TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Andy Collins, Rob Heinsoo, and James Wyatt. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of 
  the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com.  
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are 
  trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States 
  of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is 
  purely coincidental. © 2008 Wizards of the Coast, Inc.  
  For rules questions specific to this document email rpgasanctioning@wizards.com. 
  CCQ1-5 
   
   
   
   
   
   
  Honor Bound 
   
  A Dungeons & Dragons® Adventure  
   
  By Greg Marks 
  Reviewed by Chris Tulach, RPGA Content Designer 
   
  Insurgents are troubling an otherwise pacified province and the local lord has been unable to stop 
  them. As soldiers of the Empire of the Crimson Light, you are honor bound to enact the will of the 
  Emperor, even in this barbaric land. The local lord directs you to the ruin where the rebels are 
  supposedly hiding, but not all is as it seems. This is a Classic-style event with characters provided 
  and is a qualifier for the D&D Championship. The D&D Championship Series uses 5 player 
  tables. 
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 2 
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure 
  and receive rewards from the RPGA REWARDS program, 
  you must sanction it as part of an RPGA event. This 
  event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event, called the senior gamemaster, is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and gets reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the 
  cases of home events) the senior gamemaster is also the 
  table DM. You don’t have to be a HERALD-LEVEL GM to 
  run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  tracked under your play history. Second, players and 
  DMs gain rewards for sanctioned RPGA play if they are 
  members of the RPGA REWARDS program. Playing this 
  adventure is worth four (4) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about RPGA event sanctioning and 
  RPGA 
  REWARDS, 
  visit 
  the 
  RPGA 
  website 
  at 
  www.rpga.com.  
  Preparing for Play 
  In order to play this adventure, you’ll need copies of the 
  following D&D 4th Edition rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. Any 
  other rules referenced in this adventure will be noted in 
  the New Rules Items section at the end of the 
  adventure. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your Senior GM directly after play.  
  Reading Monster Stat Blocks 
  Most of the information should be easy to understand, as 
  it mirrors the information presented in the Monster 
  Manual. Attacks have a letter next to them designating 
  the type: M for melee, R for ranged, C for close, and A 
  for area. A lower-case letter (used only in some melee 
  and ranged attacks) denotes that the attack can be used 
  as a basic attack. 
  Milestones 
  Each PC begins with one action point. No matter if the 
  characters succeed or fail in an encounter, they reach a 
  milestone if it is the second trap or combat encounter 
  they’ve had since the start of the adventure or their last 
  extended rest. Make certain to mention this information 
  to the players when applicable, as it gives each PC 
  another action point and affects how some magic item 
  powers are used.  
  Adventure Background 
  The coastal kingdom of Aeris has a long history, with a 
  benevolent but uninvolved monarchy ruling from 
  Aerithmas, the City of Waves. This peaceful and 
  stagnant rule came to a crashing end two years ago 
  when an unknown empire from across the sea 
  undertook a rapid and successful conquest. 
  Now the Empire has installed its own government 
  in the capital city and has spread from there to the far 
  reaches of Aeris. Only now has it managed to reach the 
  edges of the kingdom and nearly all corners of Aeris 
  have been subjugated. Now that peace reigns, the 
  foreign invaders have begun extensive construction 
  projects and despite their sometimes harsh rule, they 
  are beginning to bring about an age of prosperity not 
  seen under the languid monarchy of ages past. 
  But some continue to resist. In the province of 
  Allustria, a charismatic leader known by the alias of The 
  Serpent has rallied a band harsh guerilla fighters and 
  has thus far managed to elude capture by the provincial 
  administrator, Lord Ander Rokosik. In order to prevent 
  this disruption from growing into a full rebellion 
  throughout the province, Karo Imugushi, one of the 
  Emperor’s ministers has dispatched the PCs, loyal 
  soldiers of the empire, to deal with the insurgents. 
  Unbeknownst to the Imperials, The Serpent and Lord 
  Rokosik are one and the same. 
  DM’s Introduction 
  Unlike previous Qualifying rounds where the players 
  took on the part of the people of conquered Aeris, in 
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 3 
  CCQ1-5 Honor Bound, the PCs are loyal soldiers of the 
  conquering Empire of the Crimson Light. It is important 
  to note that regardless of their personal feelings about 
  the conquerors of Aeris that any players may have 
  developed by participating in previous adventures; these 
  characters are loyal followers of the Emperor.  
   
  Introduction: The PCs are dispatched to the Court 
  of Lord Ander Rokosik, a noble collaborator who 
  administers the province of Allustria in the name of the 
  Emperor in order to keep his ancestral lands. Tasked 
  with eliminating the rebel insurgents in Allustria, the 
  PCs have the opportunity to speak with him in order to 
  gather information to aid in their task and learn the 
  rebels are lead by someone known as The Serpent and 
  where he might be hiding.  
   
  Encounter One: The PCs arrive at the ruins of the 
  Silver Bastion, where the rebels are believed to 
  sometimes hide. The party discovers an entrance to the 
  tunnels beneath the ruins, but upon entering Lord 
  Rokosik appears behind them, revealing himself to be 
  the Serpent. He collapses the entrance behind the PCs 
  trapping them in the trap and undead filled catacombs.  
   
  Encounter Two: The PCs must explore the 
  catacombs, braving traps and undead in order to find a 
  way out and warn the Emperor of Rokosik’s treachery. 
   
  Encounter Three: Upon exiting the dungeons, the 
  party is beset by the rebels, intent on silencing them. 
   
  Conclusion: The PCs bring back the Serpent, or his 
  head, and warn the Emperor.  
  Player’s Introduction 
  Read or paraphrase the following to the players: 
   
  In the province of Allustria, just outside the capital city 
  of Aerithmas, rebellion foments against his most 
  Celestial Majesty, the Emperor. The local lord, a noble of 
  the old kingdom who has bowed to the Empire and in 
  return has been allowed to administer his lands in the 
  name of the Emperor has asked for help in quelling the 
  misguided rebels. Karo Imugushi, direct minister to the 
  Emperor has ordered your unit to deal with the issue 
  before it should become more than a simple nuisance.  
  You now stand in the great hall of Lord Ander 
  Rokosik, having recently arrived in his lands. A handful 
  of his guards and court are present as he receives you. 
  "Greetings esteemed soldiers of the Empire. I am 
  pleased the Emperor sent such able agents to help us in 
  our hour of need. What can I tell you that will aid in 
  your investigations?"    
   
