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CreditsDesignShawn MerwinEditingRay ValleseDevelopment and Managing EditingChristopher PerkinsD&D R&D Book Publishing DirectorBill SlavicsekD&D RPG Group ManagerMike MearlsD&D Senior ProducerChristopher PerkinsD&D ProducerGreg BilslandD&D Senior Creative Art DirectorJon SchindehetteGraphic DesignYasuyo DunnettCartographyJason A. EnglePublishing Production SpecialistAngelika LokotzOrganized PlayChuck Arnett, Chris TulachPlaytestingGreg Bilsland, Chad Brown, Jennifer Clarke Wilkes, JohnGrant, Tanis O’Connor, Christopher PerkinsDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Caverns of Icewind Dale, Player’sOption: Heroes of Shadow, Monster Vault, Threats to the Nentir Vale, all other Wizards ofthe Coast product names, and their respective logos are trademarks of Wizards of theCoast LLC in the U.S.A. and other countries. All Wizards characters and the distinctive likenesses thereof are property of Wizards of the Coast LLC. This material isprotected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibitedwithout the express written permission of Wizards of the Coast LLC. Any similarityto actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. 2011 Wizards of the Coast LLC.INTRODUCTIONKalarel’s Revenge is a DUNGEONS & DRAGONS adventure for five or six characters of 4th level, written forD&D Experience 2011. It uses material from theCaverns of Icewind Dale set of Dungeon Tiles, thePlayer’s Option: Heroes of Shadow supplement, andthe Monster Vault : Threats to the Nentir Vale supplement, but you don’t need these products to play orrun the adventure.This adventure uses pregenerated characters thatare designed to have direct connections to the plotand to one another. The players should study theircharacters’ backgrounds and keep that informationsecret from the rest of the group. The motivationsand goals of the characters inform their choicesin the adventure, and those choices can affectplay significantly.INTRODUCTIONK ALAREL’SR EVENGEAdventure BackgroundSome time ago, the evil priest Kalarel tried to openportals to the Shadowfell throughout the Nentir Vale,hoping to gain great power from the negative energythat would be released. Fortunately for the residentsof the vale, adventurers killed the priest before hecould open the main portal—a rift that had beensealed inside the Keep on the Shadowfell.However, the heroes didn’t wipe out all of Kalarel’sforces. In addition to the many dedicated membersof his death cult, the priest had hired muscle fromthe Company of the Iron Gauntlet, a hobgoblin mercenary group. Many of these mercenaries foughtand died honorably, but some fled Shadowfell Keep,leaving Kalarel to his fate. The deserters took refugeat an abandoned mine in the Cairngorm Peaks,where they now bide their time and seek new recruitsto replenish their ranks.The hobgoblins were not the only forces thatremained after Kalarel was slain. Before the Keep’sportal was fully sealed, evil spirits from the Shadowfell escaped into the Nentir Vale. They were drawnto Kalarel’s own dark soul, which remained in themortal world thanks to a spirit-orb the priest hadcreated to prevent him from moving on after death.The presence of these malignant spirits caught theattention of a frost witch called the Rime Mistressand her followers—unaligned territorial beasts—whorose up to defend their domain. The Rime Mistressknows that the spirits present a greater threat thanthe hobgoblins do, so she and Prang, the Iron Gauntlet leader, have agreed to an uneasy truce. Thus,the hobgoblins and the creatures of the CairngormPeaks are united in their struggle against Kalarel’sspirit army.1

2Adventure SynopsisPreparing the AdventureKalarel’s Revenge begins with the characters meetingfor the first time in a cave in the Cairngorm Peaks,a day’s journey north of the village of Winterhaven.A dangerous winter storm has forced them to seekrefuge in the cave, along with Yohannus, a halflingmerchant who was traveling to Winterhaven from adwarven mining colony in the northern portion ofthe Cairngorms.When the adventurers leave the cave, they areconfronted by a hobgoblin patrol. The Iron Gauntletmercenaries have been tracking the halfl ing andplan to take his diamonds—and his life, if necessary.The characters can fight the hobgoblins, hand overYohannus, or try to make a deal. If the adventurersnegotiate, the hobgoblins are willing to take them tomeet their leader, Prang.The group travels north toward the Iron Gauntlet’shideout. During the journey, the characters fi nd theremnants of a battle between the forces of the RimeMistress