Uldaman

by wyken

Search GM Binder Visit User Profile

Uldaman

Uncover the Titan's Secrets, Recover the Lost Artifacts

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

Uldaman

Uldaman is an ancient titan vault buried deep within the earth. It is said the titans sealed away a failed experiment there and then moved on to a new project, related to the genesis of the dwarves. Tales of a fabled treasure containing great knowledge have enticed would-be treasure hunters to dig deeper into the secrets of Uldaman, a task made perilous by the presence of stone defenders, savage troggs, Dark Iron invaders, and other dangers lurking in the lost city.

The adventurers have come to Ulduar to uncover its secrets and recover its lost treasures.

Overview

Uldaman is a dungeon designed for characters from levels 7 to 9. It is meant to be standalone and can be inserted into any campaign.

In this dungeon, the adventurers have been hired to assist with the Reliquary's expedition into the recently discovered Titan vault, Uldaman. The ancient halls currently hold Dark Iron dwarves, troggs, and Earthen defenders, all looking to keep the Titan's secrets for themselves. Their unending series of conflicts within the tunnels of Uldaman has created an opening that the Reliquary seeks to take advantage of.

High Examiner Tae'thelan Bloodwatcher, leader and founder of the Reliquary, leads this expedition, himself. He is accompanied by a host of guards and archaeologists managed by the High Examiner's lieutenants Aoren and Lidia Sunglow. The adventurers are to report to Tae'thelan Bloodwatcher who has established a camp just inside the Uldaman excavation if they wish to assist in the expedition.

The secrets of Uldaman must be claimed for the Reliquary before anyone else can seize them for themselves. The Dark Iron dwarves already inside have a head start and the Alliance's Explorers' League have dispatched forward expeditions to the vault and are close behind.

Prologue

Since the discovery of Titan ruins, the Badlands have become a hotly contested archaeological site. Led by the charismatic sorcerer, High Examiner Tae'thelan Bloodwatcher, the relatively young Reliquary looks to counter the long-standing Explorers' League in the discovery and reclamation of magical artifacts of untold power. They look to use these artifacts to find a cure for the magic addiction the blood elves suffer from and return there formerly great race to glory.

From Bloodwatcher Point, the Reliquary has sent expeditions to explore the Titan ruins through the Badlands, often coming into open conflict with their Alliance counterparts. Having discovered and claimed the Tomb of the Watchers as their own, they now set their sights on the true prize of the Badlands, Uldaman.

Uldaman is an ancient Titan vault that has laid buried deep within the earth since the world's creation. Dwarven excavations led by the Explorers' league penetrated this forgotten city, releasing the Titans' first failed creations: the Troggs. These stone-skinned monsters drove away the unsuspecting archaeologists, reclaiming the halls of Uldaman as their own.

Legends say that the Titans created troggs from stone. When they deemed the experiment a failure, the Titans locked the troggs away and tried again - resulting in the creation of the dwarven race. The secrets of the dwarves' creation are recorded on the fabled Discs of Norgannon - massive Titan artifacts that lie at the very bottom of the ancient city.

Recently, the Dark Iron dwarves have launched a series of incursions into Uldaman, hoping to claim the discs for their fiery master, Ragnaros. However, they found the troggs were the least of their worries deep within the halls of Uldaman.

CLASSIC | DUNGEONS | ULDAMAN

Protecting the buried city are several guardians - giant constructs of living stone that crush any hapless intruders they find. The Discs themselves are guarded by a massive, sapient Stonekeeper called Archaedas. Some rumors even suggest that the dwarves' stone-skinned ancestors, the earthen, still dwell deep within the city's hidden recesses.

Uldaman's guardians sent the Dark Iron excursion into disarray, scattering their forces and allowing the troggs to reclaim parts of the ancient vault. In this chaos, the High Examiner has sensed an opportunity. He led an expedition into Uldaman, establishing a base camp from which to claim the secrets held deeper within. He now calls on any willing adventurers to assist in his bold expedition into the Titan's vault and recovering the lost artifacts within for the good of the blood elves and the Horde.

For the Horde!

This dungeon is written based on the Horde version of Uldaman. The Reliquary has sent an expedition to explore and document the secrets held within the lost vaults of Uldaman. If you would prefer to play the Alliance version, see "For the Alliance!" at the end of this dungeon for a description of changes.

1. Excavation Site

Located in the northern Badlands, near the Maker's Terrace, is the original dwarven excavation site that uncovered Uldaman. Inside is a twisting collection of tunnels leading to several excavated halls of titan origin arranged around a central chamber known as Dig One. Within this chamber is the entrance to the Hall of the Keepers and the rest of Uldaman proper. While the Reliquary currently hold Dig One, the rest of the tunnels contain warring factions of Dark iron dwarves and troggs seeking to retain control of their holdings within the ancient halls.

1a. Excavation Center

Surrounded by several massive titan-built pillars is the tunnel down into the Uldaman Excavation. Inside, a dug out cavern is held up with wooden pillars and scaffolding and lit by magically glowing lanterns. Abandoned Explorers' League tents and supplies ring the cavern, long since ransacked by either troggs or the Dark Iron dwarves. A few of these dwarves remain in this chamber, pilfering the wreckage for anything useful. Upon seeing the adventurers, they will flee down a tunnel in the center of the cavern down into towards Dig One and the Sealed Hall. The party can use this same tunnel to make their way down to Dig One and the Reliquary waiting there.

1b. Dig One

Tunnel leads to an overlook looking down into Dig One. A massive underground chamber holds more supplies and tents. These, however, are adorned with the symbols of Silvermoon and the Reliquary. Elven guards and excavators patrol the area, protecting their holdings from any potential incursions from the Dark iron dwarves and troggs that surround them.

At the north end of the cavern is a massive stone arch leading into the Hall of Keepers. Ornamented pillars and masterfully carved stone statues of the keepers hold up the entryway to Uldaman.

From the overlook, a rickety crane hangs over the cavern below providing a potential, if risky, way down to the Reliquary camp. Alternatively, a ramp leads south and downwards. Heading down this ramp leads to a fork in the tunnel. Turning east will lead the adventurers into a set of passages that continue on to the Sealed Hall and the South Common Hall. These passages have another fork. To the southeast is the Sealed Hall currently held by Dark Iron dwarves. To the southwest is the trogg infested South Common Hall.

Continuing south down the ramp, instead of taking the first fork, leads down into the bottom of Dig One. Once down in the bottom of the cavern the adventurers can speak with the Reliquary guards who will point them towards the arch leading into Uldaman so they can speak to High Examiner Tae'thelan Bloodwatcher. From the camp, another tunnel leads west to the North Common Hall and the Stonevault troggs that inhabit it. The guards will warn the adventurers of this fact.

1c. The Sealed Hall

In the eastern stretches of the excavation tunnels outside Uldaman is the entrance to the Sealed Hall. In these naturally cut tunnels, a Dark Iron expedition, cut off from their leader, continues to excavate the area. Jealously guarded supplies and uncovered titan artifacts are stockpiled in pockets of the caverns.

Inside these tunnels are two groups of Dark Iron soldiers that will attack any intruders. Roll from this section's Random Encounter Table to determine each of these groups.

Random Encounter Table
Roll Monsters
1 1 Shadowforge Darkcaster, 2 Shadowforge Archaeologists
2 1 Shadowforge Geologist, 2 Shadowforge Archaeologists
3 1 Shadowforge Geologist, 2 Shadowforge Darkcasters
4 1 Stone Steward, 2 Shadowforge Geologists

1d. South Common Hall

At the end of the southern tunnels is an uncovered titan built chamber. The cavern before it is littered with the bodies of Dark Iron dwarves and troggs at various stages of decay and the guttural sound trogg speech can be heard from inside the chamber.

Empty stone shelves and benches line the interior of the South Common Hall. Intricately carved stone pillars hold up a jade and marble tiled roof. Identical tiling covers the floor of the room. Ornamenting the chamber's walls are faded bas reliefs depicting ancient heroes long forgotten.