  Lord Rokosik requested the PCs deployment to his 
  province after his efforts to stop rebellious activity were 
  unsuccessful. He claims that unbiased outsiders are 
  needed to finally deal with the problems, and he is only 
  too happy to submit to the party's questioning. At this 
  point there should be no reason for the PCs to suspect 
  that his allegiances lie elsewhere. From all accounts, 
  Ander Rokosik is a loyal follower of the Empire and was 
  one of the first local lords to bend knee to the Emperor.  
   
  He can offer the following information to assist the 
  PCs in their search for the rebels.  
  • Why have you asked for us? "Allustria has always 
  been a quiet, urbane province and as such we have 
  never had significant military training for our 
  small militia. The rebels in this province have 
  proved more than my few soldiers can handle and 
  so it became clear that the only solution would be 
  for the Empire to dispatch a crack force to finally 
  end the rebel scourge." 
  • What do you know of the rebels? "Since I 
  originally sent for you, I have managed to uncover 
  substantial details. The rebels in this province are 
  lead by someone the peasants call The Serpent, 
  not only for his ability to go to ground when 
  trouble comes, but for his deadly cunning." 
  • Have you questioned the local peasantry to make 
  sure they aren't involved or helping the Serpent? 
  "I have interrogated the locals thoroughly and 
  punished 
  the 
  guilty 
  with 
  death 
  where 
  appropriate. Unfortunately it seems that the 
  rebels are likely from border provinces and have 
  come here so close to the capital in order to 
  embarrass the Emperor." 
  • Do you know where the Serpent or his rebel 
  fighters are? "I can't say for certain, but I have 
  been analyzing the attacks and I think there may 
  be a pattern developing. Nearly all of the attacks 
  have happened in the area near the old Silver 
  Bastion; a now ruined keep that once protected 
  the province when during a much wilder time." 
  • What do you know about the Silver Bastion? 
  "Well, it lies entirely in ruins so I doubt there is 
  even cover from the rain, much less an attack, but 
  under the ruins there are rumors of catacombs 
  that the rebels might be using to hide. No one 
  goes there anymore and a good number of 
  superstitious ghost stories have grown up around 
  the Bastion. Some say that all of the men that 
  died 
  defending 
  its 
  walls 
  were 
  interred 
  underneath, that they could come back from the 
  dead to defend it, should the need arise." 
  • What help can you send with us? "What I can 
  offer is minimal. According to wishes of Karo 
  Imugushi, I will be using my few soldiers to seal all 
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 4 
  the roads that no rebel can escape during your 
  investigations of the ruins. I can offer you 
  whatever food or drink you might require, as well 
  as the hospitality of my roof should your efforts 
  take you several days." 
  • Can you show us where the Silver Bastion is? "I 
  have had a simple draw up in preparation for your 
  arrival. By following these directions, you should 
  be able to find it without difficulty." 
   
  Ending the Encounter 
  Once the PCs have had a chance to question Lord 
  Rokosik, he gives them the map and provisions and 
  directs them to the ruins of the Silver Bastion.  
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 5 
  Encounter 1: Betrayal 
  Setup 
  This encounter begins as the PCs have followed the map 
  given to them by Lord Rokosik and arrived at the ruins 
  of the Silver Bastion. 
   
  The ruins of the Silver Bastion are little more than a 
  pile of weathered tumbledown stones. Only the barest 
  semblance of a walls and towers can be noted among 
  the jumbled pile. Weeds, tall grass, and small trees 
  sprout amongst the stones as nature slowly reclaims the 
  land. There are no obvious signs of any men or camps. 
   
  Further examination makes it clear that there are 
  obviously no signs of a campsite among ruins and there 
  are no foes in hiding. However a complete search 
  locates a set of worn stone stairs in the space under a 
  wagon-sized stone that rests propped upon another 
  stone leaving a narrow opening. A successful DC 25 
  Perception check does locate medium sized footprints 
  in the dirt, coming and going from the stairs. 
   
  There is no light source or any sounds coming from 
  down below. Once the PCs decide to proceed down 
  below, give them all a chance to enter. If not all of the 
  PCs go down the stairs immediately, the rebels wait to 
  spring their trap until they do. If necessary, use the 
  descriptions found in the next encounter to draw them 
  further into the complex, being careful to omit any 
  suggests of a trap. Do not force the players into the trap, 
  eventually they will likely all willingly choose to 
  descend. Once they do, proceed with the following read 
  aloud text. 
   
  “Hello?” a voice calls out from the top of the stairs. 
  “Hello again, I’m so glad the Emperor’s finest could 
  come to help me.” Lord Rokosik’s face becomes visible, 
  silhouetted in the opening and surrounded by several 
  smiling, rough-looking men. “It’s a shame that since I’m 
  really the Serpent, you won’t live to take advantage of 
  the hospitality I offered you earlier. Instead, I think you 
  will find your new hosts not nearly as inviting. Good 
  bye.” With a gesture behind him he moves away and the 
  entire complex begins to rumble as the roof collapses 
  and debris pours down the opening. 
   
  It is clear that the entire room is collapsing, starting with 
  the area near the stairs and proceeding toward the door 
  on the north wall. There is no chance for a PC to make it 
  up the stairs. It is simple too far and there is not enough 
  time. Make it clear that there is really no chance, and 
  any PC who does not immediately flee deeper into the 
  complex suffers a +7 attack vs. Reflex from the falling 
  debris (Hit: 1d10+3 and prone and immobilized until 
  dug free; Miss: half damage and prone). 
   
  Ending the Encounter 
  The rubble created by the collapse is massive and given 
  the large stones the PCs previous saw around the stairs, 
  it is unlikely the party could dig their way out before 
  they starve to death. Reinforce for those who insist on 
  trying that every time they dig, the unstable rubble shifts 
  and it is likely to collapse upon them at any moment. 
  Their only hope is to find another way out of the 
  complex. Once they are ready to proceed, move to the 
  dungeon complex and Encounter 2: Room 1. For a 
  complete map of the catacombs in Encounter 2, see the 
  Appendix. 
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 6 
  Encounter 2: Room 1 (Ruined 
  Hall) 
  Setup 
  The descriptions provided here assume the PCs are 
  exploring the room following the cave-in that traps them 
  underground. If this is not the case, the DM should 
  adjust accordingly. The text assumes the PCs are using a 
  light source. 
   