and Kalarel’s spirit army. If the adventurersinvestigate the scene, they can learn more about thethreat they face. Depending on how they handled theprevious encounter with the hobgoblin patrol, theymight also have to fend off some angry animal spirits.Once they arrive at the mine, the characters caninteract with Prang. Some might want to kill him,and others might try to negotiate with him. As tensions rise, the Rime Mistress and her followers enterthe hideout. The adventurers learn about the allianceagainst the spirits and realize that if they attack thehobgoblins, they also must fight the Rime Mistressand her forces. Depending on the choices the adventurers make, the climactic confrontation can unfoldin one of several ways.If the characters attack Prang, the battle might goagainst them at first. However, the evil spirits led byKalarel’s terrible soul remnant enter the mine andkill many of the hobgoblins, giving the adventurers abetter chance at victory.If, instead, the characters negotiate a peacefulcompromise with Prang, Kalarel leads his spirit armyto attack all living creatures in the mine.One way or another, the encounter in the mineconcludes, and the adventurers head back towardcivilization.Before running this adventure, you, the DungeonMaster (DM), should become familiar with the background and goals of the pregenerated characters andunderstand how their motivations affect the plot.If confl ict occurs between the adventurers duringthe game, gauge the reactions of the players to seehow they handle in-character tension. If they arecomfortable with it, let the roleplaying occur. But ifthe clashes spill over to the players at the table, makeadjustments to keep the characters working towardthe same goal. The best way to do that is to threatenthem as a group with the hobgoblins, the Rime Mistress, and the spirits.Another way to tone down unwanted playertension is to provide solutions that make all the characters happy. Although the players might be split onwhether to negotiate or fight with Prang, you can helpthem come to the same decision. For example, adventurers who want treasure that the hobgoblins stolefrom Kalarel might acquire those items easily, eliminating the need to haggle with Prang. Playing thehobgoblin leader as totally unsympathetic and unlikable also helps push the characters into attacking.On the other hand, playing Prang as a sympathetic or reasonable figure gives the adventurers lessreason to want him dead. To quell Volondra’s desirefor revenge, the hobgoblin could offer her somethingtangible, such as Kalarel’s notes about his plans tostrengthen his death cult.If a character dies during the adventure, you havean option for keeping that player in the game. Dueto the presence of Kalarel’s spirit-orb, souls have aharder time leaving the mortal world. A dead character’s spirit can rise in the round after death, and theplayer can continue the game as a trapped spirit. Givethe player one of the trapped spirit statistics blockspresented on the next page.If it reduced to 0 hit points, a trapped spirit disappears and reforms at the end of the encounter. Atthe conclusion of the adventure, all trapped spiritsvanish.

Trapped SpiritMedium shadow humanoid (undead)HP 33; Bloodied 16; Healing Surges 0AC 21, Fortitude 17, Reflex 17, Will 17Speed 6; phasingVulnerable 5 radiantLevel 4 DefenderXP —Initiative 4Perception 6TRAITSTrapped SpiritMedium shadow humanoid (undead)HP 33; Bloodied 16; Healing Surges 0AC 21, Fortitude 17, Reflex 17, Will 17Speed 6; phasingVulnerable 5 radiantLevel 4 DefenderXP —Initiative 4Perception 6TRAITSBodilessThe spirit ignores difficult terrain and cannot hold or manipulate solid objects.InsubstantialThe spirit takes half damage from any damage source, exceptthose that deal force damage. When it takes radiant damage,it loses this trait until the start of its next turn.STANDARD ACTIONSBodilessThe spirit ignores difficult terrain and cannot hold or manipulate solid objects.InsubstantialThe spirit takes half damage from any damage source, exceptthose that deal force damage. When it takes radiant damage,it loses this trait until the start of its next turn.STANDARD ACTIONSm Spectral Touch (necrotic) At-Willm Spectral Touch (necrotic) At-WillAttack: Melee 1 (one creature); 6 vs. FortitudeHit: 1d10 4 necrotic damage, and the target cannot shiftuntil the end of the spirit’s next turn.C Frightful Keening (psychic) Recharge 6Attack: Close burst 1 (enemies in the burst); 6 vs. WillHit: 2d10 4 psychic damage, and the target is immobilizeduntil the end of the trapped spirit’s next turn.Spirit Infusion EncounterEffect: One bloodied ally adjacent to the spirit gains 10 temporary hit points.Skills as per characterAbility Scores as per characterAlignment as per character Languages as per characterAttack: Melee 1 (one creature); 6 vs. FortitudeHit: 1d10 4 necrotic damage, and the target cannot shiftuntil the end of the spirit’s next turn.C Frightful Keening (psychic) Recharge 6Attack: Close burst 1 (enemies in the burst); 6 vs. WillHit: 2d10 4 psychic damage, and the target is immobilizeduntil the end of the trapped spirit’s next turn.Spirit Infusion EncounterEffect: One bloodied ally adjacent to the spirit gains 10 temporary hit points.Skills as per characterAbility Scores as per characterAlignment as per character Languages as per character Trapped SpiritMedium shadow humanoid (undead)HP 33; Bloodied 16; Healing Surges 0AC 21, Fortitude 17, Reflex 17, Will 17Speed 6; phasingVulnerable 5 radiantLevel 4 DefenderXP —Initiative 4Perception 6TRAITSBodilessThe spirit ignores difficult terrain and cannot hold or manipulate solid objects.InsubstantialThe spirit takes half damage from any damage source, exceptthose that deal force damage. When it takes radiant damage,it loses this trait until the start of its next turn.STANDARD ACTIONSTrapped SpiritMedium shadow humanoid (undead)HP 33; Bloodied 16; Healing Surges 0AC 21, Fortitude 17, Reflex 17, Will 17Speed 6; phasingVulnerable 5 radiantLevel 4 DefenderXP —Initiative 4Perception 6TRAITSBodilessThe spirit ignores difficult terrain and cannot hold or manipulate solid objects.InsubstantialThe spirit takes half damage from any damage source, exceptthose that deal force damage. When it takes radiant damage,it loses this trait until the start of its next turn.STANDARD ACTIONSm Spectral Touch (necrotic) At-Willm Spectral Touch (necrotic) At-WillAttack: Melee 1 (one creature); 6 vs. FortitudeHit: 1d10 4 necrotic damage, and the target cannot shiftuntil the end of the spirit’s next turn.C Frightful Keening (psychic) Recharge 6Attack: Close burst 1 (enemies in the burst); 6 vs. WillHit: 2d10 4 psychic damage, and the target is immobilizeduntil the end of the trapped spirit’s next turn.Spirit Infusion EncounterEffect: One bloodied ally adjacent to the spirit gains 10 temporary hit points.Skills as per characterAbility Scores as per characterAlignment as per character Languages as per characterAttack: Melee 1 (one creature); 6 vs. FortitudeHit: 1d10 4 necrotic damage, and the target cannot shiftuntil the end of the spirit’s next turn.C Frightful Keening (psychic) Recharge 6Attack: Close burst 1 (enemies in the burst); 6 vs. WillHit: 2d10 4 psychic damage, and the target is immobilizeduntil the end of the trapped spirit’s next turn.Spirit Infusion EncounterEffect: One bloodied ally adjacent to the spirit gains 10 temporary hit points.Skills as per characterAbility Scores as per characterAlignment as per character Languages as per character

ENCOUNTER 1: THEDISTRAUGHT MERCHANTROLEPLAYING ENCOUNTERThis encounter begins with the characters and thehalfl ing Yohannus taking refuge in a cave in theCairngorm Peaks. Other than Zorag and Arykor, whobelong to the same mercenary company, the characters do not know one another. Each of them hadhis or her own reason for heading north from Winterhaven into the mountains. To roleplay effectively,the players need to know their characters’ backgrounds, which are provided on the pregeneratedcharacter sheets.While the adventurers were traveling north,Yohannus was heading south toward the village afterunloading equipment at a dwarven mining colony. Atreacherous winter storm cut their journeys short andforced everyone to take shelter in a cave.When all the players are ready to begin, read thefollowing text aloud:Each of you was heading north through the CairngormPeaks, pursuing your own quests, when a cruel winterstorm forced you to take refuge in a cave not far off thebeaten path. You shared the cave with several strangers, allof whom have their own reasons for being here.Morning comes, and the storm has finally abated,making it safe to leave the shelter of the cave. A halflingmerchant named Yohannus wrings his hands and pacesnervously at the edge of the cave mouth, shielding his eyesfrom the bright light reflecting off the snow. “Is there anyway I can convince one or more of you to escort me safely toWinterhaven? It’s only a day’s journey south of here.”Have the players describe what their characters looklike so that everyone knows who is who. The adventurers can converse with Yohannus and one another,drawing on their backgrounds.Escorting Yohannus south to Winterhaven wouldtake th