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  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, 
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  DESIGN 
  Joshua Raynack 
   
  EDITOR 
  Heather Raynack 
   
  COVER ILLUSTRATION 
  Joshua Raynack 
  Sade 
   
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  Ryan Rawls 
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  WEB PRODUCTION  
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  3 
                    EXPLOIT | The Oracle of Orcas    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This exploit for 9th-level characters. 
   
  EXPLOIT SYNOPSIS 
  A prophecy foretells of the rider of Cymbas, a 
  horse bearing a cloven hoof, will become a plague 
  to humanity by becoming the greatest death 
  knight upon destruction. A young girl, named 
  Lynn, is the present owner of the marked horse. 
   
  A cult devoted to Orcas seeks her immediate 
  death so she can transform and lead them.  As PCs 
  approach the area of the ambush the cultists set for 
  the girl, they hear a scream.  
   
  EXPANDING THE EXPLOIT 
  This is a great exploit should characters seek a 
  clue or an answer pertaining to an important 
  question as part of a quest or campaign adventure.  
  Maybe characters learn of the sleeping sentinel 
  (see below) elsewhere and seek it out for this 
  purpose only to first encounter Lynn and her 
  attackers. 
   
  TREASURE PARCELS 
  This adventure uses the treasure parcel system 
  found in the D&D 4E DUNGEON MASTER’S 
  GUIDE.  We encourage you to insert appropriate 
  treasures that fit with the wishes of your individual 
  gaming group.    
   
  CULTIST AMBUSH 
  ENCOUNTER 9-1  
   
  Encounter Level 9 ( 1,100 XP ) 
   
  1 Cult Priest of Orcas  
  4 Tiefling Darkblades  
  2 Battle Wights  
   
  SETUP  
  The cult priest of Orcas leads several possessed 
  cultists - the tiefling darkblades -to attack Lynn. 
  As soon as the PCs arrive, the leader summons 
  forth two battle wights for aid. 
   
  Read or paraphrase the following before 
  characters enter the fray:  
   
  The Oracle of Orcas 
  Renphoto 
  EXPLOIT| The Oracle of Orcas 
  
   
   
  4 
  EXPLOIT | The Oracle of Orcas    
   
  Several shadowy people slink from the underbrush 
  surrounding a young, defenseless peasant girl. 
  Though cloaked by shadows and foliage, you spot 
  demonic features and mannerisms of your 
  nefarious foes. A cloaked  priest, bedecked with 
  bone trinkets and arcane sigils of death, leads the 
  group. 
   
  A passive Perception check (DC 14) reveals the 
  following: 
   
  Leaves and underbrush stir as ancient undead rise 
  to continue some long forgotten skirmish under 
  the control of the lead acolyte. 
    
  Place the two battle wights adjacent to the two 
  PCs with the lowest passive Perception.  
  TACTICS 
  The battle wights try to keep the distance 
  between the PCs and the cult priest of Orcas. The 
  priest uses this advantage to fling bolts of black 
  death at foes finally using the eyes of Orcas once 
  characters close the gap.  
   
  The tieflings strike intermediately, targeting 
  particularly weak characters or those hitting 
  consistently with ranged attacks. 
  TREASURE 
  A treasure parcel lies partially buried where the 
  battle wights rose from the earth. 
   
  ROLE-PLAYING 
  Lynn has no idea why the cultists attacked her. 
  Frightened and scared, she wishes to find her 
  horse and go home immediately. 
   
  DEVELOPMENT 
  A search of the cultists reveals tattooed markings 
  of a cryptic arcane symbol similar in shape to a 
  scarab beetle. After thanking the PCs, Lynn points 
  to the parchment claiming she seen the sigil once 
  before at the old storyteller. 
   
  If PCs help Lynn find her horse - the attack 
  frightened it away - have characters make a Nature 
  check (DC 8). Those successful take note that that 
  the horse has a cloven hoof. 
   
  THE SLEEPING SENTINEL 
  ENCOUNTER 9-2  
   
  Encounter Level 10 ( 2,500 XP ) 
   
  Secret Lore Skill Challenge  
  Glyph of Warding  
  1 Ettin Spirit-Talker 
   
  SETUP 
  As PCs enter a small clearing with a dense copse of 
  trees, read or paraphrase the following: 
   
  A small clearing reveals a mysterious mound of 
  vines and leaves swallowing a giant that sleeps 
  against a tree. The foliage crept up and around his 
  large humpback leaving only his head and his left 
  bare chest exposed. 
   
