iter the Heroes

The adventure begins when Molus, disguised as a Bronzebeard dwarf, approaches the heroes in Ironforge with a mission. When you are ready to begin, read or paraphrase the following:

The cave is large, with several levels to it. Feel free to use whatever map, grid, or battlemat you like for the cave; its exact appearance doesn't matter. (Ideally, use a map with inch-wide squares that count as 5 feet each.) The more terrain features it has (pillars of stone, multiple levels, slopes, and the like), the more interesting the encounter is likely to be.

Within the cave are Toren Snapjoint, two apprentice necromancer acolytes, and a number of skeletal warriors. (The exact number of skeletons depends on the number of heroes; 1-2 skeletons per hero is about right.) When the heroes enter the cave, have everyone roll for initiative. (An initiative roll is a d20 plus your Agility modifier; see the basic rules for more information.) The heroes and villains then act in order of initiative (highest to lowest) until everyone has a turn; then a new round begins. Characters keep the same initiative score from round to round.

On a character or creature's turn, he gets to take one standard action and one move action, as described in the basic rules.

Use the following statistics for the villains:

Toren Snapjoint: human; hp 20; AC 13, touch 11, flat-footed 12; initiative +1; speed 30 ft.; Atk +1 melee (1d6-1, quarterstaff) or +2 melee (touch); Str 8, Agy 12, Sta 11, Int 16, Spt 13, Cha 14; Fort +1, Ref + 2, Will +5.

Spells (4/4/3/2; save DC 13 + spell level): Toren can cast four 0-level, four 1st-level, three 2nd-level, and two 3rd-level spells. He can choose from the spells below, and can cast them in any combination he wishes.

0—touch of fatigue (touch; target makes a Will save or takes -1 to hit, damage, and AC for 5 rounds).

1st—lesser shadow bolt (150-ft. range; 2d4 damage; half on a Reflex save).

2nd—summon undead II (35-ft. range; turns a corpse or destroyed skeleton into a skeleton).

3rd—death coil (35-ft. range; 2d8+5 damage or heals a skeleton for 2d8+5; half damage on a Will save).

Special Ability—Death Touch: One time, as a standard action, Toren can deliver a death touch. If he touches his opponent, roll 5d6. If the total is equal to or greater than the target's current hit points, it dies.

Feats and Skills: Craft Wondrous Item, Scribe Scroll, Toughness, Weapon Focus (touch).

Gear: Quarterstaff, bracers of armor +2, potion of cure light wounds (standard action to drink; restores 1d8 + 1 hp).

Acolytes (2): human; hp 10; AC 11, touch 11, flat-footed 10; initiative +1; speed 30 ft.; Atk +0 melee (1d6-1, quarterstaff) or +0 melee (touch); Str 8, Agy 12, Sta 11, Int 16, Spt 13, Cha 14; Fort + 0, Ref + 1, Will +4.

Spells (4/3; save DC 13 + spell level): Each acolyte can cast four 0-level and three 1st-level spells. She can choose from the spells below, and can cast them in any combination she wishes.

0—touch of fatigue (touch; target makes a Will save or takes -1 to hit, damage, and AC for 5 rounds).

1st—lesser shadow bolt (150-ft. range; 2d4 damage; half on a Reflex save).

Special Ability—Death Touch: One time, as a standard action, each acolyte can deliver a death touch. If she touches her opponent, roll 2d6. If the total is equal to or greater than the target's current hit points, it dies. »

Feats arid Skills: Scribe Scroll, Toughness.

Gear: Quarterstaff potion of cure light wounds standard action to drink; restores ld8+l hp).

Skeletal Warriors: hp 6; AC 21, touch 12, flat-footed 19; initiative speed 30 ft.; Atk +1 melee (ld8 + l/19-20, longsword); Str 12, Agy 14, Sta —, Int —, Spt 10, Cha 1; Fort +0, Ref + 2, Will +2.

Special Ability—Damage Reduction: Bludgeoning weapons (like Maith'hal's quarterstaff, Jarlath's hammer, and Widge's club) deal full damage to skeletal warriors. Piercing and slashing weapons (like the rest of the heroes' weapons) deal their normal damage -5, to a minimum of 0.

