Ragefire Chasm

by wyken

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Ragefire Chasm

Defeat the Dark Shaman, Protect Orgrimmar from Threats Within

Created by James Wiken

Special Thanks to
Blizzard Entertainment

Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com

Dungeon, NPC, and item information, screenshots

GM Binder

Ragefire Chasm

Ragefire Chasm extends deep below the city of Orgrimmar. Barbaric troggs and devious Searing Blade cultists once plagued the volcanic caves, but now a new threat has emerged: dark shaman. Although Warchief Garrosh Hellscream recently called on a number of shaman to use the elements as weapons against the Alliance, the chasm's current inhabitants appear to be renegades. Reports have surfaced that these shadowy figures are amassing a blistering army that could wreak havoc if unleashed upon Orgrimmar.

The adventurers have been sent to Ragefire Chasm to investigate this potential threat.

Overview

Ragefire Chasm is a dungeon designed for characters from levels 2 to 3. It is meant to be standalone and can be inserted into any campaign.

In this dungeon, the adventurers have been tasked with investigating the reports of dark shaman residing the lava filled tunnels beneath Orgrimmar. The Warchief wishes to put down these renegades before they can grow into a real threat to the Horde.

To investigate this potential threat, Commander Bagran and Invoker Xorenth, two rising orcs, have been sent to Ragefire Chasm with a small contingent of Kor'kron in tow. The Warchief has also sent missives to Orgrimmar, the Undercity, and Thunder Bluff asking for able-bodied adventurers loyal to the Horde to assist in this venture. The adventurers are to report to Commander Bagran if they wish to help combat this potential threat residing below the heart of the Horde.

The dark shaman must be dealt with before they have the time to gather enough power to deal real damage to Orgrimmar and its citizens.

Prologue

Beneath the city of Orgrimmar lies this fiery chasm. A clan of troggs known as Ragefire Troggs had begun to appear in the chasm, from deep below the lava-filled tunnels. Despite attempts to make peace with these creatures, it was clear that these troggs were not interested in diplomacy, and could potentially overwhelm the entire Horde if left unchecked.

A sect of the mysterious Shadow Council had also taken refuge in this chasm. This sect is known as the Searing Blade, and was led by a cabal of warlocks and demons. From their dark hiding place, they plotted to overthrow and destroy all that the Horde has built for themselves in these lands.

Enemies Below

Description

There are enemies of the Horde beneath this very city, adventurers.

The Dark Shaman plot to take Orgrimmar for their own, and have already taken Ragefire Chasm! We need to storm their forces and retake what is ours!

Go speak with Commander Bagran just inside Ragefire Chasm. He will have further orders for you.

Mechanics and Reward

The Warchief gives the party a letter that will give it access to Ragefire Chasm. Report to Commander Bagran to see how the adventurers can assist with putting down this threat within.

Once this quest is completed, Commander Bagran will offer the quest, "No Orc Left Behind". Invoker Xorenth will also offer the quests, "A New Enemy" and "The Dark Shaman".

CLASSIC | DUNGEONS | RAGEFIRE CHASM

After the Shattering, the Dark Shaman were formed and overtook Ragefire Chasm. They cleared the presence of Searing Blade cultists and troggs, and used the latter to feed the enslaved beasts they brought from the Firelands. Although the Warchief recently employed a number of shaman to use the elements as weapons against the Alliance, the Dark Shaman are no allies of the Horde. Reports have surfaced that they are amassing a fiery force to unleash upon an unsuspecting Orgrimmar.

For the Horde!

This dungeon is written based on the Horde version of Ragefire Chasm. A contingent of Kor'kron Elite has be dispatched under the command of Commander Bagran to investigate and neutralize the Dark Shaman threat. If you would prefer to play the Alliance version, see "For the Alliance!" at the end of this dungeon for a description of changes.

Cleft of Shadow

Hidden within the central plateau of Orgrimmar is the Cleft of Shadow. Tents smelling of fire and brimstone and filled with magical curiosities ring the cavern. Orcs and goblins are gathered throughout the cavern. speaking in hushed tones and discretely trading what are most likely illicit goods.