  A variety of mystical symbols and arcane 
  runes mark his chest. A few of these markings are 
  tattoos, while others appear engraved or seared  
  into the giant's skin. 
   
  As the giant gently exhales, smoky breath 
  and spirits exit its mouth and weave brilliant 
  stories and fantastic scenes. 
   
  History 
  DC 14: Legends claim a mighty wizard placed a 
  sleeping enchantment upon a great sleeping 
  sentinel. 
   
  Cult Priest of Orcas      Level 9 Controller (Leader) 
  Medium natural humanoid (human)                       XP 400 
  Initiative +5    Senses Perception +10 
  Blessing of Orcas aura 2; allies in the aura gain a +2 
   
  power bonus to AC.  
  HP 95; Bloodied 47 
  AC 23; Fortitude 20, Reflex 20, Will 23 
  Speed 5 
  M  
  Mace (standard; at-will) † Necrotic 
   
   
  +14 vs. AC; 1d8+3 damage and 1d6 necrotic 
   
   
  damage. 
  r  
  Bolt of Black Death (standard; at-will) † Fire, 
   
  Necrotic 
   
   
  Ranged 10; +12 vs. Reflex; 1d8+2 fire and 
   
   
  necrotic damage, and two allies gain a +1 
   
   
  power bonus to hit on their next attack roll 
   
   
  against the target. 
  c 
  Eyes of Orcas (standard; encounter) † Fear,  
   
  Necrotic 
   
   
  Close burst 2; +12 vs. Will; 3d8+5, and target 
   
   
  is pushed 2 squares. 
  Alignment Unaligned  
   
  Languages Abyssal, 
   
   
   
   
   
   
  Common 
  Skills Arcana +11, Religion +12 
  Str 15 (+6)  
  Dex 13 (+5) 
   
  Wis 17(+7) 
  Con 15 (+6) 
  Int 14 (+6)  
   
  Cha 20 (+9) 
  Equipment  
   
  
   
   
   
                    EXPLOIT | The Oracle of Orcas    
  5 
  SECRET LORE SKILL CHALLENGE 
  Setup: To interpret the symbol and unlock the 
   
  prophecy, they must correctly navigate the 
   
  arcane sigils on the giant's body.  This skill 
   
  challenge is divided into six parts  
  Level: 9  
  Complexity: 2 (6 successes before 3 failures). 
  Primary Skills: Arcana, Athletics, Religion, Bluff  
  Arcane (DC 14; immediate reaction to a 
  failed result; see below): The giant shifts slightly by 
   
  the disturbance. However, you weave a subtle spell 
   
  to reinforce the hundred year old sleeping 
   
  enchantment placed on the giant. 
   
  A failure counts as a failed result for the skill 
   
  challenge and they must try again with either 
   
  Athletics or Bluff check. 
  Part One 
  Religion (DC 14): You locate and decipher the  series 
   
  of symbols related to the tattooed  markings of the 
   
  cultist.  
   
  Success indicates that characters move on 
   
  to the next part of this skill challenge. A 
   
  failure results in an misinterpretation or 
   
  characters begin following a different path  of 
   
  arcane sigils.  It also counts as a failed result.  
  Part Two 
  Athletics (DC 19): The path of arcane sigils 
   
  needed to unlock the prophecy run beneath 
   
  the ettin.   Characters must lift the giant slightly 
   
  to continue their interpretation. A failure does 
   
  not immediately lead to a failed result unless 
   
  characters also fail an Arcane check (see 
   
  above).  
  Part Three 
  Religion (DC 19): Whispers begin escaping the 
   
  mouth of the giant as wisps of bluish, divine breath 
   
  form cloudy images. Success indicates that 
   
  characters move on to the next section of this 
   
  skill  challenge. A failure results in characters 
   
  unlocking a different story or prophecy.  It also 
   
  counts as a failed result.  
  Part Four 
  Bluff (DC 19): Subtlety is needed to lift the giant's 
   
  massive arms to glimpse the sigils underneath.  
   
  Characters must distract the sleeping ettin by 
   
  provoking a light itch on the nose or some 
   
  other subtle disturbance. A failure does not 
   
  immediately lead to a failed result unless 
   
  characters also fail an Arcane check (see 
   
  above).   
   