CLASSIC | DUNGEONS | ULDAMAN

CLASSIC | DUNGEONS | ULDAMAN

A group of troggs infest this area. Roll from this section's Random Encounter Table to determine their composition.

Roll Monsters
1 2 Stonevault Pillagers, 1 Stonevault Brawler
2 2 Stonevault Pillagers, 2 Stonevault Ambushers
3 2 Stonevault Pillagers, 2 Stonevault Oracles
4 3 Stonevault Ambushers, 1 Stonevault Brawler

1e. North Common Hall

Beyond the relative safety of Dig One is a low ceilinged tunnel leading west. The tunnel is dotted with partially excavated pillars and statues. Squeezing between the legs of a massive statue leads the party into another titan built hall. Similar to the South Common Hall, troggs inhabit this room filled with skillfully shaped stone but little else. In the back of the chamber are a pair of massive doors held shut by tons of solid rock behind them.

A group of troggs infest this area. Roll from the South Common Hall's Random Encounter Table to determine their composition.

The Reliquary

"Greetings, my name is Tae'thelan Bloodwatcher. I have spent the better part of a lifetime training in the art of sorcery and gather like-minded blood elves to form The Reliquary.

You see, there are ancient, powerful relics spread throughout this world that I plan to use them to free my people from their addiction and unify them again as the proud, indomitable race we once were.

Magic is something to be embraced and, I assure you, a force that can be utilized free of corruption with proper teaching.

As it stands, the other races of the Alliance and even the Horde mock our kind for our half-destroyed capital, still standing statues of Sunstrider, and blunder after blunder across the world.

No more."

2. Hall of the Keepers

The grand archway of Uldaman leads directly into the Hall of the Keepers. Once a hall holding the Keepers and their favored creations, this place now is overrun by their first failed creations, the troggs. Revelosh, intelligent for trogg, leads a group of Stonevault troggs in the gathering of titan forged artifacts, largely ignorant of their potential power.

Within this ancient hall, The Reliquary have established a base camp from which they plan to explore Uldaman further. This expedition is led by the esteemed High Examiner Tae'thelan Bloodwatcher, himself, and is hiring adventurers willing to push deeper into the Titan ruins.

2a. Reliquary Base Camp

The antechamber of the Hall of the Keepers contains the Reliquary Base Camp. Blood elves dressed in simple white clothing and leather armor mill about the room, their hoods and masks pulled up to protect them from dust and debris. Their glowing eyes are busy inspecting various titan relics they have already recovered from the Titan's vault.

At the far end of the room stands two crimson Silvermoon banners. Between them floats High Examiner Tae'thelan Bloodwatcher, founder of the Reliquary, flanked by his lieutenants, Aoren and Lidia Sunglow. These twin blood elves are skilled in titan lore and combat, respectively. Narrow halls manned by wary guards lead to the north and south, both ending in the Central Hall. The rough sounds of troggs echo down these darkened halls.

Assailed by the Dark Iron dwarves and troggs, not to mention Uldaman's guardians, the Reliquary are currently considering their options before descending deeper into the Titan's vault. With the adventurers' assistance, however, they may be able to overcome the obstacles that hampered their progress before.

Speaking to each blood elf leader will provide the party with quests to assist the Reliquary with uncovering the secrets held within the guarded vaults of Uldaman. The adventurers should present themselves to the High Examiner first to see how to get started with assisting the Reliquary in their expedition into Uldaman.

High Examiner Tae'thelan Bloodwatcher

Tae'thelan has spent the better part of a lifetime training in the art of sorcery. Recently formed at the behest of an "unknown council" based in Silvermoon, the Reliquary has been reformed under Tae'thelan's leadership.

He is dressed in ornate red and gold robes and wields a golden staff capped with the sigil of Silvermoon. He floats a few feet off the ground within a glowing blue aura, keeping a watchful eye over his subordinates.

While welcoming of the assistance the party can bring to the Reliquary, he will first test them by tasking them with the opening of the Chamber of Khaz'mul. To do this, they must first find and assemble the pieces of the Staff of Prehistoria which are currently held within the halls and tunnels nearby.

CLASSIC | DUNGEONS | ULDAMAN

The Chamber of Khaz'mul

Description

"In the Map Chamber there is a locked door which I believe leads to the legendary Chamber of Khaz'mul. We do not yet know what artifacts wait inside it.

What we do know is that it is guarded by Ironaya, a Titanic Watcher of immense size and power. You'll need to defeat her if you intend to progress any further into this place."

Mechanics and Rewards

To open the Chamber of Khaz'mul, the adventurers must assemble the Staff of Prehistoria from its components. Revelosh, a curious trogg, currently keeps the Shaft of Tsol in his gallery. A Explorers' League expedition, currently trapped in Dig Two, are rumored to be in possession of the Gni'kiv Medallion.

Once the staff has been reassembled it must placed in the keystone in the Map Chamber to unlock the Chamber of Khaz'mul. Defeat its guardian, Ironaya, to claim its treasures.

Once this quest is completed, High Examiner Tae'thelan Bloodwatcher will offer the quest, "Archaedas, The Ancient Stone Watcher".

Lidia Sunglow

A female blood elf, Lidia Sunglow, dressed in golden armor over white clothing stands guard beside the High Examiner. She is in command of the soldiers accompanying the expedition. Most of her face is obscured by a simple white cover and her short white hair matches her twin's who stands nearby.

Lidia Sunglow will task the adventurers with taking down the Dark Iron leader who is currently trapped within Dig Three, deeper into Uldaman. Not only has he sent raiding parties to attack the Reliquary, he also stands in the way of a possible discovery.

Behind Closed Doors

Description

"Galgann Firehammer and his band of Dark Irons are in Dig Three guarding a door that we know nothing about! I've had it with their men getting in the way of our work here! The Reliquary is the only group authorized to handle the artifacts throughout Uldaman!

Go to the dig and dispose of him so that our work can continue undisturbed. I want to know what's behind that door!"

Mechanics and Rewards

Lidia Sunglow has identified the leader of the Dark Iron dwarves, Galgann Firehammer. The former senator of Blackrock Depths can be found in Dig Three within the northern tunnels of Uldaman.

Bring her proof of his demise and Lidia will reward the party with 300 gp.

Aoren Sunglow

Aoren Sunglow is dressed in the simple white cloth and leather armor of the rest of the Reliquary diggers. He shares his twin sister's striking white hair and is currently inspecting an engraving on the wall of the chamber.

Aoren Sunglow is the Titan expert of the expedition, well versed in ancient histories and languages. He will task the party with defeating the Stone Keepers guarding the halls of Uldaman. Collecting their power cores will provide a new source of knowledge and may be the secret of finding and opening Archaedas's chamber.

We Require More Minerals

Description

"The Titans built two Ancient Stone Keepers to help protect Uldaman from would-be invaders and to oversee daily operations while Ironaya and Archaedas slumber. One is still fully operational in Temple Hall, but the one in Echomok Cavern has been corrupted by something.

I suspect that one of the Old Gods is responsible for this, and you're going to help me see if that is indeed true. Topple both of the guardians and bring me their power cores. They'll tell us all we need to know."

Mechanics and Rewards

Two massive Stone Keepers guard the central tunnels of Uldaman. Defeat them and harvest the Obsidian Power Core and the Titan Power Core. Aoren will give the party 150 gp. per power core they return to him. The power cores will be used later to power the Altar of the Keepers within the Hall of the Crafters within which Archaedas awaits.

2b. Central Hall

The two halls lead into open high-ceilinged chamber adorned with jade and marble tiling. Tall stone pillars hold up the ceiling and the tons of rock and dirt piled on top of the underground hall. Throughout the chamber, stone benches, urns, and other ornaments are strewn about and on the far end of the hall, the deactivated body of a golem lays broken on the floor.

Troggs have reclaimed this part of Uldaman. The wander in packs, gathering various relics and carrying them west into two halls leading to the north and south. Roll from this section's Random Encounter Table to determine which troggs are currently in the room.