Residing within its magically lit caverns are many of the Horde's practitioners of the fel and arcane schools of magic. This includes the city's Arcane Enclave, who maintains portals to faraway lands. Other less-than-savory denizens of Orgrimmar make their home here as well.

At the eastern end of the Cleft of Shadow, beside the tent of noted warlock, Arnak Fireblade, is the tunnel leading down into Ragefire Chasm. It is currently being guarded by a pair of Kor'kron Elite who are tasked with preventing anyone from entering or exiting the fiery caverns below without explicit orders to the contrary. The adventurers can give the letter they received from the Warchief to be admitted down into Ragefire Chasm.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

1. Trogg Tunnels

A clan of troggs known as Ragefire Troggs, originating from deep below the lava-filled tunnels, made the shallowest tunnels of this chasm their home. Magatha Grimtotem, of the tauren people, attempted to make peace with these creatures, but was met only with hostility.

More recently, the Ragefire Troggs are being hunted to near extinction. When the Dark Shaman seized Ragefire Chasm as their own, they unleashed their fearsome flame hounds upon the troggs, to lethal effect. Alpha among these hounds is Adarogg, who feasts upon Oggleflint, late chief of the Ragefire Troggs, himself.

1a. Kor'kron Staging Point

Only minutes into the tunnels, the party spies Invoker Xorenth, Commander Bagran, and his Kor'kron. The orc soldiers are currently under attack by a pack of 2d2 Flame Hounds. The "Corrupted Reaver" stat block can used to represent the Commander Bagran and the Kor'kron during this encounter. Invoker Xorenth can be represented using the "Corrupted Flamecaller" stat block.

Once the pack of attacking hounds is dispatched, the Kor'kron return to their guard posts. Commander Bagran and Invoker Xorenth greet the adventurers and explain the current situation.

Their expedition has hit some difficulties and they are currently doing all they can to keep the growing packs of Flame Hounds from spreading into the Cleft of Shadow. With the characters' help, however, they may be able to proceed with their original mission.

Speaking to each orc leader will provide the party with quests to assist the Kor'kron with taking down the Dark Shaman threatening Orgrimmar. The orcs currently manning this staging point will be hesitant to leave their posts and Orgrimmar unguarded.

Commander Bagran

Bagran is a rising commander within the Kor'kron ranks. When the Warchief asked for volunteers to take down the Dark Shaman occupying Ragefire Chasm, he jumped at the chance.

Bagran does not want this mission to end in death and dishonor. His primary concern currently is to limit the casualties of his subordinates. He will send the adventurers into Ragefire Chasm to locate and rescue Kor'kron scouts that are currently missing.

Invoker Xorenth

Xorenth is an orc mage who first cut his tusks against the Twilight's Hammer cult during the events following the Shattering. As such, he is wary of their return or any who would follow in their footsteps. He views these Dark Shaman as potential heirs of that twisted legacy.

The Invoker employs the party to end this threat before it spreads. Defeat their leaders, defeat their subordinates, all must be slain before they can spread their profane teachings.

No Orc Left Behind

Description

This was supposed to be a routine sweep, adventurers. Clean up a few troggs, make sure there is no threat to the city and then be in the tavern by midday.

Instead I've a group of scouts missing, flame hounds pouring out of the chasm and Xorenth going on about "the next Twilight's Hammer."

Go in there and get my scouts back so we can figure out what is going on down here.

Mechanics and Reward

Several Kor'kron Scouts have gone missing within Ragefire Chasm, either wounded, captured, or hiding.

Once found by the party, they will attempt to return to the Kor'kron Staging Point. If there are enemies still between their current position and their destination, they must succeed on a Stealth check against the passive Perception of that enemy (+4 Stealth skill bonus) or be slain.

For every Kor'kron Scout that makes it back to Commander Bagran safely, he will reward the party with 5 gp.

 

The Dark Shaman

Description

These dark shaman have been down here for months, raising beasts and performing dark rituals.

I don't know what they aim to achieve with all of this, but it's clear that they are no friend of the Horde. That's where you come in, adventurers.

Fight your way through the chasm and kill Dark Shaman Koranthal and Lava Guard Gordoth.

