Andok Sur: by Bill Slavicsek An Adventure For Characters of Levels 3-8
Andok Sur: by Bill Slavicsek An Adventure For Characters of Levels 3-8
Sur
By Bill Slavicsek
An adventure for characters of levels 3-8
Illustration by Chris Rahn F Cartography by Jason A. Engle
TM & © 2011 Wizards of the Coast LLC All rights reserved.
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The Sunken Necropolis spaces. In the center of the cavern, a great temple Dungeoneering DC 9: A disaster buried this
dedicated to Orcus stands in almost pristine condi- necropolis long ago. Some of the structures are unsta-
When the earth split apart and swallowed Andok
tion. If a visitor didn’t know any better, he or she ble, and portions of even the slanted and multitiered
Sur, it took the entire City of the Dead. After the dust
might believe that the grand and disturbing structure streets might even collapse at any moment.
settled and the shaking stopped, nothing remained
was built within the cavern, not dropped down from History DC 21 (trained only): The distinctive
upon the surface to even hint that the ancient city had
high above. architectural style and the ornate, demonic decora-
once stood there. The necropolis collapsed into the
Though much of the necropolis remains gripped in tions mark this as the necropolis of Andok Sur. A
great cavern beneath the ground, breaking apart and
the sleep of death, some inhabitants were reanimated character who succeeds on this check knows the
settling at different levels. Canted streets and oddly
by the actions of Magroth, and more rise from their basics of the information presented on page 2 under
tilted stone buildings loom like a mad landscape in
slumber every day. Skeletons and zombies remain “History.”
the darkness beneath the hillside. Simple stone vaults,
the most common wanderers, shambling through the
engraved tombs, and elaborate mausoleums fill the
dark shadows without discernible purpose or desti-
levels of the cavern. Cobbled paths wind between
nation. Ghouls and other more intelligent undead,
the structures, and statues dedicated to Orcus and
however, have returned to the surface with ambitions
other demonic entities rise here and there among the
that spill beyond the necropolis and into the world
wreckage.
above.
Some sections of the necropolis appear basically
intact, aside from an odd slant to the ground and
the weeds and fungi covering many of the surfaces.
Adventurers and Andok Sur
In other parts, the cobbled path is shattered and the Adventurers might explore the necropolis for a
tombs are cracked and broken, or even collapsed variety of reasons. They might seek to discover the
completely due to the savage nature of the disaster. source of the undead threatening the Trade Road
Those vaults that remain more or less undamaged are and the surrounding countryside. They might want
sealed by heavy stone doors decorated with carvings to find ancient treasure or a lost artifact supposedly
honoring Orcus and undeath. entombed within the City of the Dead. Or they could
The huge cavern remains dark. Little light from be searching for clues to the origin of the Abyssal
the opening above reaches into the depths of the plague and the changes wrought in the green dragon
necropolis. The place is as cold as a grave, veiled in a Vestapalk by the demonic infection.
cloak of penetrating evil that even the most desensi- These are just a few of the hooks that might send
tized adventurers can’t help but notice as they explore a party of adventurers into the cold, dark depths of
the broken city. In some places, the stone structures Andok Sur. The following encounters could serve as
stand close together and lean in upon the paths. In the basis for a longer adventure of your own creation.
others, large mausoleums occupy relatively open Characters who succeed on the indicated skill
checks can gain the following information.
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Development
If the ghost light is extinguished, the undead in
this area eventually wander off. If the adventur- Z
ers remain here, the creatures continue attacking G
them, drawn to their life force.
If the ghost light remains active, additional S S
decrepit skeletons might arrive to join the battle S
later in the encounter. When two or fewer
decrepit skeletons remain, roll a d20 at the begin-
ning of their turn. On a roll of 16–20,
1d4 + 1 additional decrepit skeletons enter the
area and join the fight. They arrive on the far end
of the map and move toward the ghost light before
engaging the adventurers with bows and swords.
S S
Features of the Area S
Illumination: The ghost light sheds dim light Ghost Light
to a distance of 10 squares in all directions. The Entropy Effect
rest of the area is cloaked in darkness.