These paths lead into Revelosh's Gallery in the western end of the Hall of the Keepers. In the southern hall, a tunnel forks south, leading to Dig Two.

Random Encounter Table
Roll Monsters
1 3 Stonevault Pillagers, 2 Stonevault Ambushers
2 3 Stonevault Pillagers, 2 Stonevault Oracles
3 3 Stonevault Ambushers, 2 Stonevault Oracles
4 2 Stonevault Pillagers, 2 Stonevault Ambushers, 2 Stonevault Oracles
CLASSIC | DUNGEONS | ULDAMAN

3. Dig Two

Leaving the well constructed Hall of the Keepers behind them, the party enters a natural cavern that was excavated by the original dwarven expeditions who first discovered Uldaman. Now, abandoned mining equipment and supplies litter the cavern, torn apart by troggs or Dark Iron dwarves. A pair of massive stone doors can be seen on the east wall but they are impossible to open given the tons of stone holding them shut.

On the far side of the cavern is a natural rise with a small camp is centered around a fire perched on top of it. The sound of three dwarves arguing about where they are rises from the camp. In the bottom of the chamber are more troggs, likely trapping the dwarves in their camp. Roll from this section's Random Encounter Table to determine the troggs in the cavern. All Stonevault Ambushers will be stealthed and not easily seen by the adventurers.

Random Encounter Table
Roll Monsters
1 2 Stonevault Pillagers, 4 Stonevault Ambushers
2 6 Stonevault Ambushers
3 4 Stonevault Ambushers, 2 Stonevault Oracles
4 2 Stonevault Pillagers, 2 Stonevault Ambushers, 2 Stonevault Oracles

A ramp on the west side of the dig leads up to the dwarf encampment. At the top of the natural incline, a fat blue shirted dwarf, Olaf, stands at a makeshift barricade wielding only a battered shield. Behind him are two more dwarves, Baelog and Eric, in green and red, respectively. They suspiciously aim bow and slingshot at any who approach their camp.

As proud dwarves and contractors of the Explorers' League, They are wary of any Horde adventurers and will refuse to give up any of their artifacts to them. They are in possession of the second half of the Staff of Prehistoria, the Gni'kiv Medallion.

CLASSIC | DUNGEONS | ULDAMAN

The Lost Dwarves

Seeking fame and, more importantly, fortune, the three brothers Eric, Olaf, and Baelog took on a contract from the Explorers' League to delve deep into the halls of Uldaman and clear a path for a group of researchers. For these three dwarves, however, "clearing a path" unfortunately entailed "getting hopelessly lost in an ancient labyrinth." Proud dwarves to the end they fight to prevent the secrets of Uldaman and the Explorers' League from falling into the hands of the Horde.

The Lost Dwarves (marked by a red skull on the map) each have their own strengths. Baelog is a generalist, skilled in both melee and ranged combat. Eric can dart around the battlefield, delivering stones from afar or charge in for pushing headbutts. Olaf stands as a sentinel, defending his friends and disrupting his foes.

When the Lost Dwarves are defeated, the party can loot The Gni'kiv Medallion. For each Lost Dwarf defeated, the party can roll a d20. On an 11 or higher, the party can loot the corresponding item in the table below.

Lost Dwarf Item
Baelog Baelog's Shortbow
Eric "The Swift" Horned Viking Helmet
Olaf Olaf's All-Purpose Shield

Baelog

Medium humanoid (dwarf), lawful neutral


  • Armor Class 14
  • Hit Points 60 (8d8+24)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Dwarven
  • Challenge 3 (700 XP)

Lost. Baelog can't recall most paths he has traveled.

Actions

Multiattack. Baelog makes two attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.


Eric "The Swift"

Medium humanoid (dwarf), lawful neutral


  • Armor Class 14
  • Hit Points 54 (8d8+16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Dwarven
  • Challenge 3 (700 XP)

Lost. Eric can't recall most paths he has traveled.

Rushing Charge. If Eric moves at least 20 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

The Swift. Eric can use Disengage as a bonus action.

Actions

Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Slingshot. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d8+3) bludgeoning damage.
 

Olaf

Medium humanoid (dwarf), lawful neutral


  • Armor Class 16
  • Hit Points 67 (9d8+27)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Dwarven
  • Challenge 3 (700 XP)

Lost. Olaf can't recall most paths he has traveled.

Protection. When a creature attacks a target other than Olaf that is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll.

Actions

Shield Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 14 Constitution saving throw or is Stunned until the end of its next turn.

CLASSIC | DUNGEONS | ULDAMAN

4. Map Chamber

This natural cavern once occupied by the original expeditions, holds a detailed replica of Uldaman. A set of sealed stone doors leading to the Chamber of Khaz'Mul are built into the western wall with the keeper Ironaya waiting within.

4a. Map Room

The western exit of the Hall of the Keepers leads out to a large natural cavern known as the Map Chamber. It gets its name from the the stone replica of Uldaman built into the middle of the cavern floor. More troggs are in this room, pilfering abandoned tents and supplies. Roll from the Central Hall's Random Encounter Table to determine which troggs are scattered about the room.

Having gathered and reassembled the pieces of the Staff of Prehistoria, the party can use it conjunction with the map to open the Chamber of Khaz'mul, whose massive sealed doors are built into the western wall of this chamber. On the stone map, the replica representing The Hall of the Keepers has a socket in the top of it that can fit the reassembled staff. Inserting it into the keystone activates the staff. An otherworldly blue beam manifests from the head of the staff and begins to scan the replica. It ends its scan pointing to a building on the northeastern end of the map. This structure is labelled, the Hall of the Crafters.

The blue beam of energy the returns to the staff before shooting across the room to the doors of the Chamber of Khaz'Mul. The energy channels into the doors, outlining them in a blue glow. They then rumble open and out steps a 20 foot tall stone woman, Ironaya. She is dressed in flowing robes made of pure copper and wields a 10 foot tall hammer. She attacks any who would dare to invade Uldaman and interrupt her slumber.

Once Ironaya is defeated, the party can enter the Chamber of Khaz'mul. To the north, a tunnel deeper into Uldaman via the Central Tunnels. Through these twisting passages lies the path to the Hall of the Crafters.

Ironaya

The titans did not construct the Uldaman complex directly, but utilized various servants to create its megalithic halls. The Pantheon entrusted the watcher Ironaya with overseeing the construction and maintenance of Uldaman, but as time passed, the once awe-inspiring vault fell to ruin. Within the map chamber, Ironaya has spent millennia in a form of stasis, analyzing the original master plan drawn up by Khaz'goroth and attempting to find a way to restore the complex to its original functionality.

Ironaya (marked by a blue skull on the map) is a fierce melee combatant. She towers over her enemies, stunning and knocking them flying across the room.

When Ironaya is defeated, the party can loot Ironaya's Bracer.

4b. Chamber of Khaz'Mul

With Ironaya defeated, the wonders of the Chamber of Khaz'Mul are opened to the adventurers. Upon entering the vault, however, they are greeted only with empty stone shelves and broken urns, filled only with cobwebs.


Ironaya

Large construct, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 133 (14d10+56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)

  • Skills Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, stunned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Titan
  • Challenge 7 (2900 XP)

Immutable Form. Ironaya is immune to any spell or effect that would alter its form.

Magic Resistance. Ironaya has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ironaya’s weapon attacks are magical.

Actions

Multiattack. Ironaya makes two attacks.

Arcing Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., all targets in front of Ironaya. Hit: 16 (2d10 + 5) bludgeoning damage.

Knock Away. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked back 2d4x5 (25) feet.

War Stomp. All creatures within 10 ft. must succeed on a DC 16 Constitution saving throw or take 15 (3d6+5) bludgeoning damage and be stunned until the end of the golem's next turn. On a success, it takes half as much damage.

CLASSIC | DUNGEONS | ULDAMAN

Whatever artifacts were here, if any, are here no longer.

With the Hall of the Keepers and the Map Chamber cleared, the Reliquary will make a new camp within this chamber. Upon seeing that the vault is empty, the High Examiner is disappointed but calm.