Mechanics and Reward

Invoker Xorenth has identified the two leaders of the Dark Shaman, Dark Shaman Koranthal and Lava Guard Gordoth. Bring him proof of their demise, and Xorenth will reward the party with 30 gp for each of them.

 

A New Enemy

Description

The power of these dark shaman has attracted many allies, adventurers. Former members of the Horde that now work towards some dark purpose.

We need to make an example of them before we have another Twilight's Hammer on our hands.

Kill any cultist you come across and bring me their insignia.

Mechanics and Reward

Invoker Xorenth would prefer that no followers of this cult leave Ragefire Chasm alive. The party can collect the insignia from any Corrupted Firecaller, Corrupted Houndmaster, Corrupted Reaver, or Dark Shaman Acolyte they defeat.

For every insignia returned to him, the Invoker will reward the party with 2 gp.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

1b. Main Passage

Through the center of the lava tunnel is an elevated path of dark igneous rock. Glossy black shards of obsidian line the edges the walkway, forming a razor-edged barrier between the party and the bubbling magma below. A pack of 2d2 Flame Hounds stalk this section of the passageway, feasting on the charred and smoking corpses of Ragefire troggs.

Roughly halfway up the tunnel, a stream of lava spills over the pathway the party is using. The adventurers can make a DC 12 Athletics check to jump over the molten stream. If the characters investigate the lava flow, they will notice that it is not constant in rate and width. The party can wait for when the lava stream wanes and cross then. If they do, they have advantage on the above check.

The pathway continues south, deeper into Ragefire Chasm. More troggs, their lifeless bodies covered in blackened bitemarks, are strewn about the tunnel.

Looking across the roiling magma below, narrow walkways can be seen lining the tunnel walls on both sides of the party. Solitary Flame Hounds can be seen wading in the magma and dining on trogg flesh.

Another pack of 2d2 Flame Hounds roams the upper pathway. This group, however, is led by a Corrupted Houndmaster, a lackey of the Dark Shaman the party was sent to defeat. A wounded Kor'kron scout has been cornered by these flame hounds. Once this pack is dealt with, the party can continue into Oggleflint's Throne.

1c. Oggleflint's Throne

The comparatively cramped tunnels open up into a more open chamber. The temperature of this cave is noticeably lower as no longer are the adventurers standing directly above a river of magma.

From this chamber the late Oggleflint, ruled over the Ragefire troggs. More recently he has been demoted from his lofty role as chieftain down to the lowly position of hound food. His usurper, Adarogg, stands over his broken body, greedily consuming its flesh. The bodies of Corrupted Houndmasters foolish enough to attempt to tame Adarogg litter the ground.

Ramps to the east and west slope down into the side passages of the Trogg Tunnels. A smooth corridor of lava rock leads southwest to the Obsidian Climb. At this intersection is a large boulder. IF the party investigates the boulder they will find another wounded Kor'kron scout behind it.

Adarogg

Ragefire Chasm's trogg population has rapidly declined in recent months for one reason: Adarogg. This ravenous flame hound was among the first of his kind ripped from the Firelands by dark shaman. Adarogg's handlers feed the unruly beast over twice his weight in trogg flesh per day to keep him appeased.

Adarogg (marked by a red skull on the map) is a massive flame hound glowing with otherworldly fire. As the largest and most fearsome of the hounds in Ragefire Chasm, he prefers to hunt alone. He will prioritize any creature that has trogg flesh on their person, as he as developed an appetite for it since being summoned into this place.

When Adarogg is defeated, the party can loot Fang of Adarogg.

 


Adarogg

Medium elemental beast, chaotic neutral


  • Armor Class 14
  • Hit Points 32 (5d8+10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 13 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 15
  • Condition Immunities exhaustion, frightened, grappled, restrained
  • Languages understands Ignan but can't speak it
  • Challenge 2 (450 XP)

Keen Hearing and Smell. Adarogg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Adarogg has advantage on attack rolls against a creature if at least one of Adarogg's allies is within 5 feet of the creature and the ally isn't incapacitated.

Inferno Charge. If Adarogg moves at least 20 feet straight toward a creature and then attacks it with a bite attack on the same turn, that target and any others within 5 ft. of it must succeed on a DC 13 Strength saving throw or take 4 (1d8) fire damage.