Ghost Light: The ghost light radiates entropy
G G Z
in an aura 5. Living creatures in the aura take a –2
penalty to attack rolls, and undead in it gain a +2
bonus to attack rolls. The ghost light can be extin-
guished by scattering both skull piles (see below). (DC 10) to scatter one of the enchanted piles of skulls. Ruined Tombs: The remains of the tombs that
If one skull pile is scattered, the aura of entropy is A DC 15 Arcana or Religion check can instead be once lined this street are difficult terrain.
reduced in size to an aura 3. used to scatter a pile and disrupt its magic, also as a
Skull Piles: Two small pyramids of neatly stacked minor action. Treasure
skulls, standing about 3 feet high, rest near the Crevice: The crevice that splits the street is 20 The tomb nearest the ghost light contains a +1 vicious
edge of the ghost light’s aura. The two piles serve feet deep. Any creature that falls in takes 2d10 falling weapon of your choice and a decaying pack filled with
as anchors for the ghost light. If the skull piles are damage. Climbing the side of the pit requires a DC 15 400 gp.
scattered, the ghost light is extinguished. A creature Athletics check.
can spend a minor action to make a Strength check
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2 Flesh-Crazed Zombies (Z) Level 4 Skirmisher 3 Grasping Zombies (G) Level 1 Brute 6 Decrepit Skeletons (S) Level 1 Minion Skirmisher
Medium natural animate (undead) XP 175 each Medium natural animate (undead) XP 100 each Medium natural animate (undead) XP 25 each
HP 55; Bloodied 27 Initiative +6 HP 33; Bloodied 16 Initiative –1 HP 1; a missed attack never damages a minion. Initiative +5
AC 18, Fortitude 17, Reflex 16, Will 14 Perception +3 AC 13, Fortitude 14, Reflex 11, Will 11 Perception –1 AC 16, Fortitude 13, Reflex 14, Will 13 Perception +2
Speed 6 (8 when charging) Darkvision Speed 4 Darkvision Speed 6 Darkvision
Immune disease, poison Immune disease, poison Immune disease, poison; Resist 10 necrotic; Vulnerable 5
Traits Traits radiant
Flesh-Crazed Charge Zombie Weakness Standard Actions
While the zombie is charging, its movement does not provoke A critical hit automatically reduces the zombie to 0 hit points. m Longsword (weapon) F At-Will
opportunity attacks. Standard Actions Effect: The skeleton can shift 1 square before the attack.
Zombie Weakness m Slam F At-Will Attack: Melee 1 (one creature); +6 vs. AC
A critical hit automatically reduces the zombie to 0 hit points. Attack: Melee 1 (one creature); +6 vs. AC Hit: 4 damage.
Standard Actions Hit: 1d12 + 3 damage, or 1d12 + 8 against a grabbed target. r Shortbow (weapon) F At-Will
m Club (weapon) F At-Will M Zombie Grasp F At-Will Effect: The skeleton can shift 1 square before the attack.
Attack: Melee 1 (one creature); +9 vs. AC Attack: Melee 1 (one creature); +4 vs. Reflex Attack: Ranged 20 (one creature); +6 vs. AC
Hit: 1d8 + 6 damage, or 2d8 + 6 if the zombie charged the Hit: The zombie grabs the target (escape DC 12) if it does not Hit: 3 damage.
target. have a creature grabbed. Str 15 (+2) Dex 17 (+3) Wis 14 (+2)
M Bite F At-Will Triggered Actions Con 13 (+1) Int 3 (–4) Cha 3 (–4)
Attack: Melee 1 (one creature); +9 vs. AC Deathless Hunger F Encounter Alignment unaligned Languages —
Hit: 2d6 + 5 damage, and the target is dazed until the end of Trigger: The zombie is reduced to 0 hit points, but not by a Equipment longsword, shortbow, 20 arrows
the zombie’s next turn. critical hit.
Triggered Actions Effect (No Action): Roll a d20. On a 15 or higher, the zombie is
Deathless Hunger F Encounter instead reduced to 1 hit point.
