TEXT:  
   
  Lair of the Dread 
  Witch 
   
  A DUNGEONS & DRAGONS® Delve For 
  Characters of 1st Level 
   
  Written by Jonathan Rogers 
   
  In the deep forest, a place of dark power lies, its corruptive influence seeping into the lands beyond its 
  borders. Can you contain the threat of the dread witch, and stop her rituals before all falls into darkness? A 
  1st-level D&D convention delve, where you can play as often as you like, earning tokens that can be 
  redeemed for prizes! 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Andy Collins, Rob Heinsoo, and James Wyatt. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20. 
  This is an official D&D® play document. To find out more about official D&D play and to learn more on how you can schedule and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/dnd, and click on “Events.” DUNGEONS & 
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  Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of 
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  permission of Wizards of the Coast LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events 
  is purely coincidental.  
  © 2010 Wizards of the Coast LLC 
  For rules questions specific to this document, visit www.wizards.com/customerservice. 
  Permission is granted to photocopy this document for personal use. 
  
  Adventure Summary  
  The Lair of the Dread Witch offers adventurers a 
  chance for glory and priceless treasures. 
  Unfortunately, most who delve into the enchanted 
  depths will never share the tale…  
   Lair of the Dread Witch is a D&D Delve - a dungeon 
  crawl pure and simple. Players at a D&D Delve have a 
  1 hour time limit on their play experience, but may 
  play the D&D Delve as often as they like (subject to 
  availability).  
   Running the D&D Delve is basically running a 
  combat adventure with player characters (PCs) moving 
  from room to room, encounter to encounter. Each 
  scene is one room with a piece of setup text and a 
  battle ready to go. The monsters are all hostile, the 
  rooms are all fairly standard in design.  
   There are four maps that represent four areas to 
  be explored. There are two encounters per map.  
  Two encounters are more than enough to keep 
  players busy for 60 minutes. Keep the action 
  flowing and the narratives short. There is a time and 
  a place for roleplaying, the 60 minutes each PC 
  spends in the D&D Delve is neither.  
  Delve Encounter System  
  Encounter Prep and Info  
  When you DM the D&D Delve, you’ll either be 
  assigned an area or get to choose the area you set 
  up. After you’ve sat down and prepared the play 
  area by setting up the map (if necessary), roll a d4. 
  The result is the encounter series that your first 
  group of PCs will fight.  
   Each encounter series usually has two pages, one 
  with all of the DM information and the other with 
  Monster and trap or hazard stat blocks (if 
  necessary). Each encounter has text and tactics that 
  describes the scene. There is a short piece of text 
  attached to each room; simply read it and 
  adjudicate the combat that follows.  
   Always keep in mind that the PCs only have 60 
  minutes and they are struggling to get as many 
  tokens as they can in that amount of time. 
  The primary thing to keep in mind while running 
  the D&D Delve is that players are going to be eager 
  to get started and will move as quickly as they can to 
  collect as many rewards as possible in the time 
  allotted (60 minutes). Don’t delay them any more 
  than necessary with descriptions or prose. Run each 
  battle as swiftly as you can while maintaining a 
  sense of style and control. 
  Delve Tokens (Glyphstones)  
  Players earn tokens (called “glyphstones”) for 
  advancing through encounters in the D&D Delve. 
  They have value as currency that can be spent on 
  various special prizes. See Token Distribution on 
  the next page for more information.  
  Adventuring in the Delve  
  Players may only use the PCs supplied for the D&D 
  Delve. No duplicates are allowed at the table. No 
  changes are allowed to the PCs, although PCs may 
  swap equipment amongst themselves once the 
  game has started.  
   The D&D Delve was written with these 
  characters in mind and this also ensures fairness 
  and equality to all players.  
  Rules  
  The D&D Delve uses D&D 4th Edition core rules. 
  Initiative is to be run as per the Player’s Handbook. 
  The D&D Delve is a D&D experience, and all rules 
  should be played in accordance with core rules, 
  except where otherwise noted.  
  • 
  At the end of 60 minutes, all PCs escape 
  from the D&D Delve. Resolve only the 
  active player’s action. 
  • 
  There are no rewards cards allowed in the 
  Delve, but players may bring Delve 
  certificates earned throughout the weekend 
  to augment their character’s equipment.   
  Levels  
  This D&D Delve is  divided into three levels of play 
  – each level represents a tougher challenge, but a 
  potential of a greater reward.  
  • 
  The Forest Entrance (1st Level) is the 
  easiest level of the D&D Delve, and is 
  represented by encounters on Map 1.  
  • 
  The Ancient Dungeon (2nd Level) is the 
  area directly below the ruins, where the 
  Dread Witch has placed numerous traps 
  and made deals with nasty creatures to 
  guard her lower lair. It is represented by 
  encounters on Maps 2 and 3.  
  