  The hall was ruined, even before the cave-in. Broken 
  pillars and shattered stone litter the floor and heaped 
  dirt and loose bricks have added to the jumble, totally 
  blocking southern half of the room and the stairs. A 
  great set of stone double doors are set in the northern 
  wall.  
   
  The party may choose to search this room or continue 
  onward. For the moment this room is safe despite the 
  cave-in, as the undead cannot breach the seal on the 
  double doors, though that enchantment fades once the 
  PCs open the doors. 
  Features of the Area 
   
  Double Doors: The stone doors are not locked and 
  bare the seal of Raven Queen across their seam. A DC 
  15 Religion check identifies the Raven Queen as one of 
  the false deities of Aeris, who rules dispassionately over 
  the barbarians’ dead. She is also the patron of fate and 
  winter. Should any PC who is trained in the Arcana skill 
  spend 1 minute focusing on the doors and succeed in a 
  DC 20 skill check, they can determine that the doors 
  radiate magic. 
   
  Illumination: There is no light in room except that 
  which the PCs have brought with them. 
   
  Rubble: The rubble makes this entire room difficult 
  terrain, should the PCs need to fall back to this room 
  during a combat.  In addition, if the PCs undertake a 
  careful search of the room, a DC 25 Perception check 
  locates a moldering discarded satchel from before the 
  Bastion fell to ruin. The bag contains one sunrod, three 
  quills, a glass bottle of dried ink, and a vial of holy oil 
  blessed by followers of the Raven Queen. If poured 
  upon a weapon as a move action, the next basic attack or 
  power with the weapon key word gains a +2 item bonus 
  to hit an undead creature. The blessing is good for only 
  one swing and is wasted if the attack misses. There is 
  enough oil for only one use. A DC 15 Religion check 
  identifies the holy oil for what it is.  
  Ending the Encounter 
  Once the PCs open the door in the north wall, they find 
  a hallway beyond with three more options. Consult the 
  map of the complex in order to determine which room 
  description to proceed to.  
  Treasure 
  If the PCs search the room, they may locate the vial of 
  holy oil (described above). 
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 7 
  Encounter 2: Room 2 (Burial 
  Vault) 
  Encounter Level 1  
  Setup  
  This encounter includes the following creatures: 
   
  1 specter (S) 
   
  This room is a vault used to store the honored dead of 
  those who defended the Bastion in bygone days. One of 
  them has unhappily returned and waits to defend the 
  Silver Bastion from intruders. 
   
  As the adventurers enter the area, read: 
   
  Behind a simple metal door, burial niches line the walls. 
  Skeletal warriors still wearing their armor lie 
  underneath rotting burial shrouds. This room seems 
  unusually cold.  
   
  The armor here is so old as to be useless and the 
  skeletons are no threat. The specter hides in the 
  darkness of one of the niches using its invisibility power, 
  hoping the PCs will pass him by so that he might attack 
  them at a more opportune time. 
  Features of the Area 
   
  Armored Skeletons: The PCs can use a move 
  action to pull one of the armored skeletons to the 
  ground and scattering across one square. Doing so 
  creates an area of difficult terrain. Note that the specter’s 
  phasing makes it immune to the effects of difficult 
  terrain. 
   
  Illumination: There is no light in this room. 
  Tactics 
  The specter hides at the sound of approaching intruders 
  opening the metal door. It makes uses its invisibility 
  power and then follows them until they get into a 
  combat when it attempts to use its spectral barrage attack 
  on the rear rank of the party. Then it uses hit and run 
  tactics with its spectral touch until that power recharges.  
   
  If the party moves to room 4 before opening the 
  door to room 2, the specter phases through the door of 
  this room and attacks as soon as it hears the noise of 
  combat.    
  Ending the Encounter 
  Once the PCs destroy or bypass the specter, they are 
  free to move further into the catacombs. Proceed to the 
  next room once the players are ready. 
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 8 
  Encounter 2: Room 2 (Burial Vault) Statistics 
   
  Specter  
  Level 4 Lurker 
  Medium shadow humanoid (undead)  
  XP 175   
  Initiative +8  
  Senses Perception +6; darkvision 
  Spectral Chill (cold) aura 1; enemies in the aura take a -2 penalty 
   to all defenses 
  HP 30; Bloodied 15 
  AC 16; Fortitude 16, Reflex 16, Will 17 
  Immune disease, poison; Resist 10 necrotic, insubstantial;  
  Vulnerability 5 radiant  
  Speed 6 (hover); phasing 
  m Spectral Touch (standard; at-will) ✦ Necrotic 
  +7 vs. Reflex; 1d6 + 2 necrotic damage. 
  C Spectral Barrage (standard; recharge 5 6) ✦ Illusion, Psychic 
  Close burst 2; targets enemies; +7 vs. Will; 2d6 + 2 psychic damage, 
   and the target is knocked prone. 
  Invisibility (standard; at-will) ✦ Illusion 
  The specter becomes invisible until it attacks or until it is hit by an 
   attack. 
  Alignment Chaotic evil  
   
  Languages Common 
  Skills Stealth +9 
  Str 10 (+2)  
  Dex 15 (+4)  
  Wis 8 (+1) 
  Con 13 (+3)  
  Int 6 (+0)   
  Cha 15 (+4) 
   
   
   
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 9 
  Encounter 2: Room 2 (Burial Vault) Map 
   
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 10 
  Encounter 2: Room 3 
  (Collapsed Room)  
  Encounter Level 1  
  Setup 
  This room has long since surrendered to time and it 
  walls collapsed, allowing rubble to pour in from 
  above.  
   
  The door to this room buckles inward toward the hall 
  and loose dirt has seeped through the openings where 
  the door has separated from the frame. 
   
