovered by 
  the drow, who gained entry through a cavern system 
  below the room. From here, two separate groups set out 
  to explore the rest of the ruins.
   
  Once the players have placed their character  
  miniatures, read:
  Moving down the corridor from your encounter with the 
  devils, you see a room full of cobwebs. The room is deathly 
  quiet and no light sources are visible.
  Describe features in the room according to the light 
  sources the PCs are using.
   
  The spiders, drow and golem are all hiding at the 
  beginning of the encounter. The golem receives a +4 
  bonus to its Stealth checks due to blending into the webs. 
  The spiders also receive a +4 bonus as they are in crawl 
  spaces beneath loose floor tiles.
  Perception (DC equal to the 
  •	
  golem’s Stealth check):  
  the cobwebs seem to contain 
  some sort of creature covered 
  in webs!
  Perception (DC equal to the 
  •	
  spiders Stealth checks): Some 
  of the tiles move slightly, the 
  hint of glowing eyes barely  
  visible beneath.
  Features  
  of the Area
   
  Illumination: The room is pitch 
  black. The only sources of illumination 
  are whatever the PCs are carrying.
   
  Terrain Feature: The ceiling is 15 
  feet high. The webs are magical. The 
  drow and her allies may move through 
  the webs with no penalty. The PCs 
  treat the webs as difficult ground. Any 
  sections of cobwebs attacked with fire 
  damage immediately burn away.
  Tactics
  The drow is on the ceiling due to her spider climb.  She 
  will try to stay at range, and coordinate with the spiders 
  for Lolth’s judgment. If hard pressed she will use cloud of 
  darkness to move to a better position.
   
  The spiders are lurking in crevices and alcoves under 
  loosened tiles. They prefer to wait until PCs approach and 
  then launch surprise attacks.  The spiders use the webs, 
  ceilings and walls to divide and conquer the PCs.
   
  The golem is also hiding. If undiscovered it will wait 
  until several PCs pass by before grabbing one and drag-
  ging it into the webs. 
  Ending the Encounter
  The encounter ends when both the spiders and the drow 
  are dead and the golem is destroyed. 
  Treasure
  As seen on the map several bodies are cocooned in the 
  webs. These are drow that fell out of favor with the arach-
  nomancer. A careful search (Perception DC 20) on the 
  corpses reveals an undiscovered potion of vitality.
  enCounter 3: WiCked WeBs
  
  Blade Spider (S) 
  Level 10 Brute
  Large natural beast (mount, spider) 
  Xp 500
  Initiative +9 
  Senses perception +7; tremorsense 10
  HP 130; Bloodied 65
  AC 22; Fortitude 21, Reflex 20, Will 18
  Speed 6, climb 6 (spider climb)
  m Claw (standard; at-will) ✦ Poison
   
  +13 vs. aC; 1d8 + 5 damage, and the target takes ongoing 5 
  poison damage and is weakened (save ends both).
  M Double Attack (standard; at-will) ✦ Poison
   
  the blade spider makes two claw attacks.
  M Combined Attack (while mounted by a friendly rider of 10th level 
  or higher; at-will) ✦ Mount, Poison
   
  When the blade spider’s rider makes a melee attack, the 
  blade spider makes a claw attack as a free action against the 
  same target.
  Alignment Unaligned 
  Languages —
  Skills Stealth +14
  Str 20 (+10) 
  Dex 18 (+9)  
  Wis 15 (+7)
  Con 20 (+10) 
  Int 1 (+0) 
  Cha 10 (+5)
  Drow Arachnomancer (A) 
  Level 13 Artillery (Leader)
  medium fey humanoid 
  Xp 800
  Initiative +8 
  Senses perception +13; darkvision
  HP 94; Bloodied 47
  AC 26; Fortitude 22, Reflex 24, Will 24
  Speed 7
  m Spider Rod (standard; at-will) 
   
  +16 vs. aC; 1d6 damage, and the target is immobilized (save 
  ends); see also Lolth’s judgment.
  R Venom Ray (standard; at-will) ✦ Poison
   
  ranged 10; +18 vs. reflex; 2d8 + 3 poison damage, and ongo-
  ing 5 poison damage (save ends); see also Lolth’s judgment.
  A Lolth’s Grasp (standard; encounter) ✦ Necrotic, Zone
   
  area burst 4 within 10; webs full of spectral spiders cover 
  the zone (drow and spiders are immune); +16 vs. reflex; the 
  target is restrained (save ends). the zone is difficult terrain 
  until the end of the encounter. any creature that starts its 
  turn in the zone takes 10 necrotic damage.
  R Spider Curse (standard; encounter) ✦ Necrotic
   