In opening the Chamber of Khaz'Mul, the Staff of Prehistoria has also pointed the way to Archaedas' potential resting place and the secrets that he guards.

High Examiner Tae'thelan Bloodwatcher will offer the quest, "Archaedas, The Ancient Stone Watcher" to the adventurers. The Sunglow twins will offer or remind the party about the quests they offered, "We Require More Minerals" and "Behind Closed Doors".

Archaedas, The Ancient Stone Watcher

Description

"The true goal in Uldaman is to obtain the Discs of Norgannon. These platinum discs could grant our order unbelievable power. Countless secrets of the Makers are inscribed on them...their value is beyond any material wealth you could possibly imagine.

The only problem in obtaining them is that Archaedas, an ancient and powerful creation of the Makers, guards the discs with a venerable army at his disposal. I need you to defeat him and secure the discs for The Reliquary."

Mechanics and Rewards

Undeterred by the disappointment found at the Chamber of Khaz'Mul, the Reliquary will push on towards their trul goal in Uldaman. The party must delve deeper into Uldaman and find the Hall of the Crafters where Archaedas awaits, likely guarding the Discs of Norgannon.

Defeat Archaedas and uncover any secrets he is guarding. When the party enters the Vault of the Lore Keeper they may immediately take the quest "The Platinum Discs".

5. Central Tunnels

A twisting series of tunnels connect the various areas of Uldaman. These passages are not controlled by any one faction and also contain deadly beasts preying on any who venture too far from safety.

Areas of interest include the Echomok Cavern which houses the Obsidian Sentinel and the Temple Hall, the haunt of the Ancient Stone Keeper.

5a. Winding Tunnels

The Winding Tunnels contain many dangers. For every section of the tunnels the party explores, you can choose one of the follow encounters or design your own.

From these tunnels, the party can access many locations in Uldaman (refer to the map). Heading southwest leads to Echomok Cavern and the Obsidian Sentinel. To the northwest are the Northern Tunnels. Turning north leads to Temple Hall. Heading east also leads to Temple Hall but also passes by Annora's Camp.

Wings in the Dark

This stretch of tunnels has no lanterns or torches to illuminate it. The sound of squeaks and wingbeats can be heard by those with keen hearing. Within the pitch black passage, two Shrike Bats wait to swoop upon their blinded prey.

Horrific Sculpture Garden

Almost lifelike statues of troggs and dwarves are placed almost at random within this tunnel. Their poses are those of fear and pain. Their sculptors, a pair of Jadespine Basilisks, lay in wait for their next piece of art.

Scorpid Nest

A single Venomtail Scorpid patrols a hall filled with broken mining contraptions. If attacked, it will let out a screech, summoning 2d2 Swarms of Cleft Scorpid.

Tunnel Collapse

The pillars and scaffolding holding up this section of tunnel have rotted with age. As the party moves through the tunnel, it begins to collapse. The party must make a series of Acrobatics and Athletics checks to escape the cave-in. This tunnel will no longer be passable unless cleared out.

5b. Echomok Cavern

THis cavern is occupied by a contingent of Dark Iron dwarves. They have set up a camp consisting of tents and piles of supplies. Unlike the rest the party has seen within Uldaman, these tents and supplies are clean, well-ordered, and look almost new. Roll from this section's Random Encounter Table to determine the dwarves residing in this well-kempt camp.

Random Encounter Table
Roll Monsters
1-2 2 Shadowforge Geologists, 1 Shadowforge Archaeologist
3-4 1 Shadowforge Geologist, 1 Shadowforge Darkcaster
5-6 2 Shadowforge Darkcasters, 1 Shadowforge Archaeologist

On the far end of the cavern stands the Obsidian Sentinel. It stands guard in front of another massive set of doors preventing any but its masters, who now seem to be the Dark Iron dwarves, from passing through. Once the guardian is dealt with, the party can exit through them to a cave with more Dark Iron dwarves (roll from Random Encounter Table). THis cave is exposed to the outside world and is located in the eastern Badlands. The cave is current filled with material and titan artifacts being packed into crates. It seems to be a back entrance that the Dark Iron dwarves are using to ferry supplies and treasure in and out of Uldaman.

CLASSIC | DUNGEONS | ULDAMAN

Obsidian Sentinel

The Obsidian Sentinel was responsible for guarding Uldaman's secrets until it was affected by corruption by an unknown force. Originally crafted from the same stone as the halls of Uldaman itself, this keeper has had the majority of its body replaced with dark glass capable of reflecting spells. Whatever was responsible for the Obsidian Sentinel's transformation must be incredibly potent, for it is not easy to alter the enchanted stone of a titan construct.

The Obsidian Sentinel (markey by a gray skull on the map) has had its original form altered into solid obsidian. This new form makes it able to reflect magical attacks back at its foes, but makes it prone to fragmenting under sustained damage.

When the Obsidian Sentinel is defeated, the party can loot the Obsidian Power Core.


Obsidian Shard

Medium construct, lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 1 (-5)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
  • Languages Titan, Dwarven
  • Challenge 1 (200 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Obsidian Reflection. When the golem would be hit by a spell targeted at a creature, roll a d4. On a 4, the spell is reflected and instead hits the spellcaster.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) bludgeoning damage.

5c. Annora's Camp

A narrow unassuming passage leads into this cramped cavern . A decorated titan-built alcove forms the northern wall of this otherwise natural. Up on a ledge of this alcove is a human woman brandishing two torches, doing everything she can to fend off 2d2 Swarms of Cleft Scorpid. The carpet the cavern floor between her current location and her tent.


Obsidian Sentinel

Large construct, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 123 (13d10+52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)

  • Skills Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Titan
  • Challenge 7 (2900 XP)

Immutable Form. The Obsidian Sentinel is immune to any spell or effect that would alter its form.

Magic Resistance. The Obsidian Sentinel has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Obsidian Sentinel's weapon attacks are magical.

Obsidian Reflection. When the Obsidian Sentinel would be hit by a spell targeted at a creature, roll a d4. On a 4, the spell is reflected and instead hits the spellcaster.

Obsidian Shard. When the Obsidian Sentinel is reduced to 100, 75,50, or 25 hit points, an Obsidian Shard spawns next to it. The Obsidian Sentinel has its Strength ability score is reduced by 2 and any damage dice are reduced by one (d12 to d10, d10 to d8, etc.).

Actions

Multiattack. The Obsidian Sentinel makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

CLASSIC | DUNGEONS | ULDAMAN

If she is saved, she introduces herself as Annora, Enchanter Extraordinaire. As thanks for saving her, she will offer to enchant weapons with temporary boons. Each adventurer may pick one of the following enchantments that all have six charges. One charge may be spent before an attack roll to activate its effect. Once all charges are spent, it fades away.

Enchantment Effect
Crusader Gain a +1 bonus to either your DEX or STR modifier for this attack. If you hit, regain hit points equal to your proficiency bonus.
Fiery Weapon If you hit, you deal 1d6 bonus fire damage to the target
Icy Chill If you hit, the target's speed is reduced to 15 and they cannot use bonus actions or reactions until the end of their next turn.
Unholy Weapon If you hit, the target has disadvantage on its next attack roll, spellcasting roll, or saving throw.

5d. Temple Hall

The Temple Hall is central to Uldaman. As such there are many paths into it, all manned by Earthen defenders. At each entrance roll from this section's Random Encounter Table to determine the guardians there.

Random Encounter Table
Roll Monsters
1 3 Earthen Rocksmashers, 1 Earthen Stonecarvers
2 2 Earthen Stonecarvers, 1 Stone Steward
3 2 Earthen Rocksmashers, 1 Stone Steward
4 1 Earthen Stonecarvers, 2 Stone Stewards

The western entrance is through a small well maintained antechamber. Approaching from the north or south leads through natural tunnels that the Earthen are attempting to seal so as to protect Temple Hall from any invaders.