Adarogg leaves behind a flame trail during this charge that lasts until the start of his next turn. Any creature that crosses it must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) fire damage.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 4-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

1d. Side Passages

Narrow side passages line the tunnel walls in the Trogg Tunnels. The bodies of half eaten troggs line the banks of these passages, many aflame due to their proximity of the river of magma flowing throw the chamber. Solitary flame hounds patrol these passages, scavenging what they can. At the end of the western side tunnel, the path turns upwards and is capped by a hidden chamber. This was likely a trogg residence at some point, but has since been abandoned. The party must return to Oggleflint's Throne to safely leave these passages.

2. Obsidian Climb

The dark stone pathway slopes upwards as it leads deeper into Ragefire Chasm. The presence of the Dark Shaman and their allies is thicker here. At the top of the climb, Dark Shaman Koranthal bends the elements to his twisted will.

2a. The Climb

Leading north out of the Trogg Tunnels is another elevated pathway composed of dark igneous rock. Counterintuitively, it slopes upwards as the party moves deeper into the magma-filled chasm. Much like the tunnels before it, the climb is illuminated by the flow of this magma. About halfway up the climb a dip in the path causes the lava to pool. This obstacle is wide than the one the adventurers faced below and they must succeed on a DC 14 Athletics check to safely cross. As before, the size of this pool ebbs over time and if the adventurers notice this fact, they can roll the check with advantage.

Once past this obstacle, a fiery vista off to the right of the party presents itself. Spouts of lava spray molten rock high into the air and the Trogg Tunnels can be seen below. If the adventurers stop to take in the sights, they might notice a Kor'kron scout trapped on a ledge just beneath the climb.

The Dark Shaman and their allies patrol this stretch of Ragefire Chasm. Patrolling the obsidian climb are 3 (2d2) pairs of one Corrupted Reaver and one Dark Shaman Acolyte. They are distributed fairly uniformly along the pathway. At the top of the climb is the path turns west and leads into Koranthal's Chamber.

2b. Koranthal's Chamber

In the center of this chamber stands Dark Shaman Koranthal. Surrounding him are an array of profane runes carved into the ground. Shadowy energy rises from these glowing violet runes, slowly spiraling into the air around Koranthal. Once the Dark Shaman leader has been defeated, the shadowy energy dissipates but the runes remain.

Hidden in the corner is a large crate bearing Horde insignias. If the party investigates this crate, they will find a Kor'kron scout hidden within.

Continuing south of this chamber leads into Slagmaw's Lair.

Dark Shaman Koranthal

"The power of the Dark Shaman will overwhelm you!"

Koranthal has always believed that brute force is the only way to control Azeroth's elementals. His extreme views led him to join the ranks of the sinister Twilight's Hammer. When the cult fell, the orc and other like-minded shaman secretly infiltrated Ragefire Chasm to continue practicing their dark arts.

Dark Shaman Koranthal (marked by a green skull on the map) is one of two leaders of the Dark Shaman that Invoker Xorenth has directed the party to defeat. He will try to keep is distance and using Twisted Elements but will use Shadow Storm if too many enemies close in.

When Dark Shaman Koranthal is defeated, the party can loot Cuffs of Black Elements.


Dark Shaman Koranthal

Medium humanoid (orc), chaotic evil


  • Armor Class 14
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 11 (+0) 14 (+2) 16 (+3)

  • Damage Resistances necrotic
  • Senses darkvision 60 ft., passive Perception 12
  • Condition Immunities charmed, frightened
  • Languages Orc
  • Challenge 2 (450 XP)

Actions

Twisted Elements. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 3 (1d6) fire damage plus 3 (1d6) bludgeoning damage plus 3 (1d6) necrotic damage.

Shadow Storm. All hostile targets within 15 ft. must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

3. Slagmaw's Lair

As the party makes its way deeper into Ragefire Chasm, its finds itself at the banks of a massive underground lake of fire and molten rock. Several platforms of blackened rock dot the surface of this lake all connected by a series of natural bridges. Distributed amongst the platforms around the edge of the cavern are 3 (2d2) groups of one Corrupted Flamecaller and two Corrupted Reavers. One of these groups is holding a Kor'kron prisoner and subjecting him to burning torture.