  The straining door holds back centuries of dirt, rubble, 
  and debris. A DC 10 Dungeoneering skill check 
  determines that it is likely that if tampered with, a 
  dangerous and forceful volume of rubble will pour 
  through the doorway.  
   
  If the door is opened, a rockslide pours forth.  
  Ending the Encounter 
  Sadly, the debris fills the room and there is no obvious 
  way to get to the surface, even after some of the dirt 
  pours into the hallway. There is just too much dirt and 
  stone to get out this way. 
   
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 11 
  Encounter 2: Room 3 (Collapsed Room) Statistics  
   
   
  Rockslide  
  Level 1 Lurker 
  Hazard  
  XP 100   
  Hazard: Rocks and dirt tumble down to a target square and make  
  a burst 3 attack. 
  Perception  
  Characters can't use Perception to detect this hazard. 
  Additional Skills: Dungeoneering 
  A DC 10 Dungeoneering check notices a rock formation and the  
  door holding it back is unstable.  
  Trigger 
  Opening the door immediately triggers the rockslide. 
  Attack 
  Standard Reaction  
  Close burst 3 
  Targets: Creatures in burst 
  Attack: +4 vs. Reflex 
  Hit: 2d6 + 2 damage 
  Miss: Half damage 
  Sustain Standard: The rockslide continues for 1d4 rounds. The  
  burst area is difficult terrain during and after the rockslide. 
  Countermeasures  
  ✦A character can attempt a DC 20 Dungeoneering or Thievery  
  check to jury rig a rope around the door and pull the door open  
  from a safe distance. Failing the check causes the rockslide to  
  occur prematurely.  
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 12 
  Encounter 2: Room 4 (Crypt) 
  Encounter Level 6  
  Setup  
  This encounter includes the following creatures and 
  traps:  
   
  1 Pit Trap (Hidden Pit) 
   
  1 Blazing Skeleton (B) 
   
  3 Skeletons (S) 
   
  Vorgin, Ghoul Acolyte of Orcus (V) 
   
  This room is a crypt where several of great heroes were 
  interred. Unfortunately, Vorgin was drawn to this place 
  by the conflux of necromantic energy that swells the 
  complex and he has used it to raise many of the dead 
  and twist them to his power. Unfortunately, the seals 
  placed through the complex by ancient priests of the 
  Raven Queen have trapped him and his followers and 
  driven him into an uncontrollable madness that he 
  unleashes on those that intrude upon the complex. 
   
  As the adventurers enter the area, read: 
   
  As you open the door, torches on each wall alight with 
  cold blue flame. Four ornate stone sarcophagi are set 
  into the floor of this large room and from each arises a 
  skeletal warrior, one of whom burns with the same blue 
  fire. Standing before huge stone doors on the northern 
  wall is a rotting corpse with a huge smiling mouth of 
  fangs. Turning towards you, it lets forth a great 
  chortling laugh.  
   
  Vorgin taunts the PCs in his great baritone, punctuated 
  with his deep laughs and the clacking of dried bones 
  from the skeletons. While he is willing to talk with the 
  PCs for his own amusement, he does nothing to hold 
  back the skeletons and combat starts immediately. 
  Features of the Area 
   
  Sarcophagi: The squares containing a sarcophagus 
  or its broken lid cost an additional square to enter unless 
  the PC succeeds in a DC 25 Athletics check to hop over 
  the difficult terrain.   
   
  Stone Doors: Large stone doors are set in the 
  northern wall. The doors are currently locked (DC 20 
  Thievery) and Vorgin does not have the key. With some 
  extended effort and a great deal of noise, the PCs can 
  break through them. This noise alerts the Terth and the 
  zombies in Room 5 to the party’s presence.  
   
  Pit Trap: A pit trap is hidden in the center of the 
  room. The undead are aware of it and avoid it. Once 
  triggered, it does not reset and you may place the pit tile 
  on the map. 
  Tactics 
  The skeletons immediately move forward along the 
  sides of the room to block those directions and avoid the 
  trap in the center of the room. The blazing skeleton lobs 
  fire from the rear of the room. Vorgin tries to stay close 
  enough to all of his minions so they can benefit from his 
  aura while he taunts the rest of the party. If none of the 
  PCs seem inclined to come to him to attack him (and 
  thus potentially fall into the pit) after one round, he 
  crosses the sarcophagi in order to engage the PCs, 
  preferring to paralyze as many foes as possible so his 
  skeletons can coup de grace them. The undead all fight 
  to the death. 
   
  If the specter from Room 2 has been made aware of 
  the PCs, he will use the party's distraction as an 
  opportune time to attack, waiting one or two rounds 
  until the PCs are spread out and then attacking the rear 
  rank as described under Room 2. 
  Ending the Encounter 
  If the PCs somehow manage to capture Vorgin, he is an 
  uncooperative captive to say the least; constantly 
  howling and threatening to feast upon the souls of his 
  captors. He does know the general layout of the rest of 
  the complex. He knows there are more undead in the 
  complex and has occasionally spoken with Terth in the 
  next room. He also believes there is also an insubstantial 
  undead creature roaming the halls, but it avoids him. If 
  the PCs have defeated the specter, he believes that is the 
  creature he has seen. 
   
  Once the PCs are ready to proceed through the 
  large doors, move to the next encounter and Room 5. 
  Treasure 
  If the PCs defeat Vorgin, they may claim his magical 
  gloves for use later on in the adventure. After a short 
  rest, the PCs automatically determine the power of the 
  gloves. 
  
   
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  Page 13 
  Encounter 2: Room 4 (Crypt) Statistics 
   
  Hidden Pit Trap  
  Level 1 Elite Warder 
  Hazard  
  XP 200   
  Trap: A 2-by-2 section of the floor hides a 20-foot-deep pit filled with  
  poisoned spikes. 
  Perception  
  ✦DC 22: The character notices the false stonework. 
  Trigger 
  The trap attacks when a creature enters one of the trap’s four  
  squares.  
  Attack 
  Immediate Reaction 
  Melee 
  Targets: The creature that triggered the trap. 
  Attack: +4 vs. Reflex 
  Hit: Target falls into the pit, takes 3d10 damage + ongoing 5 poison  
  damage (save ends), and falls prone. 
  Miss: Target returns to the last square it occupied and its move action  
  ends immediately.  
  Effect: The false floor opens and the pit is no longer hidden. 
  Countermeasures  
  ✦An adjacent character can trigger the trap with a DC 12 Thievery  
  check (standard action). The floor falls into the pit. 
  ✦An adjacent character can disable the trap with a DC 27 Thievery  
  check (standard action). The floor becomes safe. 
  ✦A character who makes an Athletics check (DC 11 or DC 21  
  Without a running start) can jump over the pit. 
  ✦A character can climb out with a DC 15 Athletics check. 
   