  Spectral spiders swarm over and bite the target: ranged 20; 
  +16 vs. Will; 1d6 + 7 necrotic damage, and the target takes 
  ongoing 5 necrotic damage and is weakened (save ends 
  both); see also Lolth’s judgment.
  C Venom Blast (standard; encounter) ✦ Poison
   
  Close blast 5; +14 vs. fortitude; 2d6 + 10 poison damage. 
  Miss: half damage.
  C Cloud of Darkness (minor; encounter)
   
  Close burst 1; this power creates a cloud of darkness that 
  remains in place until the end of the drow arachnomancer’s 
  next turn. the cloud blocks line of sight for all creatures 
  except the drow arachnomancer. any creature entirely 
  within the cloud (except the drow arachnomancer) is 
  blinded until it exits.
  Lolth’s Judgment (free, when the arachnomancer hits a target  
  with a melee or a ranged attack; at-will)
   
  all spider allies within 20 squares of the arachnomancer  
  gain a +2 bonus to attack rolls against the target until the  
  end of the arachnomancer’s next turn.
  Alignment evil 
  Languages Common, elven
  Skills arcana +14, Dungeoneering +13, intimidate +8, Stealth +10
  Str 10 (+6) 
  Dex 15 (+8) 
  Wis 14 (+8)
  Con 10 (+6) 
  Int 16 (+9) 
  Cha 11 (+6)
  Equipment robes, spider rod
  Web Golem Thresher (G) 
  Level 14 Elite Soldier
  Large natural animate (construct) 
  Xp 2,000
  Initiative +16 
  Senses perception +14; darkvision
  HP 284; Bloodied 142
  AC 30; Fortitude 25, Reflex 26, Will 21
  Saving Throws +2
  Speed 6, climb 6 (spider climb)
  Action Points 1
  m Slam (standard; at-will)
   
  reach 2; +21 vs. aC; 2d8 + 6 damage, and the target is 
  marked until the end of the web golem thresher’s next turn.
  M Double Slam (standard; at-will)
   
  the web golem thresher makes two slam attacks.
  M Catch and Release (immediate reaction, when a marked target 
  shifts; at-will)
   
  reach 2; +21 vs. aC; 1d8 + 6 damage, and the web golem 
  thresher slides the target 5 squares and knocks it prone.
  C Spit Web (standard; recharge ⚄ ⚅) 
   
  Close blast 3; +19 vs. reflex; the target is slowed (save ends). 
  First Failed Saving Throw: the target is immobilized (save ends).
  Alignment  Unaligned 
  Languages —
  Str 20 (+12) 
  Dex 25 (+14) 
  Wis 14 (+9)
  Con 22 (+13) 
  Int 5 (+5) 
  Cha 9 (+8)
  6
  Company of the Griffon
  corey turner
  
  7
  Company of the Griffon
  Encounter Level 12 (3,450 XP)
  Setup 
  4 trolls (T) (level 9 brutes)
  2 troll witches (W) (level 12 controllers)
  1 water-filling chamber (level 8 blaster)
  Two troll witches and their troll followers have begun explor-
  ing the room. They have not yet had the opportunity to finish 
  exploring the sarcophagi in the room, as they inadvertently set 
  off the water trap and spent some time resetting it.
   
  Once the players place their miniatures in the PC 
  start area, read:
  Moving on from the spider room, you follow a flight of 
  downward stairs before confronting another set of stone 
  double doors. The air in this part of the ruins is cool. 
  Many of the tiles below your feet are damp.
  Once a PC opens the door, read:
  More cool, damp air flows around you as the doors 
  swing open. The middle of the room is dominated by an 
  open well with shallow sides. However, your attention is 
  quickly drawn to the trolls standing at the top of a set of 
  large sized stairs.
  Perception (DC 25):
  •	
    the area above the far 
  stairs is dry.
  Features of the Area
   
  Illumination: Two burning braziers flanking the 
  large stairs brightly light the majority of the room. Several 
  candles are also located along the rear wall and alcoves, 
  shedding dim light, as seen on the map.
   
  Terrain Feature: The well is full of water and leads 60 
  feet to a system of pumps and an underwater waterway. 
   