These groups keep a wide berth from the central platform. If the party moves onto the central platform, a massive lava worm, Slagmaw, rises out of the fiery lake and attacks the adventurers. Any cultists still in the chamber when Slagmaw attacks will flee in terror, either back into Koranthal's chamber or deeper into the cave system.

Two paths lead deeper into Ragefire Chasm from this chamber. From the southwestern platform, the party can tkae the main and more clearly seen passage into the Dark Shaman Camp. A hidden path leading from the western platform will allow the adventurers to find the Overlook.

Slagmaw

Unlike other lava worms enslaved by the dark shaman, Slagmaw has proven to be nearly impossible to control. The beast lives to bore through the depths of the earth, and it cares nothing for the consequences of its actions, or the damages it causes to anyone who stands in its way.

Slagmaw (marked by a yellow skull on the map) is an ancient lava worm, feared by past and present denizens of Ragefire Chasm. He will submerge every round to find a better angle from which to strike out at his prey.

When Slagmaw is defeated, the party may loot Flameseared Carapace.

4. Searing Cavern

Once the headquarters of the Searing Blade, this cavern is now holds another enemy of the Horde. the Dark Shaman. It is here that they perform profane research and magic, twisting and corrupting the elements to their will. Lava Guard Gordoth, a dire orc whose blood is infused with the raw power of elemental fire, is held here, waiting to be unleashed upon the city above it.

4a. Dark Shaman Camp

Entering Searing Cavern via the main passage leads to the Dark Shaman's primary encampment. Guarding this passage is a patrol of one Corrupted Reaver and a pair of Dark Shaman Acolytes. They will defend the camp in the next chamber from any intruders.

Once through this passage, the party is in a large open cavern illuminated by lava flows and magical braziers. A high cliff rings the west and south walls of the chamber. Much of this cave is filled with tents and supplies arrayed around a large rune carved into the ground glowing an otherworldly indigo. Inhabiting the camp are a group of unarmed Dark Shaman researchers are using various scientific implements to study this rune.


Slagmaw

Large elemental beast, chaotic neutral


  • Armor Class 14 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed see Submerge

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, prone, restrained
  • Senses darkvision 100 ft., passive Perception 10
  • Languages understands Ignan but can't speak it
  • Challenge 2 (450 XP)

Heated Body. A creature that touches Slagmaw or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Submerge. Instead of moving normally, Slagmaw uses its movement by submerging beneath the lava and reappearing in another location in the lava within 40 ft. of its current location.

Any creatures within 10 ft. of the point Slagmaw reemerges from must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) fire damage.

Actions

Multiattack. Slagmaw makes two attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.

Lava Spit. Ranged Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (2d6) fire damage.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

Along the back wall are an assortment of large glass capsules, tables with beakers and vials, and well=worn tomes. Much of the glassware is filled with elemental fire. Also arranged along this southern wall is a set of cages. Three smaller cages contain Kor'kron scouts, captured by the Dark Shaman. Next to these terrified orcs is another cage easily dwarfing all three of them put together. Inside is a massive red-skinned dire orc, Lava Guard Gordoth, emanating rage and heat.

Upon seeing the adventurers, Gordoth will fly into a frenzied rage, wrenching open his cage and leaping into the center of the chamber. Landing squarely on the rune, the researchers are either trampled underfoot or sent hurtling into the cavern walls by the belligerent beast. Gordoth pays them no mind and charges headong at the characters.

Lava Guard Gordoth

Hubris drove the brilliant shaman Gordoth to act as a living conduit for energies pulled from the Firelands. He and his allies had hoped to mimic the creation of elemental ascendants in the Twilight's Hammer cult. Instead, the explosive influx of power drove Gordoth insane and mutated his body into a hideous form.

Lava Guard Gordoth (marked by a blue skull on the map) is a massive red-skinned orc. His very blood boils with the heat of Ragefire Chasm. Crazed, he blindly attacks all around him, whether they be friend or foe. Attacking him will only make his inner rage boil hotter. So he must be put down quickly or not at all.

When Lava Guard Gordoth is defeated, the party may loot Heartboiler Staff.