  Blazing Skeleton  
  Level 5 Artillery 
  Medium natural animate (undead)  
  XP 200   
  Initiative +6  
  Senses Perception +4; darkvision 
  HP 53; Bloodied 26 
  AC 19; Fortitude 15, Reflex 18, Will 16 
  Immune disease, poison; Resist 10 fire, 10 necrotic; Vulnerable 5  
  radiant  
  Speed 6 
  m Blazing Claw (standard; at-will) ✦ Fire 
  +8 vs. AC; 1d4 + 1 damage, and ongoing 5 fire damage (save ends). 
  r Flame Orb (standard; at-will) ✦ Fire 
  Ranged 10; +8 vs. Reflex; 2d4 + 4 fire damage, and ongoing 5 fire  
  damage (save ends). 
  Alignment Unaligned  
   
  Languages - 
  Str 13 (+3)  
  Dex 18 (+6)  
  Wis 15 (+4) 
  Con 17 (+5)  
  Int 4 (---1)   
  Cha 6 (+0) 
   
  Skeleton  
  Level 3 Soldier 
  Medium natural animate (undead)  
  XP 150   
  Initiative +6  
  Senses Perception +3; darkvision 
  HP 45; Bloodied 22 
  AC 18; Fortitude 15, Reflex 16, Will 15 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant  
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d8 + 2 damage, and the target is marked until the end  
  of the skeleton’s next turn; see also speed of the dead.  
  Speed of the Dead 
  When making an opportunity attack, the skeleton gains a +2 bonus  
  to the attack roll and deals an extra 1d6 damage. 
  Alignment Unaligned  
   
  Languages - 
  Str 15 (+3)  
  Dex 17 (+4)  
  Wis 14 (+3) 
  Con 13 (+2)  
  Int 3 (---3)   
  Cha 3 (-3) 
  Equipment chain mail, heavy shield, longsword 
   
  Vorgin, Ghoul Acolyte of Orcus  
  Level 5 Elite Controller 
  (leader) 
  Medium natural animate (undead)  
  XP 400   
  Initiative +8  
  Senses Perception +2; darkvision 
  HP 118; Bloodied 59 
  AC 22; Fortitude 20, Reflex 20, Will 19 
  Immune disease, poison; Resist 10 fire, 10 necrotic, 5 radiant; 
  Vulnerable 5 radiant  
  Saving Throws +2 
  Action Point 1 
  Speed 8; climb 4 
  m Claws (standard; at-will)  
  +12 vs. AC; 1d6 + 6 damage, and the target is immobilized (save  
  ends). 
  M Ghoulish Bite (standard; at-will)  
  Target must be immobilized, stunned, or unconscious; +10 vs.AC;  
  3d6 + 6 damage, and target is stunned (save ends). 
  Shield of Abyssal Majesty aura 5  
  Allies in the aura gain Vorgin’s resistances.  
  Consume Soul (immediate reaction; when ally within 5 squares of  
  the Vorgin is reduce to 0 hit points)  
  Vorgin regains 2 hit points. 
  Alignment Chaotic Evil  
   
  Languages Common 
  Str 14 (+4)  
  Dex 19 (+6)  
  Wis 11 (+2) 
  Con 15 (+4)  
  Int 10 (+2)  
   
  Cha 12 (+3) 
  Equipment gloves of piercing, holy symbol of Orcus 
   
  Gloves of Piercing  
  These enchanted gloves can be activated to ignore an opponent’s  
  resistances for a short time.  
  Item Slot: Hands; 680 gp 
  Power (Daily):Minor Action. Until the end of the encounter, your  
  attacks ignore any resistances of 10 or lower. 
   
  
   
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  Page 14 
  Encounter 2: Room 4 (Crypt) Map 
   
   
   
  
   
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  Page 15 
  Encounter 2: Room 5 
  (Crevasses) 
  Encounter Level 5  
  Setup  
  This encounter includes the following creatures:  
   
  1 Terth, Corruption Corpse (C) 
   
  2 Gravehounds (G) 
   
  14 Zombie Rotters (Z) 
   
  When the PCs arrive, Terth the corruption corpse is 
  methodically playing catch with the gravehouds, using 
  his own rib as a stick. The zombie rotters are out of sight 
  in the crevasses. It is likely that all of the undead are 
  aware of the party’s approach due to combat in room 4 
  and the likelihood that they broke down the door to 
  enter this room.  
   
  As the adventurers enter the area, read: 
   
  This large room is in ruins. The floor has collapsed in 
  several places leaving great crevasses that make 
  crossing the room difficult. At the far end of the room a 
  man reaches into his own chest and breaks off one of his 
  ribs. Causally throwing it a few feet away, two dogs lope 
  awkwardly after it and fetch it back to him. Seeing you, 
  a horse whisper comes from the desiccated man. 
  “Dinner time.” 
   
  It should be clear to the players from the read aloud 
  text, but if not, all of the creatures in the room appear to 
  be undead. Before rolling Initiative, have each PC 
  attempt a DC 12 Perception check. Those who are 
  successful notice that movement from a nearby crevasse 
  suggesting there are more dangers nearby.  
  Features of the Area 
   
  Column: A broken column crosses the western 
  crevasse, but it is rounded and smooth making any 
  attempt to cross it difficult. A DC 10 Athletics check is 
  needed to cross it without incident. If the skill check is 
  failed, the PC must attempt a saving throw. If they fail, 
  they fall into the pit and are attacked by four zombie 
  rotters. If they succeed in the saving throw, they fall 
  prone upon the column.  
   