The main chamber of the hall depicts the Pantheon and their exploits in grand murals painted across the walls. Tapered pillars line the hall, leading towards a platform on the northern end of the room. On top tis platform is the Ancient Stone Keeper, a centuries old guardian of Uldaman and its wonders. It does not take kindly to those who would trespass on its protected hallowed grounds.

Ancient Stone Keeper

One of many golems that staffed and operated the great titan vault, the Ancient Stone Keeper was part of a small group that served as an intermediary between the watchers left in control of the facility and their many servants. With the corruption of the Obsidian Sentinel, the Ancient Stone Keeper is the last of its kind, performing its duty by protecting the secrets of the titans as best it can until its inevitable shutdown.

The Ancient Stone Keeper (marked by a purple skull on the map) is a powerful stone guardian of Uldaman. He harries his foes with his fists and by conjuring whirling sand storms.

When the Ancient Stone Keeper is defeated, the party may loot Cragfists and Titan Power Core.


Ancient Stone Keeper

Large construct, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 123 (13d10+52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)

  • Skills Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Titan
  • Challenge 7 (2900 XP)

Immutable Form. The Ancient Stone Keeper is immune to any spell or effect that would alter its form.

Magic Resistance. The Ancient Stone Keeper has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Ancient Stone Keeper's weapon attacks are magical.

Actions

Multiattack. The Ancient Stone Keeper makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Sandstorm (Recharge 5-6). The Ancient Stone Keeper conjures a sandstorm (20 ft. cylinder) at its current location. It picks a hostile target and at the end of the golem's turn the storm moves 20 ft. towards that target. The storm lasts 30 seconds and does not affect constructs.

When a creature enters this storm for the first time on a turn or starts its turn there, it must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) slashing damage, its speed is halved, and is Blinded. On a failed save it takes half as much damage.

CLASSIC | DUNGEONS | ULDAMAN

6. Northern Tunnels

A series of caverns connect the deepest stretches of the ruins of Uldaman. The leaders of the Dark Iron dwarves, the troggs, and the Earthen all reside here.

Areas of interest include Dig Three, currently held by Galgann Firehammer, the Stone Vault, Grimlok's seat of power, and the Hall of the Crafters, resting place of Archaedas.

6a. Scorpid Pit

The Southernmost cavern is a nexus of tunnels leading to nearly every part of northern Uldaman. This chamber, however, has become infested with venomous scorpid. Their skittering and clacking drowns out all other sounds. Most of the room is a shallow pit, carpeted with the deadly creatures. To avoid this pit, the characters must either traverse the cavern walls or use half-rotted scaffolding. Both of these require succeeding on a DC 14 Athletics or Acrobatics check, respectively. If this check is failed, the 2d2 Swarms of Cleft Scorpid will rise to attack those unfortunate enough to fall into their domain.

Successfully crossing the pit will lead the party to one of two tunnels. The west tunnel leads to Dig Three. The sound of dwarves and mining echoes down the soot-stained passage.

The northern tunnel forks to the west and east. The coarse sound of trogg speech and the smell of roasting flesh drifts in from both directions. To the northwest is the Stone Chamber, the residence of Grimlok, chieftain of the Stonevault Troggs. Heading east leads to the Hall of the Crafters and the secrets that await within its forgotten walls.

6b. Dig Three

As the party nears Dig Three, they approach a short barricade manned by two Shadowforge Archaeologists. They are watching for any approachers and have two dark iron blunderbusses mounted on tripods pointed out into the tunnel. A creature can use the following action while manning these weapons:


Blunderbuss. All creatures within a 45 ft. cone must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) piercing damage. On a success take half as much damage. It can only be fired once.

If the dwarves see the party they will raise an alarm rousing a group of their allies to rush to their aid. This group is within Dig Three even if the guards do not warn them of the oncoming adventurers. Roll from this section's Random Encounter Table to determine this group.

Random Encounter Table
Roll Monsters
1-2 2 Shadowforge Geologists
3-4 1 Shadowforge Geologist, 1 Shadowforge Darkcaster
5-6 2 Shadowforge Darkcasters

Inside the cavern, supplies and explosives are gathered in small piles. The southern end of the chamber is dominated by a set of sealed stone doors, blackened but unopened from repeated attempts to blow them open. In front of them is Galgann Firehammer, flanked by two Shadowforge Geologists. If the party has attacked any Dark Iron dwarves in Uldaman he will be hostile towards them.

Galgann Firehammer

Reacting to the discovery of Uldaman by Bronzebeard dwarves, the Dark Iron clan mounted an invasion of the vault to stop their ancestral foes from accessing the powerful artifacts within. Galgann Firehammer, a senator from Shadowforge City, was sent to oversee the continued excavation of Uldaman so that the emperor may harness the artifacts' destructive potential against the Dark Irons' enemies.

Galgann Firehammer (marked by a yellow skull on the map) wields powerful fire magic to burn away his enemies. He is accompanied by two Shadowforge Geologists.

When Galgann Firehammer is defeated, the party can loot Galgann's Firehammer.


Galgann Firehammer

Medium humanoid (dwarf), lawful evil


  • Armor Class 14
  • Hit Points 65 (10d8+20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 10 (+0)

  • Damage Resistances poison, fire
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Dwarvish
  • Challenge 4 (1100 XP)

Dark Iron Resilience. Galgann has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.

Actions

Multiattack. Galgann may make two attacks.

Lava Lash. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d10) fire damage and the target is dealt an additional 5 (1d10) fire damage the next time it takes fire damage within 30 seconds.

Fire Nova. All hostile creatures within 10 ft. must succeed on a DC 15 Constitution saving throw or take 13 (3d8) fire damage.

Amplify Flames. A hostile creature within 40 ft. must succeed on a DC 15 Wisdom saving throw or is vulnerable to fire damage for 15 seconds.

CLASSIC | DUNGEONS | ULDAMAN

6c. The Stone Vault

stonevault brawler, stonevault geomancer

In the northwestern reaches of Uldaman lies the Stone Vault, once a prison that held the Titan's failed creations, the troggs. It was discovered by the first dwarven expeditions into Uldaman. In their ignorance, they opened the vault, freeing the imprisoned troggs who would be their doom. The only reminders of that expedition is the broken crates and threadbare tents within the cavern just outside the vault. Now, however, these tents are used by primitive troggs.

A group of 2d2 Stonevault brawlers stand around a roaring fire, roasting the limbs of either dwarves or other troggs. These stony creatures are significantly larger than those the party faced in the Hall of the Keepers. Across the cavern are the broken doors of the Stone Vault, still ajar.

Descending into the vault leads to a chamber of similar construction as the other halls throughout Uldaman. The engravings on the walls have been marred and vandalized by their current inhabitants. In this chamber, another group of troggs mill about composed of three Stonevault Brawlers and two Stonevault Geomancers. Upon seeing new prey, they fly into a frenzied rage.


Grimlok

Medium humanoid (trogg), chaotic neutral


  • Armor Class 14
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

  • Skills Perception +3
  • Senses darkvision 120 ft., passive Perception 13
  • Languages trogg
  • Challenge 5 (1800 XP)

Actions

Lightning Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 22 (4d10) lightning damage.

Chain Lightning. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d8) lightning damage. This attack can be repeated up to two more times using the current target as the spell's origin point. This may not hit the same target more than once per turn.

Bloodlust. Grimlok and one of his allies within 30 ft. may perform two actions on their next turn. He can't use Bloodlust on his next turn.

Shrink. All hostile creatures within 5 ft. must make a DC 15 Wisdom saving throw or be reduced by one size and have disadvantage on Strength and Constitution checks for 15 seconds. This effect does not stack.

The innermost chamber is the throne room of Grimlok, chieftain of the Stonevault troggs, and his pet Jadespine Basilisk. He sits upon a crumbling throne surrounded by the petrified bodies of troggs who had challenged his rule.

Grimlok

In trogg society, the biggest, strongest, and most vicious trogg often becomes chieftain through displays of power. Grimlok is a comparative genius in that he has maintained control of the Stonevault troggs through intimidation and what might be considered crude psychological warfare. Having trained a deadly basilisk, Grimlok uses the threat of petrification by his beast to keep any would-be usurpers in line.