  • 
  The Cavern Lair (3rd Level) is the 
  dangerous final area below the dungeon 
  complex, the home of the Dread Witch. 
  Treasure is found more frequently here. It is 
  represented by encounters on Map 4.  
  Short Rest 
  A forced short rest is in play between encounters – 
  this ensures maximum play experience.  
  Outside the Delve Area 
  The only area the PCs may traverse during their 
  Delve is on the maps, unless noted otherwise. All 
  other areas are blocked off and are beyond the 
  scope of the Delve. 
  Equipment & Looting  
  It is perfectly acceptable for PCs to exchange 
  equipment amongst themselves after entering the 
  D&D Delve, as long as you are made aware of it. 
  They may not select new equipment. PCs that die 
  stay in the D&D Delve until time is up, as does their 
  equipment. The monsters that die instantly 
  disappear, along with their gear. All that is left is a 
  Glyphstone.  
  Summary  
  The Delve is high energy, fast-paced fun. Be 
  prepared and organized before starting. Use the 
  core rules (for instance, use the standard initiative 
  system) and above all else, give your players an 
  exciting, challenging and fun 60 minutes of delving!  
  Adventure Introduction  
  Begin the D&D Delve with the following text. 
  Paraphrase if desired but try not to use more time 
  than the text below would normally require. 
   
  From deep within a haunted forest corruption has 
  been growing.  Now is the time to strike and slay 
  the dread witch before her rituals blight the land 
  forever.  This is your chance to be a hero, you might 
  even live to tell the tale. 
   
  When the players are ready, place their PC 
  miniatures on the start area of the map. From here, 
  immediately go to the read-aloud text for the 1st 
  encounter.  
   
   The timer starts now! 
  Token Distribution  
  The maximum number of tokens a player can earn in 
  one run through of a D&D Delve is four (4). 
   • A player earns one (1) token just for sitting at the 
   table.  
   • A player can earn one (1) to three (3) more 
  tokens based on how many encounters the PCs 
  defeat during the 60 minutes.  
   • One (1) token is earned for the first encounter, 
  and two (2) tokens for defeating the second 
  encounter. However, if a team fails to defeat the 
  last encounter but gets the monsters to around half 
  hit points or less, they earn one (1) token.  
   • A player can possess no more than four (4) 
  tokens at the end of each play instance of the D&D 
  Delve (the initial one (1) and the three (3) earned 
  for successfully defeating both encounters). 
   • The Delve is a team event. If a PC dies in the first 
  encounter, the player still receives the same tokens 
  the rest of the team does For instance, if the party 
  defeats both encounters, he/she will receive 4 
  tokens (1 for starting, 1 for 1st encounter, 2 for 
  2nd encounter. This rewards selfless play and 
  encourages those with early PC deaths to stay 
  interested in the outcome. 
    • Tokens can be exchanged for prizes from the 
  Rewards Center. 
   