  Crevasses: Each of the crevasses represents a sheer 
  10-foot drop (causing 1d10 points of damage). A DC 15 
  Athletics check is needed to climb out of one of the 
  crevasses; however that is not the true danger. Each 
  crevasse houses dozens of zombie rotters. As soon as 
  combat begins, the zombies begin to crawl over each 
  other to get at the PCs. Seven of them climb out in the 
  first round and seven more make it out in the second 
  round, swarming towards the nearest source of fresh 
  meat. After the first two rounds, the zombies in the pits 
  howl and wail, but there are no longer enough zombies 
  in the crevasses for the remaining rotters to climb up. 
  Anyone falling into a pit is attacked by four zombie 
  rotters. 
   
  In the farthest crevasse, a large brass key rests on 
  the bottom of the pit. The key unlocks the door to room 
  4.  
   
  Debris: This pile of debris is the remains of several 
  cages, and dog training equipment left from a bygone 
  era. Now fills these squares (marked with a Δ) with 
  difficult terrain, and sharp metal. Anyone that moves 
  through one of these squares suffers a +2 melee attack 
  vs. Reflex. If hit, they suffer 1d4 points of damage. 
   
  Illumination: There is no light in this room. 
  Tactics 
  Terth stands at the rear of the room hurling corrupt 
  parts of his bodies at enemies who are also using ranged 
  attacks, or failing that, to aid his hounds. 
   
  The gravehounds move up the center of the room, 
  blocking access to the corruption corpse and taking on 
  whichever PC is closest. They try to work together 
  against one or two opponents and keep them prone. 
   
  The zombie rotters swarm up for the crevasses and 
  swarm the nearest enemy, pummeling with their fists. 
   
  All of the undead fight to death. 
  Ending the Encounter 
  Once the PCs have defeated the zombies, they may 
  move onto the next encounter. If the PCs flee, the 
  zombies follow them at their fastest possible speed. 
  
   
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  Page 16 
  Encounter 2: Room 5 (Crevasses) Statistics 
   
  Terth, Corruption Corpse  
  Level 4 Artillery 
  Medium natural animate (undead)  
  XP 175   
  Initiative +3  
  Senses Perception +3; darkvision 
  Grave Stench aura 1; living enemies in the aura take a -5 penalty to  
  attack rolls 
  HP 46; Bloodied 23; see also death burst 
  Regeneration 5 (if the Terth takes radiant damage, regeneration  
  doesn’t function on its next turn) 
  AC 17; Fortitude 16, Reflex 14, Will 14 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant 
  Speed 4 
  m Slam (standard; at-will) 
  +8 vs. AC; 1d6 + 3 damage 
  R Mote of Corruption (standard; at-will) ✦ Necrotic 
  Terth hurls a black glob of necrotic filth. Ranged 10; +7 vs. Reflex; 
  2d6 + 3 necrotic damage, and the target is weakened (save ends). 
  C Death Burst (when reduced to 0 hit points) ✦ Necrotic 
  Terth explodes. Close burst 1; +7 vs. Fortitude; 2d6 + 3 necrotic  
  damage. 
  Alignment Unaligned 
  Languages Common 
  Str 16 (+5)  
  Dex 13 (+3)  
  Wis 12 (+3) 
  Con 16 (+5)  
  Int 4 (---1)   
  Cha 3 (---2) 
   
  Gravehound  
  Level 3 Brute 
  Medium natural animate (undead)  
  XP 150   
  Initiative +2  
  Senses Perception +1; darkvision 
  HP 54; Bloodied 27; see also death jaws and zombie weakness 
  AC 14; Fortitude 14, Reflex 12, Will 11 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant 
  Speed 8 
  m Bite (standard; at-will)  ✦ Necrotic 
  +7 vs. AC; 1d6 + 3 damage, and the target takes ongoing 5 necrotic  
  damage (save ends) and is knocked prone if it is Medium size or  
  smaller. 
  M Death Jaws (when reduced to 0 hit points) ✦ Necrotic 
  The gravehound makes a bit attack against a target within its reach. 
  Zombie Weakness 
  Any critical hit to the gravehound reduces it to 0 hit points  
  instantly. 
  Alignment Unaligned 
  Languages - 
  Str 16 (+5)  
  Dex 13 (+2)  
  Wis 10 (+1) 
  Con 14 (+3)  
  Int 1 (---4)   
  Cha 3 (---3) 
   
   
  Zombie Rotter  
  Level 3 Minion 
  Medium natural animate (undead)  
  XP 38   
  Initiative -2  
  Senses Perception -1; darkvision 
  HP 1; a missed attack never damages a minion. 
  AC 13; Fortitude 13, Reflex 9, Will 10 
  Immune disease, poison 
  Speed 4 
  m Slam (standard; at-will) 
  +6 vs. AC; 5 damage 
  Alignment Unaligned 
  Languages Common 
  Str 14 (+2)  
  Dex 6 (-2)   
  Wis 8 (-1) 
  Con 10 (+0)  
  Int 1 (---5)   
  Cha 3 (---4) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Page 17 
  Encounter 2: Room 5 (Crevasses) Map 
   
   
   
  
   
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  Page 18 
  Encounter 2: Room 6 (Burial 
  Hall) 
  Encounter Level 1  
  Setup  
  This encounter includes the following trap.  
   
  1 gloomfell floor trap (shaded squares) 
   
  This burial hall is confluence of necrotic energy that has 
  solidified in some of the floor tiles creating a dangerous 
  obstacle.  
   
  As the adventurers enter the area, read: 
   
  This dark hallway is lined with more burial niches, each 
  housing another skeletal warrior under a rotted burial 
  shroud. A spiral stair rises at the far end of the hallway. 
   
  There are no enemies here beyond the dangerous floor. 
  Features of the Area 
   
  Armored Skeletons: The PCs can use a move 
  action to pull one of the armored skeletons to the 
  ground and scattering across one square. Doing so 
  creates an area of difficult terrain. If the PCs pile three 
  skeletons, they can avoid directly touching one of the 
  squares. Doing so provides a +2 bonus to the PC’s 
  Fortitude defense against this obstacle.  
   
  Illumination: There is no light in this room. 
   