Grimlok (marked by a red skull on the map) is a skilled sorcerer who relies on his pet basilisk to keep enemies far from him. If he is surrounded, he will shrink his foes.

When Grimlok is defeated, the party can loot Grimlok's Charge.

7. Hall of the Crafters

At the northern end of Uldaman is the Hall of the Crafters, the grand hall of the titan's former research facility. Deep within it slumbers Archaedas, the Ancient Stone Watcher. He stands on an eternal vigil, protecting the secrets held within the Vault of the Lore Keeper.

7a. Crafters' Courtyard

Just outside the imposing doors of the hall itself is a massive cavern. It once was an stately courtyard, greeting those who came to the Hall fo the Crafters. Now, it has become a battlefield, war torn and broken.

The southern end of the chamber is held by hulking Stonevault troggs. A group of 2d2 Stonevault Brawlers and 1d2 Stonevault Geomancers have erected a makeshift camp behind a ramshackle barricade to protect them from the defenders of the hall. They are focused on watching for any attacks from the north and may not notice the party as it approaches from the south.

The middle of the cavern is littered with the broken bodies of Earthen defenders and crushed trogg corpses. Neither side is willing to venture into this no-man's land without purpose.

Across the broken expanse is the proud facade of the Hall of the Crafters. Standing guard behind a barricade built from the broken stone bodies of their fallen brothers are the Earthen and their stone protectors. No others are worthy of the titan's knowledge and they will fight to the death to protect the secrets held within the structure behind them. Roll from this section's random encounter table to determine the composition of the Earthen guardians.

Random Encounter Table
Roll Monsters
1 3 Earthen Rocksmashers, 2 Earthen Stonecarvers
2 3 Earthen Stonecarvers, 1 Stone Steward
3 3 Earthen Rocksmashers, 1 Stone Steward
4 2 Earthen Stonecarvers, 2 Stone Stewards

Once the guardians are dealt with, the party can finally set foot in the Hall of the Crafters.

CLASSIC | DUNGEONS | ULDAMAN

7b. Altar of the Keepers

The party steps into a grand room. Intricately carved scenes cover the walls, depicting glories long lost to history. Towering statues of titans reach towards the cosmos painted on the decorated ceiling. In the center of the room is an altar, glowing with an otherworldly light. As the party nears it, any power cores they hold hum to life. Across the room are another set of masterfully engraved doors. They are sealed and any attempt to open them, magical or otherwise, is met with failure.

The adventurers must place a power core on the Altar of the Keepers, in the center of the chamber. Once placed, it will channel energy from the dias to the sealed doors over ten rounds. However, if the Obsidian Power Core is used three inactive golems rise out of the floor. One will activate every three rounds, attacking those that would bring the corruption of the Old Gods into this hallowed sanctum.

With the door opened, the party may descend down the ramp into Khaz'goroth's Seat.

7c. Khaz'goroth's Seat

The adventurers descend into a circular room ringed with concentric circles of statues of Earthen and golems. In the center of the room stands Archaedas, still slumbering, before another altar similar to the once in the halls above. Just like before, any power cores the party are carrying hum to life. They may place a power core on the altar to activate Archaedas and over 20 rounds, open the Vault of the Lore Keeper behind him.

His centuries long slumber has fractured Archaedas's mind. Unaware of how Azeroth has developed, he views any being with the curse of flesh as servants of the Old Gods. The titan's knowledge must be protected and he will not be the one to fail them. Once Archaedas is defeated, all of his servants take 22 (4d10) psychic damage at the start of each of their turns. The Vault of the Lore Keeper and the treasures held inside are open to the adventurers.

Archaedas

"Who dares awaken Archaedas? Who dares the wrath of the Makers?"

Deep within Uldaman is a chamber containing one of the greatest treasures of the titans, created by Norgannon himself. However, thus far no explorers have managed to gain access to the relic, for any attempt at doing so activates the great watcher Archaedas, an immense guardian who easily dispatches treasure seekers through his powerful attacks and a veritable army of servants. Crafted from some of the oldest, strongest stone taken from Uldaman's depths, Archaedas is a foe as formidable as he is ancient.

Archaedas (marked by a green skull on the map) is an ancient servant of the titans and now stands guard over Uldaman's greatest secrets. At his command is a veritable army of earthen waiting to be awakened. Before they are activated, his soldiers are resistant to all damage.

When Archaedas is defeated, the party may loot the Archaedic Stone.


Archaedas

Large construct, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 147 (14d10+70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 20 (+5) 14 (+2) 16 (+3) 10 (+0)

  • Skills Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, stunned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Titan
  • Challenge 7 (2900 XP)

Immutable Form. Archaedas is immune to any spell or effect that would alter its form.

Magic Resistance. Archaedas has advantage on saving throws against spells and other magical effects.

Magic Weapons. Archaedas’s weapon attacks are magical.

Awaken Earthen Guardian. When Archaedas is reduced to 100 hit points, he immediately awakens the 4 Earthen Guardians in his chamber to assist him. They enter initiative at the current value plus one.

Awaken Vault Warder. When Archaedas is reduced to 50 hit points, he immediately awakens the 2 Vault Warders in his chamber to assist him. They enter initiative at the current value plus one.

Actions

Multiattack. Archaedas makes two Slam attacks and uses Ground Tremor or Awaken Earthen Dwarf.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Ground Tremor. All creatures within 30 ft. must succeed on a DC 16 Constitution saving throw be stunned until the end of the Archaedas's next turn. He may not use this action on his next turn.

Awaken Earthen Dwarf. Archaedas awakens an Earthen Custodian that assists him in battle and shares his initiative.

CLASSIC | DUNGEONS | ULDAMAN

Earthen Custodian

Medium humanoid (dwarf), lawful neutral


  • Armor Class 11
  • Hit Points 16 (3d8+3)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 12 (+1) 11 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11
  • Languages Titan, Dwarven
  • Challenge 1/2 (100 XP)

Actions

Rockfist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
 

Earthen Guardian

Medium humanoid (dwarf), lawful neutral


  • Armor Class 13
  • Hit Points 26 (4d8+8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 15 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11
  • Languages Titan, Dwarven
  • Challenge 1 (200 XP)

Magic Resistance. The dwarf has advantage on saving throws against spells and other magical effects.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Whirlwind (Recharge 4-6). All creatures within 5 ft. must succeed on a DC 14 Dexterity saving throw or take 8 (1d10 + 3) bludgeoning damage.


Vault Warder

Medium construct, lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8+21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 17 (+3) 3 (-4) 12 (+1) 1 (-5)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11
  • Languages Titan, Dwarven
  • Challenge 3 (700 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Trample. The golem can move through hostile creatures. If it moves at least 10 feet straight toward a target and then hits it with a slam attack on the same turn, the target and all creatures the golem moved through must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) bludgeoning damage.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

CLASSIC | DUNGEONS | ULDAMAN

The Discs of Norgannon

"Salutations. My function is to offer access to and, when permissible, insight into informations regarding the Creators' synthesis of the Earthen on the world designated as Azeroth. I am ready to share this information with you now at your leisure."