  The well portion of the room is 6 feet 
  below the level of the throne portion. The 
  large stairs leading between the two sections 
  are 1.5 feet high each, making it difficult 
  ground for any small sized creature. 
   
  The sarcophagi and tombs are all 4 feet high.
   
  The spout used for the trap is noted on the 
  map and issues from the bottom left sarcophagi.
   
  The ceiling is 15 feet high in the well portion 
  of the room and 9 feet high in the throne portion.
   
  The trap is triggered when the large stairs 
  are stood upon. A metal plate slides across 
  the well and water gushes from the spout. 
  Disabling the three locks on the well lid will 
  allow the water to drain away.
  The falling iron door is located at the top of the small stair-
  well that the PCs  start at. The stair well is 6 feet high and 
  will fill to the top if the door is sealed and the well cov-
  ered. Due to age, pressure issues mean the room cannot 
  hold enough water to fill the room beyond the 6 feet mark 
  – this mean that the throne area is free of water. At that 
  point, large creatures can move in the water filled areas, 
  treating it as difficult ground and medium and small crea-
  tures must swim. Standing on the 4 sarcophagi is a viable 
  option for PCs who have difficulty swimming.
  Tactics
  The trolls have been given strict orders to stay above the 
  stairs, as the witches know that the stairs are the trap trigger. 
  However if any troll is bloodied before the trap is set off, it will 
  forget the orders and rush to engage, setting off the trap.
   
  The witches are investigating the sarcophagi when the 
  PCs appear. They are reasonably intelligent and fight at 
  range, staying within 2 squares of at least one of the trolls.
   
  If the PCs are able to launch effective ranged attacks 
  and avoid having to move into the throne area, the mon-
  sters retire into the smaller rooms and try and lure the 
  PCs into melee combat.
  Ending the Encounter
  The encounter ends when the monsters are dead. 
  Inside the large sarcophagus are a bundle of wax-covered 
  scrolls. Providing the PCs made reasonable haste, they are 
  able to return the scrolls in time for their reward.
  Treasure
  If the PCs explore the waterlogged sarcophagi in the well 
  portion of the room they may find (Perception DC 22) an 
  ornate pearl necklace and tiara, worth 5,000gp to a collec-
  tor of ancient civilization artifacts.
  enCounter 4: Wet and Wild
  
  Water-Filling Chamber 
  Level 8 Blaster
  trap 
  Xp 350
  When a character moves onto a central square in the room, reinforced 
  iron doors crash down over the exits, and a face carved in the wall 
  opens its jaws to spew water into the room. Each iron door can be 
  opened as a safeguard against accidental entrapment, but each door 
  release has three locks.
  Trap: the chamber seals off and fills with water when a pressure 
  plate is stepped upon.
  Perception 
  ✦ DC 14: the face carved in the stone walls looks like it has a 
  movable jaw.
  ✦ DC 19: a portion of the floor sinks when pressed on. it might be a 
  trapdoor or pressure plate.
  ✦ DC 14: there’s a hidden slot above each door. Something might 
  fall out of it.
  Initiative +2
  Trigger 
  the trap is triggered when a creature enters the trapped square, 
  typically in the center of the room. When triggered, the iron doors 
  fall into place. roll initiative. on the trap’s initiative, the water 
  begins to pour from the faces in the walls. 
  Attack 
  Standard Action 
  Area the whole room
  Targets: on the trap’s initiative, the water level in the  
  room rises. raising the water has the following effects each round.
   round 1—no effect on medium creatures. the room is considered 
  difficult terrain for Small creatures.
   round 2—the room is difficult terrain for medium creatures. Small 
  creatures must swim.
   round 3—all creatures must swim.
   round 4—the room is fully filled with water. all creatures are 
  considered to be swimming underwater.
  Countermeasures 
  ✦ an adjacent character can delay the trigger with a DC 14 
  thievery check.
  ✦ an adjacent character can disable a falling iron door with a DC 19 
  thievery check. this causes the room to fill with water in twice 
  as many rounds, using the round 1 result on round 2, the round 2 
  result on round 4, and so on.
  ✦ an adjacent character can use a key to open one of the three 
  locks on the iron door, assuming they have the right key. 
  ✦ an adjacent character can open a lock on an iron door with a DC 
  19 thievery check. 
  ✦ an adjacent character can stem the flow of water into the room 
  for 1 round by holding a carving’s mouth shut with a DC 14 
  Strength check. for each round that the mouth is held closed, 
  water still flows in but at a slower rate. for each round that the 
  mouth is held closed, the water does not rise. for every 3 rounds 
  of being closed that accumulates, the water raises one level as 
  though a round passed.
  ✦ an adjacent character can attempt to break down a reinforced 
  iron door with a DC 24 Strength check.
  ✦ an adjacent character can attack a reinforced iron door to break it 
  open (aC 5; fortitude 10;  reflex 5; hp 80).
  Encounter Uses
  ✦ Don’t worry too much about the physics here. this is about a cool 
  scene, not the minutia of water pressure and cubic volume.
  ✦ you can alter this trap’s difficulty by adding more locks to the 
  door, shortening the rounds until the room fills, or adding more 
  water-spewing faces that need to be held up to delay the pCs’ 
  watery doom.
  ✦ add some monsters! Sharks could be neat, but given the level of 
  this trap, sahuagin make a great choice. Distracting the pCs from 
  the means of escape makes the rising water more frightening.
  ✦ think about this room in dungeon design. Where does the water 
  come from? perhaps the pCs have another battle in a room with a 
  huge pool that is set somewhere above the water-filling chamber.
  Troll (T) 
  Level 9 Brute
  Large natural humanoid 
  Xp 400
  Initiative +7 
  Senses perception +11
  HP 100; Bloodied 50; see also troll healing
  Regeneration 10 (if the troll takes acid or fire damage, regenera-
  tion does not function until the end of its next turn)
  AC 20; Fortitude 21, Reflex 18, Will 17
  Speed 8
  m Claw (standard; at-will)
   