  Treasure and Gearing Up 
  Scattered throughout some of the encounters on the 
  maps are opportunities for a character in the group 
  to obtain a piece of treasure. When the adventure 
  calls for a Treasure Roll, all players at the table roll a 
  d20. 
  • Players must subtract 2 points from their roll for 
  each treasure they currently possess, or 1 point for 
  each potion of healing.  
  • After the rolls have been modified, the player with 
  the highest roll gets to select an appropriate 
  treasure certificate from the Rewards Center (the 
  same place where the tokens are redeemed).  
  •  Any player rolling a natural 20 gets to select an 
  appropriate treasure certificate from the Rewards 
  Center, no matter how many other players also 
  qualified for a piece of treasure. 
  • Players may also redeem tokens for pieces of 
  treasure. The cost in tokens is listed on the treasure 
  certificate.  
  
  Map 1, Result 1 
   
  Lair of the Dread Witch 
  Page 1 of 16 
   
  Encounter 1 
  Setup 
  2 Lesser Fire Elemental (E) 
  2 Stirge (S) 
  1 Crocodile (C) 
   
  The fire elementals are dancing on the pool. The stirges are in the trees 
  beyond the webbing which grants them cover. 
   
  When the players place their miniatures, read: 
   
  The forest in this region has given way to a humid bog. Small jets of flame gout 
  out of a nearby pool. Giant old spiderwebs clutter this region while the trees are 
  alive with buzzing. As you approach a crocodile bursts from the detritus of the bog 
  floor. 
   
  Perception Check 
   DC 8: Giant mosquito-like creatures are moving in the trees on the other side 
  of the webs 
   DC 12: Two of the flames on the pool appear to be persistant.  
  Tactics 
  The crocodile charges forward to engage the majority of the party while 
  the stirges will team up against party members separated from the group. 
  The fire elementals will attempt to concentrate their attacks on the 
  targets of the stirges. 
  Features of the Area 
  Illumination: The area is well lit. 
   
  Trees: The trees are 10 feet tall, provide concealment, and rough terrain. 
   
  Spider Webs: These are challenging terrain.  They take three squares of 
  movement or a DC 12 Acrobatics check.  If you fail the check you are 
  grabbed by the web (DC 12 escape). Fire based burst and area attacks 
  will cause the web to burn causing 1d6 damage to anyone in the web for 
  the next 3 rounds. After that the web area is considered normal terrain. 
   
  Pool: The pool is shallow and counts as difficult terrain. Fire based burst 
  and area attacks will cause the pool to flash ignite causing 1d6 damage to 
  anyone in the pool.  
   
   
  
  Map 1, Result 1 
   
  Lair of the Dread Witch 
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  Map 1, Result 1 
   
  Lair of the Dread Witch 
  Page 3 of 16 
   
  Encounter 2 
  Setup 
  2 Halfing Trickster (T) 
  1 Halfling Water Witch (W) 
  2 Dire Rat (R) 
   
  All of the of the monsters have been alerted to the parties presence and 
  start the combat hidden. The Halfling Tricksters lay in wait behind the 
  temple dais. The Witch watches from the corner to determine the 
  direction of the fight.  
   
  As the PC’s take a short rest and explore, read: 
   
  Ancient walls crumble before your eyes. Aside from the occasional clatter of stone 
  on stone, the old temple is unnaturally quiet. 
   
  Dungeoneering Check 
   DC 12: The walls appear to be extremely unstable and capable of tumbling 
  down at any moment. 
  Tactics 
  The halfling tricksters start the combat hidden and delay for the first 
  party member to come into the temple. They will take shots when they 
  can deal the extra damage and then hide for another round until they 
  can deal the extra damage again. If the party advances to closely to the 
  tricksters, they will retreat up the wall hoping the PCs will follow. The 
  dire rats will attempt to bottle neck the party at the wall gaps. The 
  halfling water witch will start furthest back choosing her time to strike 
  judiciously. She uses her attacks to keep PCs out of advantageous 
  positions on the dire rats. 
  Features of the Area 
  Ruins: The walls of the ruins are 10 feet tall and able to support a small 
  creatures weight.Medium or larger creatures must make DC 12 
  Acrobatics check to avoid causing the wall to collapse. If failed the wall 
  collapses trapping the PC. A trapped PC takes 1d10 falling damage and 
  is immobilized until the end of their next turn. 
   