4b. Overlook

Entering the Searing Cavern via the hidden passage leads to the Overlook. This passageway is unguarded and leads to the cliffs overlooking the Dark Shaman Camp from the west and south. See the above section for a description of the camp below. While along the western cliffs, the party has advantage on stealth checks against the Dark Shaman and Lava Guard Gordoth below.

Mission Accomplished

With the Dark Shaman leadership dismantled, the party has completed its mission in Ragefire Chasm. The adventurers may return to Commander Bagran and Invoker Xorenth to collect their rewards for any quests completed for them.

The brave actions of the characters have ended a
potential danger to Orgrimmar that threatened to boil
up from within. The Warchief will be pleased to see
this issue resolved and will smile upon those who saw
the deed done.


Lava Guard Gordoth

Large humanoid (orc), chaotic evil


  • Armor Class 14
  • Hit Points 51 (6d10+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Orc
  • Challenge 2 (200 XP)

Enrage. When Lava Guard Gordoth is reduced to 25 or fewer hit points, he gains Multiattack and a +2 bonus to his Strength ability score.

Actions

Multiattack (only when Enraged). Gordoth can make two attacks: one Seismic Slam and one Ground Rupture.

Seismic Slam. All creatures within 10 ft. must succeed on a DC 13 Strength saving throw or take 9 (2d8) bludgeoning damage and be knocked prone.

Ground Rupture. A hostile target within 20 ft. must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked back 20 ft. On a success take half as much damage. The ground between Gordoth and the target becomes difficult terrain.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

Treasure

This section provides descriptions for the treasure found within Ragefire Chasm. The source of each of these items is given in the above sections.

         Cuffs of Black Elements

            wondrous item, uncommon (requires attunement)
These cuffs emblazoned with dark flames allow their wearer to twist their elemental attacks with shadowy energy.

When you cast a spell that deals damage due to fire, water, air, or earth you may deal a bonus 1d4 necrotic damage with the spell. If you do this, you must succeed on DC 11 Wisdom saving throw or also take this bonus necrotic damage.

         Fang of Adarogg

            weapon (dagger), uncommon (requires attunement)
The weapon has 2 charges and regains all expended charges daily at dawn or when an attack made with the dagger kills a beast or humanoid. When attacking with this weapon, you may spend a charge before the attack roll to add 1d4 fire damage to the damage roll.

Curse. This dagger is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the dagger fails to end the curse on you. You have an insatiable appetite and must consume twice as much as before. You have also developed a particular taste for trogg flesh.

         Flameseared Carapace

            armor (scale mail), uncommon (requires attunement)
This armor is forged from Slagmaw's flame-tempered chitin.

While wearing this armor, you gain a +2 bonus to AC against attacks that would deal fire damage. You also have advantage on saving throws against effects that would deal fire damage.

         Heartboiler Staff

            staff, uncommon (requires attunement)
This dark iron staff has been capped with large red crystals imbued with elemental fire and orc blood.

The staff has 2 charges and it regains all expended charges daily at dawn.

As an action, you may spend one charge to force a creature within 50 ft. to make a Constitution saving throw using your spell save. On a success, the creature takes 1d10 unavoidable fire damage at start of its turn and can attack twice, instead of once, if they take the Attack action. The creature may end this effect during their turn, but an additional 1d10 is added to the unavoidable fire damage for every turn it is active. A creature may not be affected by this effect more than once per long rest.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

Monsters

This section includes stat blocks for all non-boss monsters found in Ragefire Chasm. These monsters can be used either by using the Random Encounter Tables found in each section or building your own encounters.


Corrupted Flamecaller

Medium humanoid (orc), chaotic evil


  • Armor Class 11
  • Hit Points 19 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 16 (+3)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Orc
  • Challenge 1/2 (100 XP)

Actions

Fireball. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

Flame Spout. One hostile target within 15 ft. must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage.


Corrupted Houndmaster

Medium humanoid (orc), chaotic evil


  • Armor Class 13
  • Hit Points 19 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 9 (-1) 12 (+1) 11 (+0)

  • Skills Animal Handling +3, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Orc
  • Challenge 1/2 (100 XP)

Pack Tactics. The houndmaster has advantage on attack rolls against a creature if at least one of the houndmaster's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Cursed Strike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) necrotic damage.