Trigger: The zombie is reduced to 0 hit points, but not by a Str 16 (+3) Dex 8 (–1) Wis 8 (–1)
critical hit. Con 13 (+1) Int 1 (–5) Cha 3 (–4)
Effect (No Action): Roll a d20. On a 15 or higher, the zombie is Alignment unaligned Languages —
instead reduced to 1 hit point.
Str 18 (+6) Dex 15 (+4) Wis 13 (+3)
Con 15 (+4) Int 1 (–3) Cha 3 (–2)
Alignment unaligned Languages —
Equipment club
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E ncounter 2: T he The elite ghoul Vrikus wants to rule the entire Development
necropolis. It has made a good start by consolidating
At the start of the third round of combat, roll initia-
H idden Chamber its hold over a gang of ghouls, but it seeks more power
tive for the plague demons. On their initiative, they
Encounter Level 8 (1,900 XP) to help it meet its goal. To this end, it has led a small
drop down from unseen cracks in the ceiling. The
band to this deep chamber, where the strange and
plague demons attack the back ranks of the adventur-
Setup mysterious Abyssal plague transformed the green
ers, seeking to infect living hosts with Abyssal plague
dragon Vestapalk. Vrikus doesn’t know what triggered
Vrikus, ghoul boss (V) before turning their attention upon the ghouls.
the green dragon’s transformation, but it believes that
3 ghouls (G) The plague demons have been drawn to this spot,
the magic is hidden somewhere within the chamber.
2 ravenous ghouls (R) the origin point of the Abyssal plague’s entry into this
5 plague demon chaos hounds (H) world. They have come here on instinct, for no real
1 plague demon chaos bender (B)
Tactics purpose other than to satisfy the pull emanating from
The ghouls begin the encounter huddled around two the place. Finding living hosts to infect is just a happy
A winding cavern tunnel leads into a collapsed of the freshly dug holes on the far end of the chamber. coincidence.
chamber. An ambitious ghoul dwelling there seeks Vrikus immediately senses the arrival of the adven-
power to help it solidify its hold over a portion of the turers and orders its ghouls to attack. Features of the Area
necropolis. The soldier ghouls stride forward to engage the
Illumination: Darkness.
adventurers. They try to lock down any defenders and
Holes: Each hole is 10 feet deep. Any creature
When the adventurers reach the end of the strikers.
that falls into a hole takes 1d10 falling damage. Note
tunnel, read: The ravenous ghouls rush in to attack any adven-
that the holes contain nothing of interest. Vrikus
The winding tunnel takes you toward the depths of the turers the soldiers immobilize. If no enemies are
and his band are looking for a source of magic that
cavern, eventually opening into a wide chamber. Four immobilized, they go after any leaders and controllers
doesn’t exist. Climbing out of a hole requires a DC 15
stone mausoleums stand within, two on each side of a in the back ranks.
Athletics check.
ruined pavilion that has been reduced to just shattered and Vrikus wanders the battlefield, barking orders to
Ruined Pavilion: The remains of the pillars are
fallen pillars. Holes have been hastily dug throughout the its ravenous crew. It moves into large groups of adven-
difficult terrain.
chamber. On the far side, ghouls labor around two freshly turers to get a better chance at using cruel bite.
Mausoleums: The bodies once sealed within the
dug holes. stone mausoleums have since risen as undead and
One of the ghouls looks up and sniffs the air. “I smell wandered to other parts of the necropolis. A search
food, boys,” it snarls. “Let’s have dinner!” of the basin in the vault at the upper right of the map
uncovers two 500 gp gems. A +2 magic implement of
your choice sits upon the sarcophagus in the mauso-
leum at the lower right of the map.