  • Who are the Earthen?"The Earthen are a synthesized race engineered by the Creators, functioning as one of the seed races in the initial population of the world designated as Azeroth. The Earthen were created to aid the Creators' efforts in shaping the deep regions of this world. After the Earthen had been put into service for the Creators, unforeseen anomalies were discovered that affected their synthesis matrix due to high-stress environments."
  • What are the anomalies you speak of?" To understand the anomalies of the Earthen, it is first important to understand what the Earthen represent in their design intent. They represent the Creators' attempt at improving the survivability paradigm of the standard subterranean being matrix. This was done by incorporating a resilient foundation of construction inherent to the world into said matrix rather than the typical biomass construction. Their design maximizes strength and stamina without sacrificing cognitive processing power. Their skin and musculature are nearly impervious to physical damage, and with minor modifications the Earthen display a remarkable resiliency to unwanted magical forces."
  • What are the Earthen's anomalies that you spoke of earlier?"The Earthen's only anomaly in synthesis is the tendency for matrix destabilization while being utilized in high-stress environments. There are two potential results when the Earthen's synthesis matrix destabilizes. The first variant matrix is a degenerative product of synthesis, the "Trogg". This variant maintains strength and stamina comparable to the Earthen, but its cognitive processing power has been almost completely compromised. Force of will and a strong sense of cunning are the only driving factors in the psyche of the trogg. They procreate as per a standard biomass. By default it consumes stone and anything else it can acquire, including other troggs. Cannibalism and this variant are considered unacceptable by the Creators."
  • You mentioned two results when the Earthen destabilize. What is the second?" The common nomenclature for the second resultant variance of the Earthen matrix is "Dwarf". This variant retains strength and stamina inherent to the Earthen and in some cases, even exceeds the cognitive powers of the Earthen's matrix. The dwarf, however, retains none of the physical composition of Azeroth's various stone core compounds, instead reverting to a default biomass composition as seen in the standard subterranean matrix. Dwarves eat and procreate through means typical to other standard biomasses. The Creators view the dwarf as an acceptable variant, worthy of genesis in its own right."
  • Who are the Creators?"The Creators are... the Creators. They are the beings that seeded and shaped this world by their own design. They are the reason for this world's existence, as well as many other worlds. "
  • This is a lot to think about."The Creators are cognizant of the magnitude of the information housed in this repository. Subsequently, a portable copy of the data stored here will be made available to your once you are attuned with the Discs of Norgannon. Please consider your cursory requirements for the assimilation of this knowledge to be complete. At your leisure, access the Discs of Norgannon to begin synthesis of your discs."

7d. Vault of the Lore Keeper

Unlike the Chamber of Khaz'Mul, the Vault of the Lore Keeper is full of powerful artifacts and riches. Piles of gold pieces (10000 gp. or whatever is appropriate for your campaign) and ornamented weapons cover the vault floor. A stone chest contains two sets of +1 armor.

The centerpieces of this treasure chamber are four huge platinum discs, each adorned with numerous sigils of an unknown origin. Touching them makes your hand tingle. Just after touching the discs, the visage of a large stone watcher springs forth.

The adventurers have uncovered a wealth of previously undiscovered worldly lore! This is surely the knowledge that High Examiner Tae'thelan has been seeking. The party may speak with the hologram to learn about the keepers, the Earthen, the dwarves, and the troggs. Once finished, he will give the party a miniature version of the platinum discs containing all their information. If they accept the discs they immediately are offered the quest, "The Platinum Discs".

With the Discs in hand, the adventurers can return to the Reliquary. High Examiner Tae'thelan Bloodwatcher will excited to hear of the party's success.

The knowledge and artifacts recovered here will ultimately help the Reliquary achieve their ultimate goal. Silvermoon will rise again and the blood elves may be finally free of their addiction. Silvermoon and The Reliquary owe the characters a great debt and will look to repay it however they can.

The Platinum Discs

Description

"Touching the Discs of Norgannon once again makes your hand tingle. This time, however, a strange grinding noise is heard from inside the discs.

Your backpack suddenly becomes heavier than it was before. Inside, you discover a miniature version of the discs!

No doubt, an item of this sort would be invaluable for someone interested in the ancient history of Azeroth. Someone would sure be interested in this!"

Mechanics and Rewards

Return the Discs of Norgannon to High Examiner Tae'thelan Bloodwatcher. He will reward the adventurers with 3000 gp. and offer them permanent membership in the Reliquary.

CLASSIC | DUNGEONS | ULDAMAN

Treasure

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

         Archaedic Stone

            ring, very rare (requires attunement)

This fragment of Archaedas imbues the wearer with Titanic power. While wearing this ring, you are able to read and understand Titan.

It has the following additional properties. When one of these properties is used, it can’t be used again until it recharges. Only one property may be used at a time and per short rest. At dawn, you may choose 2 of the following properties to recharge.

Awaken Earthen Custodians. You may spend ten minutes to shape a 10 ft cube of stone into four Earthen Custodians which follow your commands. The Earthen last for one hour and fall inactive if they are further than 500 feet from the Archaedic Stone.

Awaken Earthen Guardians. You may spend ten minutes to shape a 10 ft cube of stone into two Earthen Guardians which follow your commands. The Earthen last for one hour and fall inactive if they are further than 500 feet from the Archaedic Stone.

Awaken Vault Warder. You may spend ten minutes to shape a 10 ft cube of stone into a Vault Warder which follow your commands. The keeper lasts for one hour and falls inactive if it is further than 500 feet from the Archaedic Stone.

Protection of the Titans. You may use an action to cast stoneskin on yourself.

         Baelog's Shortbow

            weapon (shortbow), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When making attacks with this weapon, you critically hit on a roll of 19 or 20.

         Cragfists

            wondrous item, rare (requires attunement)
These gloves have the ability to grow into massive stone fists. Once per short rest, you may spend a bonus action to activate the Craigfists for 30 seconds.

While the gloves are active you gain a +2 bonus to AC against melee attacks, advantage on Strength checks related to grappling, and your unarmed strikes deal 1d8 bludgeoning damage plus your Strength ability modifier.

         Galgann's Firehammer

            weapon (maul), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon does 1d6 bludgeoning damage plus 1d6 fire damage instead of the maul's normal damage. When you hit a target using this weapon and have an attack roll at least 5 greater than its AC, the target takes an extra 1d6 fire damage. This effect can only happen once per turn.

         Grimlok's Charge

            weapon (lance), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon does 1d6 bludgeoning damage plus 1d6 lightning damage instead of the lance's normal damage. When you hit a target using this weapon and have an attack roll at least 5 greater than its AC, all hostile targets within 15 feet of it take 1d4 lightning damage. This effect can only happen once per turn.

         Horned Viking Helmet

            wondrous item, rare (requires attunement)

If you move at least 20 feet straight toward a target you can use an action to make a melee attack against it. On a hit you deal 2d8 piercing damage plus your strength modifier. You and the target must succeed on a DC 15 Strength saving throw or are Stunned until the start of your next turn. You have disadvantage on this saving throw if you have made it at least once since taking a short rest.

         Ironaya's Bracer

            wondrous item, rare (requires attunement)
The keeper's massive bracer can be worn as a belt and imbues the wearer with her unyielding strength.

While wearing this belt, your Strength score schages to 21. If your Strength is already equal to or greater than the belt's score, it does not affect your Strength score. You also have advantage on saving throws against spells or effects that would alter your form.

         Olaf's All-Purpose Shield

            armor (shield), rare (requires attunement)
While holding this shield, you have +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

When you fall while holding this shield, you descend 60 feet per round and take no damage from falling.

         Staff of Prehistoria

            staff, rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to your spell save DC when casting transmutation spells.

The staff has 3 charges for the following property. It regains all expended charges daily at dawn.

Spells. You can use an action to expend 1 of the staff's charges to cast one of the following spells from it, using your spell save DC: enlarge/reduce, haste, slow.

CLASSIC | DUNGEONS | ULDAMAN

Monsters

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


Earthen Rocksmasher

Medium humanoid (dwarf), lawful neutral


  • Armor Class 14
  • Hit Points 45 (6d8+18)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Damage Resistances slashing, and piercing from nonmagical sources, fire
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11
  • Languages Titan, Dwarven
  • Challenge 2 (450 XP)

Magic Resistance. The dwarf has advantage on saving throws against spells and other magical effects.

Actions

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

 


Earthen Stonecarver

Medium humanoid (dwarf), lawful neutral


  • Armor Class 14
  • Hit Points 52 (7d8+21)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

  • Damage Resistances slashing, and piercing from nonmagical sources, fire
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 13
  • Languages Titan, Dwarven
  • Challenge 2 (450 XP)

Magic Resistance. The dwarf has advantage on saving throws against spells and other magical effects.