Feats and Skills: Improved Initiative.

Gear: Longsword, breastplate, heavy steel shield.

After the battle, give the heroes a few rounds to heal themselves and search the bodies. (If the players don't seem like they want to heal each other, mention that the heroes hear footsteps coming from somewhere.) Toren's bracers of armor grant +2 AC to an unarmored hero. Each necromancer's potion of cure light wounds allows a hero to recover 1d8 + 1 hit points.

Soon, Molus arrives. Read or paraphrase the following.

You hear the sound of boots, loud, on the stone floor. Entering the cavern are several orcs, of all things, in the midst of whom is Lugni Scopewol, the dwarf who asked you to come here to slay the necromancer. Lugni surveys the scene.

"Well done, heroes," he booms. "That necromancer was far too sloppy to be allowed free

rein. Thank you for serving me, but I'm afraid I can't let you leave." He throws his arms wide, and his face melts away, as does his simple clothing; in a moment, Lugni Scopewol is gone, replaced by a pale figure with an orange beard and sparking eyes — a Dark Iron dwarf. From behind him scampers an imp trailing green fire.

Molus, his imp minion, and his servants attempt to destroy the heroes. Roll for initiative, then get to it!

Molus Blackborn: hp 17; AC 13, touch 11, flat-footed 12; initiative +1; speed 20 ft.; Atk +1 melee (1d6—1, quarterstaff) or +3 ranged (touch); Str 8, Agy 12, Sta 11, Int 16, Spt 13, Cha 14; Fort +1, Ref +2, Will +5.

Spells (4/4/3; save DC 13 + spell level): Molus can cast four 0-level, four 1st-level, and three 2nd-level spells. He can choose from the spells below, and can cast them in any combination he wishes.

0—acid splash (35-ft. range, touch attack; 1d3 damage).

1st—lesser demon skin (Molus gains +1 AC and + 6 hp).

2nd—orb of annihilation (35-ft. range, touch attack; 4d8 damage, those within 5 ft. of target take 1d8 but half on a Reflex save).

Feats and Skills: Augment Summoning, Craft Wondrous Item, Scribe Scroll, Toughness, Weapon Focus (touch).

Gear: Quarterstaff, bracers of armor +2.

Imp: hp 7; AC 17, touch 14, flat-footed 15; initiative +6; speed 20 ft.; Atk +2 melee (1d3-1, claw); Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 15; Fort +2, Ref +4, Will +0.

Special Ability—Lesser Firebolt: Five times, as a standard action, the imp can hurl a lesser firebolt at any character within 110 feet. The firebolt hits automatically and deals 1d4 points of damage (half on a DC 13 Reflex save). If the target fails the save, it takes 1 point of damage each round for the next 4 rounds.

Feats and Skills: Improved Initiative, Toughness.

Orc Thugs: hp 17; AC 13, touch 7, flat-footed 13; initiative -1; speed 30 ft.; Atk +5 melee (1d8 + 3/x3, battleaxe); Str 16, Agy 8, Sta 18, Int 9, Spt 13, Cha 11; Fort +7, Ref -1, Will +3.

Special Ability—Rage: Orcs have the ability to rage once per day. These orcs are assumed to enter the battle raging. If the battle lasts more than 7 rounds, the orcs' rage ends; they take a -3 penalty on attack and damage rolls, a -1 penalty on Reflex saves, a -2 penalty on Fortitude and Will saves, and lose 4 hit points, though they gain a +1 bonus to AC. After the orcs' rage ends, they cannot charge.

Special Ability—Animosity: Orcs have a +1 bonus on attack rolls to hit humans (Botrek and Yinny).

Gear: Battleaxe, chain shirt, heavy wooden shield.

After the heroes defeat Molus, they triumph, and the adventure ends. In a real World of Warcraft RPG campaign, the heroes would then move on to a new adventure, spending their careers battling foul creatures, engaged in political machinations, uncovering ancient secrets, and doing anything else you can think of. As long as you and your friends wish to play, the adventures never end!

lei's Get to ftghtin!

If you enjoyed "Bones of Ironforge," maybe you'd like to play the real thing. Get it, and more information, at www.warcraftrpg.com.

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