   
  Part Five 
  Religion (DC 14): The images finally become clear.  
   
  A great horse, called Cymbas, with a cloven hoof 
   
  bears the weight of a evil rider that brings 
   
  pestilence and misery to those that befall its path. 
   
  The owner of the horse must first die, then, as the 
   
  prophecy foretells, will arise to become a vicious 
   
  death knight.   Success indicates that  characters 
   
  move on to the next section of this skill 
   
  challenge.   A failure results in a telling of a 
   
  favorite children's fable.  It also counts as a 
   
  failed result.  
  Part Six 
   
  Perception (DC 28): An arcane glyph of 
   
  warding seals the prophecy.  The cult leader 
   
  placed this trap upon the giant should anyone 
   
  come to interpret the sigils pertaining to the 
   
  death knight.  A success allows characters to 
   
  make an immediate Thievery check (DC 28) to 
   
  disable the glyph while a failure results in the 
   
  trap exploding. 
  Success: The PCs interpret and unlock the secret 
   
  prophecy.  They discover the importance of 
   
  the horse and possibly, its present owner,
   
  Lynn. 
  Failure: There are two different failed results.  
   
  First, should characters fail, before setting off 
   
  the trap, the ettin awakens, but only one head 
   
  is conscious until the second round of 
   
  combat.  If characters set off the glyph of 
   
  warding trap, the ettin awakes with both 
   
  heads conscious. 
   
  TACTICS 
  The glyph of warding trap is designed to go off 
  from two distinct stimuli.  First, should anyone 
  interpret the prophecy and second, should the 
  ettin ever awake.  The cult leader did not wish to 
  accidently 
  awaken 
  the 
  ettin 
  during 
  her 
  interpretation of the divine sigils without a bit of 
  leverage. 
   
  Glyph of Warding 
  4d6 thunder damage and dazed (save ends).  Note 
  that the ettin automatically saves against the dazed 
  effect at the end of its turn should it initially fail 
  (see the D&D 4E DUNGEON MASTER’S GUIDE for 
  further details). 
   
  DEVELOPMENT 
  Once PCs deal with the ettin they can begin to 
  interpret the death cult symbol to unlock the 
  EXPLOIT| The Oracle of Orcas 
  
   
   
  6 
  EXPLOIT | The Oracle of Orcas    
   
  prophecy if they have not already done so.  Should 
  the characters return to see Lynn and question her 
  about her horse, she sadly tells them that it was 
  once belonged to her uncle, Theobold, however 
  he passed away recently.   
   
  TREASURE 
  If PCs wish, they can carve a symbol of their own 
  into the ettin flesh to unveil an answer to one 
  question. Treat this as if PCs cast a consult the 
  mystic sages ritual.  They can only do this once. 
   
  DEATH CULT LEADER 
  ENCOUNTER 9-3  
   
  Encounter Level 12 ( 3,500 XP ) 
   
  1 Lamia  
  3 Flame Snakes  
  2 Rot Scarab Swarms  
  1 Burning Building 
   
  SETUP  
  Characters take the initiative and visit the local 
  parish church to investigate the gravesite of 
  Theobold.  Once characters arrive, read or 
  paraphrase the following: 
   
  The gravesite lies disturbed as if someone or 
  something 
  clamored 
  from 
  the 
  dark 
  soil.  
  Something small burrows in the dirt and upon 
  closer examination appears to be a scarab beetle.  
  A sudden piercing shriek of laughter mixed with 
  frustration echoes from the parish resonating from 
  the church bell.  Smoke bellows from the wooden 
  doors as a simple priest flings himself from the 
  church completely on fire.  
   
  Akana, the lamia death cult leader, is frustrated to 
  her wits end and set fire to the church and priest to 
  alleviate her stress.  As did the characters, she too 
  realized that the horse belonged to another before 
  Lynn.  However, when she rushed here, she soon 
  discovered she was too late and the corpse of 
  Theobold was gone. 
   
  As characters enter the church, read or paraphrase 
  the following: 
   
  A shapely woman belays the appearance of a regal 
  fairy-like creature, but the shadowy visage of 
  death clings to her as she moves about the flaming 
  church.  Her simple peasant clothes does not hide 
  her pale skin and twilight sheen nor the shifting of 
  a multitude of scarab beetles beneath her dress. 
   