  Niches: There are no protrusions or notches where 
  the PCs might tie a rope in order to climb past the trap, 
  but some concerted effort could allow a PC to carve one 
  into the stone and create a place to tie off a rope. This 
  might be used to string a rope over dangerous tiles and 
  allow some PCs to climb along the rope (DC 15 
  Athletics) and thus avoid touching the tiles. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ending the Encounter 
  Once the PCs reach the stair at the end of the hall, they 
  can climb it into the ruins of what would have been 
  tower long ago. Pushing off several inches of dirt and 
  grass, they PCs find themselves in Encounter 3. 
   
   
  
   
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  Page 19 
  Encounter 2: Room 6 (Burial Hall) Statistics  
   
  Gloomfell Floor  
  Level 10 Obstacle 
  Hazard  
  XP 500   
  Hazard: This hazard consists of 10 randomly positioned squares  
  that contain concentrated necrotic energy. When the hazard is  
  triggered, it attacks every round someone is standing on a necrotic  
  tile.  
  Perception  
  ✦DC 26: The character can discern tif any adjacent squares  
  contain necrotic tiles. 
  Additional Skills: Arcana 
  ✦DC 22: The character’s knowledge provides a +2 bonus to  
  Thievery checks to disable a tile.  
  Trigger 
  When a creature enter or begins its turn in a necrotic square, the  
  hazard attacks that creature.  
  Attack 
  Oppurtunity Action  
  Melee 1 
  Target: Creature in hazard square 
  Attack: +13 vs. Fortitude 
  Hit: 2d10 +6 necrotic damage. On a critical hit, the target is  
  stunned (save ends). 
  Miss: Half damage 
  Countermeasures  
  ✦A character who makes a successful Athletics check (DC 6 or  
  DC 11 without a running start) can jump over a single or  
  hazardous square.  
  ✦An adjacent character can disable a tile with a DC 26 Thievery  
  check. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Page 20 
  Encounter 2: Room 6 (Burial Hall) Map 
   
   
   
  
   
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  Page 21 
  Encounter 3: Freedom! 
  Encounter Level 6  
  Setup  
  This encounter includes the following creatures: 
   
  1 Lord Ander Rokosik (A)  
   
  1 Rebel Black Knife (B) 
   
  1 Rebel Mage (M)  
   
  3 Rebel Highwaymen (H)  
   
  7 Rebel Rabble (R)  
   
  The rebels have camped out to make sure the party 
  meets their fate at the hands undead and traps below. 
  When the PCs do indeed break free, the rebels are 
  rewarded for their patience and move to deal with the 
  Imperials once and for all. 
   
  As the adventurers enter the area, read: 
   
  Fighting free of the trap door and the loose sod, you find 
  yourself in the ruins of one of the Silver Bastion’s 
  towers. Unfortunately, you are not alone. Less than 
  pleased faces glare at you over threatening weapons. 
  Lord Rokosik shakes his head. “I should have known 
  that it would take more than whatever dwells in the 
  catacombs to stop the Emperor’s best. Kill them all.”  
   
  Shouts of “For Aeris!” on “Freedom!” ring 
  throughout the air as the rebels swarm forward. 
  Features of the Area 
   
  Illumination: It is day when the PCs finally break 
  free, so the entire area is bright illumination. 
   
  Trees: Any square that contains mostly foliage in it 
  counts as covering terrain. The center square of the big 
  trees (where the trunk is located) counts as blocking 
  terrain.  
   
  Boulders: Squares with large boulders in them 
  count as blocking terrain. A DC 20 Athletics check (or 
  DC 10 Athletics check with a running start) allows a 
  character to jump on top of the boulders and occupy 
  that square. 
   
  Pond: The pond is relatively shallow. All pond 
  squares count as difficult terrain, costing 2 squares of 
  movement (marked with a  ).  
   
  Rubble: Some of the areas around the tower are 
  filled with loose rock and rubble. These areas count as 
  difficult terrain (marked with a Δ). 
  Tactics 
  The rabble and the highwaymen rush forward hoping 
  overpower the PCs and bottle them up in the tower 
  ruins. Whenever possible, the highwaymen knock the 
  PCs prone. The rabble and highway men know that they 
  will be hung for their actions and so fight to the death. 
   
  The rebel mage starts with area effect spells, 
  targeting as many PCs as possible and resorting to magic 
  missile only after he has used both of his encounter 
  spells. He activates his defensive fire shield as quickly as 
  possible. The rebel mage fights to the death. 
   
  The rebel black knife uses his mobility to slip 
  behind the PCs lines and gain combat advantage, 
  possibly against prone PCs. If both the Mage and 
  Rokosik are dead and the PCs outnumber the surviving 
  rebels, the black blade surrenders. 
   
  Lord Rokosik uses cause fear against a defender and 
  then uses lance of faith giving the rebel black knife a 
  bonus to his next attack. He uses his healing word power 
  whenever any ally becomes bloodied. Note that as 
  creatures of less than 11th-level, each of the rebels has 
  one healing surge (though they may only spend them as 
  part of Rokosik’s healing word). A true patriot, Rokosik 
  fights to the death. 
  Conclusion 
  Once the PCs have defeated the rebels, they have 
  successfully dealt with the threat to the province and 
  may take any captives back to the Emperor. If they did 
  not take Rokosik alive, his head will suffice.  
   
  The rebels defeated, you made your way back to the 
  capital where you are hailed as heroes by the Imperial 
  Administrators who met with you. With your efforts in 
  Allustria, surly the misguided rebellion will be crushed! 
  All hail his Celestial Majesty! 
  