Actions

Flame Buffet. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage and the target is vulnerable to the next fire damage it takes within 30 seconds.

Fire Shield. Surrounds a creature within 60 ft in a shield of flames, granting it a +2 bonus to AC against melee attacks. When a creature enters melee range of the target for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 7 (2d6) fire damage.

CLASSIC | DUNGEONS | ULDAMAN

Jadespine Basilisk

Medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.

Crystalline Slumber (Recharge 4-6). All creatures within 10 ft. of the basilisk must succeed on a DC 14 Constitution saving throw or take 7 (2d6) force damage and are Stunned until the end of their next turn.

Reflection. Until the start of the basilisk's next turn, it is resistant to all damage dealt by spells. When the basilisk would be hit by a spell targeted at a creature, the spell is reflected and instead hits the spellcaster.

 


Shadowforge Archaeologist

Medium humanoid (dwarf), lawful evil


  • Armor Class 16
  • Hit Points 45 (7d8+14)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 10 (+0)

  • Damage Resistances poison, fire
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Dwarvish
  • Challenge 2 (450 XP)

Dark Iron Resilience. The dwarf has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.

Actions

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Disarm. A creature within melee range must succeed on a DC 14 Strength saving throw or anything it is holding is knocked 1d4x5 ft. away in a direction the dwarf chooses.

Reactions

Shield Bash. If a hostile target attempts to cast a spell within melee range, the dwarf may make a melee attack against it (+4 bonus). On a hit, the target takes 5 (1d6+2) bludgeoning damage and the spellcasting fails.

CLASSIC | DUNGEONS | ULDAMAN


Shadowforge Darkcaster

Medium humanoid (dwarf), lawful evil


  • Armor Class 12
  • Hit Points 39 (6d8+12)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 10 (+0)

  • Damage Resistances poison, fire
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Dwarvish
  • Challenge 2 (450 XP)

Dark Iron Resilience. The dwarf has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.

Actions

Shadow Bolt Volley. Ranged Spell Attack: +5 to hit, range 120 ft., three targets. Hit: 5 (1d10) necrotic damage.

Mana Burn (Recharge 4-6). A creature within 60 ft. must succeed on a DC 14 Wisdom saving throw or take 1d4x5 force damage and lose a spell slot of level equal to the result of the roll.


Shadowforge Geologist

Medium humanoid (dwarf), lawful evil


  • Armor Class 12
  • Hit Points 39 (6d8+12)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 11 (+0) 14 (+2) 10 (+0)

  • Damage Resistances poison, fire
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Dwarvish
  • Challenge 2 (450 XP)

Dark Iron Resilience. The dwarf has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.

Actions

Lava Lash. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d6) fire damage and the target is dealt an additional 3 (1d6) fire damage the next time it takes fire damage within 30 seconds.

Flame Spike (Recharge 4-6). A 10 ft. pillar of flame erupts within 50 ft. Any creatures inside the affected area must succeed on a DC 14 Dexterity saving throw or take 13 (3d8) fire damage.
 

Shrike Bat

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 39 (6d8+12)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +5
  • Senses blindsight 60 ft., passive Perception 15
  • Languages
  • Challenge 2 (450 XP)

Echolocation. The bat can’t use its blindsight while Deafened.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.

Sonic Burst (Recharge 4-6). All creatures within 10 ft. must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage. Affected creatures are Deafened and unable to cast spells until the start of the bat's next turn.

CLASSIC | DUNGEONS | ULDAMAN

Stone Steward

Medium construct, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 76 (9d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 18 (+4) 3 (-4) 12 (+1) 1 (-5)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 11
  • Languages Titan, Dwarven
  • Challenge 3 (700 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Ground Tremor. All creatures within 10 ft. must succeed on a DC 15 Constitution saving throw or be stunned until the end of the golem's next turn. The golem may not use this action on its next turn.


Stonevault Ambusher

Medium humanoid (trogg), chaotic neutral


  • Armor Class 13
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

  • Skills Perception +2, Stealth +5
  • Senses darkvision 120 ft., passive Perception 12
  • Languages trogg
  • Challenge 1 (200 XP)

Actions

Deadly Poison. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Sneak. The trogg vanishes from view and has advantage on stealth checks until It is damaged or deals damage.
 

Stonevault Brawler

Medium humanoid (trogg), chaotic neutral


  • Armor Class 14
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

  • Senses darkvision 120 ft., passive Perception 10
  • Languages trogg
  • Challenge 2 (450 XP)

Enrage. The first time the trogg is dealt damage each round, roll a d6. On a 5 or higher, he gains Multiattack and a +2 bonus to his Strength ability score until the end of his next turn.

Actions

Multiattack (only when Enraged). The trogg can make two thrash attacks.

Thrash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage and the trogg may use its bonus action to make another Thrash attack.

CLASSIC | DUNGEONS | ULDAMAN


Stonevault Geomancer

Medium humanoid (trogg), chaotic neutral


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

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

  • Senses darkvision 120 ft., passive Perception 10
  • Languages trogg
  • Challenge 2 (450 XP)

Actions

Fireball. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Inferno Shell. Hostile creatures within melee range must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) fire damage. Until the end of the trogg's next turn, if it is hit with a melee attack the attacker is dealt 3 (1d6) fire damage.


Stonevault Oracle

Medium humanoid (trogg), chaotic neutral


  • Armor Class 12
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

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

  • Senses darkvision 120 ft., passive Perception 10
  • Languages trogg
  • Challenge 1 (200 XP)

Actions

Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Healing Ward. The trogg can summon a ward at its feet. This ward has 3 (1d6) hit points and at the end of the trogg's turn heals all friendly targets within 15 ft. for 7 (2d6) hit points. The trogg can only have one active ward at a time.

Lava Spout Totem. The trogg can summon a ward at its feet. This ward has 3 (1d6) hit points and at the end of the trogg's turn all hostile targets within 15 ft. are dealt 7 (2d6) fire damage. The trogg can only have one active ward at a time.
 

Stonevault Pillager

Medium humanoid (trogg), chaotic neutral


  • Armor Class 13
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

  • Senses darkvision 120 ft., passive Perception 10
  • Languages trogg
  • Challenge 1 (200 XP)

Enrage. The first time the trogg is dealt damage each round, roll a d6. On a 5 or higher, he gains Multiattack and a +2 bonus to his Dexterity ability score until the end of his next turn.

Actions

Multiattack (only when Enraged). The trogg makes two dagger attacks.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

CLASSIC | DUNGEONS | ULDAMAN

Swarm of Cleft Scorpid

Medium swarm of Tiny beasts, unaligned


  • Armor Class 14
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny scorpion. The swarm can’t regain hit points or gain temporary hit points.

Actions

Stings. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

 


Venomtail Scorpid

Medium beast, unaligned


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

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

  • Senses blindsight 60 ft., passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

Actions

Multiattack. The scorpion makes two attacks: one with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Venom Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.

CLASSIC | DUNGEONS | ULDAMAN

For the Alliance!

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

The adventurers have been hired by the Explorers' League to help them uncover the secrets of Uldaman. The League's primary goal is to determine the origin of the dwarves, and they suspect the fabled Discs of Norgannon held within these lost halls hold that knowledge.

Use the following table to replace references throughout the dungeon:

Horde Alliance
The Reliquary Explorers' League
High Examiner Tae'thelan Bloodwatcher Lead Prospector Durdin
Lidia Sunglow Olga Runesworn
Aoren Sunglow Kand Sandseeker

All quests are nearly identical in description and mechanics. Just replace the quest givers using the above table.

Dig Two

Since the Lost Dwarves are contractors of the Explorers' League, they are not hostile to the adventurers.

Instead, the party must help defend them from several waves of troggs (use the Dig Two Random Encounter Table). Once the troggs are defeated, the adventurers can help the Lost Dwarves return to the Explorers' League base camp. They will be rewarded with the Gni'kiv Medallion for their valuable assistance.

CLASSIC | DUNGEONS | ULDAMAN
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.