  With a flick of her wrist, flames take the form 
  of snakes as they slither and scorch the flagstone 
  beneath them.   
   
  She addresses you briefly before launching 
  herself upon you, "The One Who Fell, The Angel 
  of Death - Orcas - is not forgiving of failure.  Let 
  this burning church serve as a funeral pyre and you 
  my sacrifice." 
   
   
   
  Burning Building  
   
        Level 8 Blaster 
  Hazard 
   
   
   
   
   
   
        XP 350  
  Flames consume the building surrounding you threatening to 
  collapse the structure at any moment. 
  Hazard: A single room or building is on fire. 
  Perception 
  † DC 24: The character notices an unsafe area prior to 
   
  attack and receives damage on a hit as if the trap 
   
  missed.  A missed result deals no damage.  
  Initiative: +5 
  Trigger 
   
  When a character enters the room or building, it 
   
  makes its first attack as an immediate reaction.  It 
   
  then rolls initiative, attacking a random creature each 
   
  round. 
  Attack 
  Immediate Reaction or Standard Action  
  Close burst 1 
  Targets: Each creature in burst 
  Attack: +11 vs. Reflex 
  Hit: 3d8+4 fire damage and ongoing 5 fire damage (save 
  ends). 
  Critical: A part of the building or roof collapses upon the 
  target.  Target is also restrained. 
  Miss: Half damage, no ongoing fire damage. 
  Countermeasures 
  † Restrained characters can use Acrobatics or Athletics 
  (DC 24) to free themselves or Athletics to free 
  another.  This is a standard action. 
  † A character can engage in a skill challenge to put out the 
  fire.  DC 28 Nature. Complexity 1 (4 successes 
  before 2 failures).  Success puts out the fire.  Failure 
  causes a portion of the building to give way (close 
  blast 3, 2d8+4 fire damage and target is restrained; 
  targeting each creature in the blast) and the hazard 
  continues. 
   † During a second wind, a character may make an 
  Endurance check (DC 24) to spend an additional 
  healing surge to ignore any ongoing fire damage from 
  this hazard for the remainder of the encounter.   
  Upgrade to Elite (700 XP) 
  † Increase all DCs by 2. 
  † Increase the area of attack to a close burst 3. 
  
   
   
   
                    EXPLOIT | The Oracle of Orcas    
  7 
  AREA FEATURES 
   
  Burning Building: The church is on fire.  
  Roofing timber and flames rain down on the 
  interior. 
   
  Special: The flame snakes are immune to the 
  burning building hazard, but attacks them 
  nonetheless.  Any hit to a fire snake that causes 
  ongoing fire damage instead provides them with 
  concealment as long as they remain in the burst 
  area (save ends).   
   
  TACTICS 
  The lamia keeps her distance, using her ranged 
  powers to pacify or swarm foes and lets her 
  conjured 
  flame 
  snakes 
  whittle 
  down 
  her 
  opponents.  Afterward, she engages.   
   
  The 
  flame 
  snakes 
  interfere 
  with 
  any 
  characters closing toward Akana always focusing 
  their attacks on the closest enemy.  Once at least 
  two rot scarab swarms are present (see below), 
  they spread out and also keep their distance. 
   
  ROLE-PLAYING 
  Instead of placing the rot scarab swarms on the 
  battle map, keep them in reserve until PCs hit the 
  lamia for the first time. On the first hit, place one 
  swarm immediately adjacent to the lamia. Do the 
  same for the second time she is hit. Place the last 
  swarm when the lamia finally becomes bloodied. 
  This will keep characters on their toes when  
  battling this particular creature. 
   
  TREASURE 
  The church priest or local minor noble grants 
  characters a treasure parcel.  The parish priest also 
  grants them a place to stay at his modest home 
  whenever they pass through the area.  If characters 
  voluntarily help to rebuild the church or offer a 
  donation, grant them XP equivalent to a minor 
  quest.  
   
  CONCLUSION 
  What happened to the corpse of Theobold?  Did it 
  really rise from the dead to become a great death 
  knight or did the priest move the body from 
  consecrated ground once he too found out about 
  the prophecy? 
   
  Also, it is possible that Akana escapes the 
  final encounter using her squeezing swarm power 
  to leave the burning building.  Therefore, she 
  might become a recurring villain. 
  EXPLOIT| The Oracle of Orcas 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alea Publishing Group/Oracle of Orcas.pdf