  reach 2; +13 vs. aC; 2d6 + 6 damage; see also frenzied strike.
  M Frenzied Strike (free, when the troll’s attack bloodies an enemy; 
  at-will)
   
  the troll makes a claw attack.
  Troll Healing ✦ Healing
   
  if the troll is reduced to 0 hit points by an attack that does not 
  deal acid or fire damage, it rises on its next turn (as a move 
  action) with 10 hit points.
  Alignment Chaotic evil 
  Languages Giant
  Skills athletics +15, endurance +14
  Str 22 (+10) 
  Dex 16 (+7) 
  Wis 14 (+6)
  Con 20 (+9) 
  Int 5 (+1) 
  Cha 10 (+4)
  Troll Witch (W) 
  Level 12 Controller 
  Large natural humanoid 
  Xp 700 
  Initiative +8 
  Senses perception +10
  HP 124; Bloodied 62; see also troll healing
  Regeneration 10 (if the troll witch takes acid or fire damage, 
  regeneration does not function until the end of its next turn) 
  AC 25; Fortitude 25, Reflex 22, Will 24 
  Speed 7 
  m Claw (standard; at-will) 
   
  reach 2; +16 vs. aC; 1d10 + 4 damage. 
  R Flesh For Eating (minor; at-will) 
   
  ranged 10; +16 vs. reflex; the target takes 1 point of damage, 
  and any time a troll deals damage from a melee attack against 
  the target for the remainder of the encounter, the target takes 
  an additional 1d6 damage. 
  R Fear of Teeth (standard; recharge ⚄ ⚅ ) ✦ Charm, Fear
   
  ranged 10; targets an enemy affected by flesh for eating; +16 
  vs. Will; the target is dominated (save ends). a troll witch can 
  dominate only one creature at a time.
  C Ravenous Teeth (standard; daily) 
   
  Close blast 5; targets enemies only; +16 vs. fortitude; 2d8 + 5 
  damage, and the target is dazed (save ends).
  Burnsalve ✦ Healing 
   
  a troll within 2 squares of the troll witch (excluding itself) 
  regenerates normally at the beginning of its turn even if it 
  took fire or acid damage any time since its last turn.
  Troll Healing ✦ Healing 
   
  if the troll witch is reduced to 0 hit points by an attack that 
  does not deal acid or fire damage, it rises on its next turn (as a 
  move action) with 10 hit points.
  Alignment Chaotic evil 
  Languages Common, Giant
  Skills endurance +16, insight +10
  Str 18 (+10) 
  Dex 15 (+8) 
  Wis 9 (+5) 
  Con 20 (+11) 
  Int 12 (+7) 
  Cha 18 (+10) 
  8
  Company of the Griffon
  All trademarks are property of  wizards of the coast llc. ©2009 wizards.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Delve Night/DDN 2009-03 Company of the Griffon.pdf