   
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  Page 22 
  Encounter 3: Freedom! Statistics 
  Lord Ander Rokosik  
  Level 5 Controller (Leader) 
  Medium natural humanoid, human cleric  
  XP 200   
  Initiative +3  
   
  Senses Perception +6 
  HP 54 Bloodied 27 
  AC 18; Fortitude 16, Reflex 15, Will 20 
  Speed 5 
  m Mace (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d8 + 3 damage. 
  R Lance of Faith (standard; at-will) ✦ Divine, Implement 
  Ranged 5; +7 vs. Reflex; 1d8 + 5 damage, and one ally gains a +2  
  power bonus to his next attack against that target. 
  R Cause Fear (standard; encounter) ✦Divine, Implement 
  Ranged 10; +7 vs. Will; the target moves its speed + 1 away from  
  Ander. The fleeing target avoids unsafe squares and difficult terrain  
  if it can. This movement provokes opportunity attacks. 
  Divine Fortune (free; encounter) ✦ Divine 
  Ander gains a +1 bonus to his next attack roll or saving throw  
  before the end of his turn. 
  Healing Word (minor; 2/encounter) ✦ Divine, Healing 
  Close burst 5; you or one ally can spend a healing surge and regain  
  an additional 1d6 hit points. 
  Alignment Unaligned 
  Languages Common, Draconic 
  Skills Diplomacy +8, Religion +7 
  Str 14 (+4)  
  Dex 12 (+3)  
  Wis 18 (+6) 
  Con 14 (+4)  
  Int 11 (+2)  
  Cha 12 (+3) 
  Equipment chainmail, mace, holy symbol of Avandra  
   
  Rebel Black Knife  
  Level 5 Skirmisher 
  Medium natural humanoid, human rogue  
  XP 200   
  Initiative +5  
   
  Senses Perception +6 
  HP 52 Bloodied 26 
  AC 20; Fortitude 16, Reflex 21, Will 16 
  Speed 6 
  m Dagger (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d4 + 5 damage. 
  M Deft Strike (standard; at-will) ✦ Martial, Weapon 
  The rebel black knife can move 2 squares before the attack. +13 vs.  
  AC; 1d4 + 8 damage 
  M King’s Castle (standard; encounter) ✦ Martial, Weapon 
  +13 vs. Reflex; 2d4 + 8 damage; the rebel black knife can also  
  switch places with a willing adjacent ally. 
  First Strike 
  At the start of an encounter, the rebel black knife has combat  
  advantage against any creatures that have not yet acted. 
  Nimble Reaction 
  The rebel black knife gains a +2 racial bonus to AC against  
  opportunity attacks. 
  Second Chance (immediate interrupt; encounter) 
  When an attack hits the rebel black knife, he forces the enemy to  
  roll the attack again. The enemy must use the second roll. 
  Sneak Attack  
  Once per round, the rebel black knife gains +2d6 damage when he  
  has combat advantage. 
  Alignment Unaligned 
  Languages Common 
  Skills Bluff +9, Diplomacy +9, Streetwise +7, Stealth +12 
  Str 14 (+4)  
  Dex 20 (+7)  
  Wis 11 (+2) 
  Con 12 (+3)  
  Int 10 (+2)  
  Cha 15 (+4) 
  Equipment leather armor, +2 dagger  
   
   
  Rebel Mage  
  Level 4 Artillery 
  Medium natural humanoid, human 
  XP 175   
  Initiative +4  
   
  Senses Perception +5 
  HP 42 Bloodied 21 
  AC 17; Fortitude 13, Reflex 14, Will 15 
  Speed 6 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +4 vs. AC; 1d8 damage. 
  r Magic Missile (standard; at-will) ✦ Force 
  Ranged 20; +7 vs. Reflex; 2d4 +4 force damage. 
  R Dancing Lightning (standard; encounter) ✦ Lightning 
  The rebel mage makes a spate attack against 3 targets: ranged 10;  
  +7 vs. Reflex; 1d6 + 4 lightning damage. 
  A Thunder Burst (standard; encounter) ✦ Thunder 
  Area burst 1 within 10; +7 vs. Fortitude; 1d8 +4 thunder damage,  
  and the target is dazed (save ends). 
  Fire Shield (move; encounter) ✦ Fire 
  The rebel mage is wreathed in flames giving him Resist Cold & Fire  
  5. 
  Alignment Unaligned 
  Languages Common 
  Skills Arcana +11 
  Str 10 (+2)  
  Dex 14 (+4)  
  Wis 17 (+5) 
  Con 12 (+3)  
  Int 18 (+6)  
  Cha 12 (+3) 
  Equipment robes, quarterstaff, wand 
   
  Rebel Highwaymen  
  Level 3 Soldier 
  Medium natural humanoid, human 
  XP 150   
  Initiative +5  
   
  Senses Perception +6 
  HP 47 Bloodied 23 
  AC 18; Fortitude 16, Reflex 15, Will 14 
  Speed 5 
  m Halberd (standard; at-will) ✦ Weapon 
  Reach 2; +10 vs. AC; 1d10 + 3 damage, and the target is marked  
  until the end of the rebel highwayman’s next turn. 
  M Powerful Strike (standard; recharge 5 6) ✦ Weapon 
  Requires halberd; reach 2; +10 vs. AC; 1d10 + 7 damage, and the  
  target is knocked prone. 
  R Crossbow (standard; at will) ✦ Weapon 
  Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. 
  Alignment Unaligned 
  Languages Common 
  Skills Streetwise +7 
  Str 16 (+4)  
  Dex 14 (+3)  
  Wis 11 (+1) 
  Con 15 (+3)  
  Int 10 (+1)  
  Cha 12 (+2) 
  Equipment chainmail, haldberd, crossbow with 20 bolts 
   
  Rebel Rabble  
  Level 2 Minion 
  Medium natural humanoid, human 
  XP 31   
  Initiative +0  
   
  Senses Perception +0 
  HP 1; a missed attack never damages a minion 
  AC 15; Fortitude 13, Reflex 11, Will 11; see also mob rule 
  Speed 6 
  m Club (standard; at-will) ✦ Weapon 
  +6 vs. AC; 4 damage. 
  Mob Rule  
  The rebel rabble gains a +2 power bonus to all defenses while at  
  least two other rebel rabble are within 5 squares of it. 
  Alignment Unaligned 
  Languages Common 
  Str 14 (+2)  
  Dex 10 (+0)  
  Wis 10 (+0) 
  Con 12 (+1)  
  Int 9 (-1)   
  Cha 11 (+0) 
  Equipment club 
  
   
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  Page 23 
  Encounter 3: Freedom! Map 
   
   
   
  
   
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  Page 24 
  Appendix: Map of the Catacombs  
   
  Room 4 connects to room 5. 
   
   
  
   
  CCQ1-5 Honor Bound 
   
   
   
   
   
   
   
   
   
  Page 25 
    
  Room 4 connects to room 5. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Championship/CCQ1-5 Honor Bound/CCQ1-5 Honor Bound.pdf