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Abyssal Plague Level 8 Disease 2 Ravenous Ghouls (R) Level 5 Brute Plague Demon Chaos Bender (B) Level 6 Controller
Those infected by this disease slowly develop oozing sores, Medium natural humanoid (undead) XP 200 each Large elemental beast (demon) XP 250
blisters, and growths of crimson crystal laced with veins of HP 76; Bloodied 38 Initiative +4 HP 72; Bloodied 36 Initiative +8
silver and flecks of gold. AC 17, Fortitude 18, Reflex 17, Will 15 Perception +1 AC 20, Fortitude 17, Reflex 19, Will 18 Perception +7
Stage 0: The target recovers from the disease. Speed 8, climb 4 Darkvision Speed 8 Darkvision
Stage 1: While affected by stage 1, the target exhibits sores Immune disease, poison; Resist 10 necrotic; Vulnerable 5 Traits
and growths across 10 percent of the body and loses a radiant O Chaotic Field F Aura 2
healing surge. Standard Actions Whenever any enemy ends its turn in the aura, the plague
Stage 2: While affected by stage 2, the target has sores and m Claws F At-Will demon slides it up to 2 squares as a free action.
growths over 50 percent of the body and loses a healing
Attack: Melee 1 (one creature); +10 vs. AC Standard Actions
surge. The target also takes a –2 penalty to AC, Fortitude,
and Reflex, and is slowed. Hit: 3d8 + 4 damage. m Bite (disease) F At-Will
Check (Stage 1 or Stage 2): At the end of each extended rest, M Ravenous Bite F Recharge 5 6 Attack: Melee 1 (one creature); +11 vs. AC
the target makes an Endurance check if it is at stage 1 or 2. Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 7 damage. At the end of the encounter, the target
11 or Lower: The stage of the disease increases by 1. Hit: 3d8 + 6 damage, and ongoing 5 damage (save ends). makes a saving throw. On a failure, the target contracts
12–15: No change. Skills Stealth +9 Abyssal plague (stage 1).
16 or Higher: The stage of the disease decreases by 1. C Frenzy of Claws F At-Will
Str 18 (+6) Dex 14 (+4) Wis 8 (+1)
Stage 3: While affected by stage 3, the target has sores and
Con 16 (+5) Int 8 (+1) Cha 13 (+3) Attack: Close burst 1 (enemies in the burst); +9 vs. Reflex
growths over 90 percent of the body. The target also takes
a –2 penalty to AC, Fortitude, and Reflex, and is slowed. In Alignment chaotic evil Languages Common Hit: 1d6 + 2 damage, and the target is slowed and takes ongo-
addition, the target becomes increasingly disoriented and ing 5 damage (save ends both).
chaotic as the demonic nature of the disease takes hold. Triggered Actions
Check (Stage 3): At the end of each extended rest, the target 5 Plague Demon Level 5 Minion Skirmisher Variable Resistance F 2/Encounter
makes an Endurance check if it is at stage 3. Chaos Hounds (H) Trigger: The plague demon takes acid, cold, fire, lightning, or
11 or Lower: The target dies. Medium elemental beast (demon) XP 50 each
thunder damage.
12–23: No change. HP 1; a missed attack never damages a minion. Initiative +7
Effect (Free Action): The plague demon gains resist 5 to the trig-
24 or Higher: The target transforms into a plague demon AC 19, Fortitude 18, Reflex 17, Will 15 Perception +3
chaos beast. gering damage type until the end of the encounter or until it
Speed 8 Darkvision
uses variable resistance again.
Traits
Str 17 (+6) Dex 20 (+8) Wis 18 (+7)
Pack Attack
Con 16 (+6) Int 6 (+1) Cha 12 (+4)
The plague demon’s attacks deal 2 extra damage for each
Alignment chaotic evil Languages —
other plague demon that is adjacent to the target.
Standard Actions
About the Author
m Bite (disease) F At-Will Bill Slavicsek is the R&D Director for Dungeons &
Attack: Melee 1 (one creature); +10 vs. AC Dragons® games and novels at Wizards of the Coast. His
Hit: 5 damage, and the plague demon can shift 1 square. At recent design credits include The Mark of Nerath novel, the
the end of the encounter, the target makes a saving throw. D&D Castle Ravenloft board game, Heroes of the Fallen Lands,
On a failure, the target contracts Abyssal plague (stage 1). and Heroes of the Forgotten Kingdoms, among others.
Str 18 (+6) Dex 16 (+5) Wis 12 (+3)
Con 18 (+6) Int 5 (–1) Cha 10 (+2)
Alignment chaotic evil Languages —
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