Incite Frenzy. The houndmaster must make a DC 12 Animal Handling check. On a success, all Flame Hounds within 15 ft. may use a reaction to make a Bite attack.
 

Corrupted Reaver

Medium humanoid (orc), chaotic evil


  • Armor Class 14
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Orc
  • Challenge 1/2 (100 XP)

Actions

Serrated Blade. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage and the target must succeed on a DC 11 Constitution saving throw or take an additional 2 (1d4) piercing damage.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

Dark Shaman Acolyte

Medium humanoid (orc), chaotic evil


  • Armor Class 15
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 9 (-1) 16 (+3) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 13
  • Languages Orc
  • Challenge 1 (200 XP)

Actions

Corrupted Lava Lash. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage.

Bloodlust. The shaman and one of its allies within 30 ft. may perform two actions on their next turn. The shaman can't use Bloodlust on its next turn.


Flame Hound

Medium elemental beast, chaotic neutral


  • Armor Class 13
  • Hit Points 16 (3d8+3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 7 (-2) 12 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands Ignan but can't speak it
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage.

CLASSIC | DUNGEONS | RAGEFIRE CHASM

For the Alliance!

This section describes the general changes from the written dungeon if the party is playing from the Alliance side.

To investigate reports of a fiery army being amassed beneath Orgrimmar, the Alliance has sent a contingent of SI:7 operatives led by SI:7 Field Commander Dirken and High Sorceress Aryna.

Replace any references to Commander Bagran with SI:7 Field Commander Dirken, to Invoker Xorenth with High Sorceress Aryna, to Kor'kron Elites with SI:7 Commandos, to Kor'kron Scouts with SI:7 Rangers, and to Kor'kron Staging Point with SI:7 Staging Point.

The party enters and exits the dungeon via a portal to Stormwind being maintained by Aryna and defended by the SI:7 Commandos.

The quests throughout this dungeon are replaced using the following table:

Horde Quest Alliance Quest
No Orc Left Behind No Man Left Behind
The Dark Shaman The Dark Shaman
A New Enemy A New Enemy

No Man Left Behind

Description

I sent recon out over an hour ago and none of them have reported back. And now these damned hounds are pouring out of the chasm.

I don't know what's going on down there, but I'm not going anywhere till I get my men back.

I want you to head in there and find them, adventurers, preferably while they are still alive.

Mechanics and Reward

Several SI:7 Rangers have gone missing within Ragefire Chasm, either wounded, captured, or hiding.

Once found by the party, they will attempt to return to the SI:7 Staging Point. If there are enemies still between their current position and their destination, they must succeed on a Stealth check against the passive Perception of that enemy (+4 Stealth skill bonus) or be slain.

For every SI:7 Ranger that makes it back to SI:7 Field Commander Dirken safely, he will reward the party with 5 gp.

The Dark Shaman

Description

These dark shaman have been down here for months, raising beasts and performing dark rituals.

I don't know what they aim to achieve with all of this, but it's clear that they are no friend of the Alliance. And I need your help stopping them, adventurers.

Fight your way through the chasm and kill Dark Shaman Koranthal and Lava Guard Gordoth.

Mechanics and Reward

High Sorceress Aryna has identified the two leaders of the Dark Shaman, Dark Shaman Koranthal and Lava Guard Gordoth. Bring proof of their demise, and Aryna will reward the party with 30 gp for each of them.

 

A New Enemy

Description

The Horde is using dark magic to control beasts and corrupt their brethren down here, adventurers.

I intend to put a stop to it, but first I need to know what it is we're fighting against. That's where you come in.

Fight through the caverns and collect the insignia that the cultists carry. With them, I can study what type of magic is at work here.

Mechanics and Reward

High Sorceress Aryna would prefer that no members of the Horde leave Ragefire Chasm alive. The party can collect the insignia from any Corrupted Firecaller, Corrupted Houndmaster, Corrupted Reaver, or Dark Shaman Acolyte they defeat.

For every insignia returned to her, the High Sorceress will reward the party with 2 gp.

CLASSIC | DUNGEONS | RAGEFIRE CHASM
 

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