  Platform with Statues: The platform is 5 feet tall.  The stairs take two 
  squares to move up.  The statues are also 5 feet tall. 
   
  Well: The well is treated like a pit 20 feet deep with water at the bottom. 
  Falling causes 1d10 damage. The high wall around the well give a +2 to 
  saves to avoid falling in. 
   
  Ladder: This ladder leads deeper into the dungeon. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
   
  
  Map 1, Result 1 
   
  Lair of the Dread Witch 
  Page 4 of 16 
   
   
   
   
   
   
  
  Map 1, Result 2 
   
  Lair of the Dread Witch 
  Page 5 of 16 
   
  Encounter 1 
  Setup 
  1 Dryad Recluse (D) 
  2 Elf Archer (A) 
  1 Elf Noble Guard (G) 
   
  The elf noble guard starts visible near the pond, while the dryad recluse 
  and elf archers are hidden in the forest. 
   
  When the players place their miniatures, read: 
   
  Searching the forest for the witch’s dungeon you’ve stumbled into a small glad 
  filled with spider webs.  The morning dew still clings to them, but your adventurer 
  sense are sharp.  Looking for danger all you see is an elf standing by a small pond. 
   
  Perception Check 
   DC 12: Through the foliage you swear you saw a woman, but she’s gone now. 
   DC 19: You hear twigs snapping underfoot.  Someone is waiting for you. 
  Tactics 
  The dryad recluse uses sylvan charm to pull a PC to her, then teleports 
  away with treestride.  Most of the map is a valid target for treestride.  The 
  elf noble guard tries to keep the party from the elf archers.  They take 
  advantage of archer’s mobility and pepper the PC’s with arrows. 
  Features of the Area 
  Illumination: The area is well lit. 
   
  Trees: The trees are 10 feet tall, provide concealment, and rough terrain. 
   
  Spider Webs: These are challenging terrain.  They take three squares of 
  movement or a DC 12 Acrobatics check.  If you fail the check you are 
  grabbed by the web (DC 12 escape). 
   
  Pond: The pond is 10 feet deep, and takes swim checks to move through. 
   
  
  Map 1, Result 2 
   
  Lair of the Dread Witch 
  Page 6 of 16 
   
   
   
   
  
  Map 1, Result 2 
   
  Lair of the Dread Witch 
  Page 7 of 16 
   
  Encounter 2 
  Setup 
  4 Lesser Earth Elemental (E) 
  1 Carrion Crawler Scuttler (C) 
   
  None of the monsters should start visible.  The carrion crawler scuttler is 
  hiding in the back corner and all of the lesser earth elementals are 
  underground when the PC’s arrive 
   
  As the PC’s take a short rest and explore, read: 
   
  The ruins around you reek with rotten carrion.  The air is stagnant and 
  uninviting, but the entrance to the witch’s lair is certainly nearby. 
   
  Perception Check 
   DC 12: You can hear mandibles eagerly tearing at flesh, but cannot see where 
  it is coming from. 
  Tactics 
  The lesser earth elementals hide underground until at least two of the 
  party move past them or the carrion crawler scuttler is engaged in melee.  
  They use their ability to burrow and phase through rock, but do not 
  burrow back into the ground to stay.  The carrion crawler scuttler waits to 
  ambush then uses its tentacles on a prone hero, then carries them away 
  to have his way with them.  
  Features of the Area 
  Illumination: The area is well lit. 
   
  Ruins: The walls of the ruins are ten feet tall and able to support a PC’s 
  weight or the carrion crawler.  However it requires a DC 12 Acrobatics 
  check to avoid falling.   Creatures with a climb speed ignore this. The 
  ruins can be climbed with a DC 15 Athletics check. 
   
  Platform with Statues: The platform is 5 feet tall.  The stairs take two 
  squares to move up.  The statues are also 5 feet tall. 
   
  Well: The well is treated like a pit 20 feet deep.  The high wall around 
  the well give a +2 to saves to avoid falling in. 
   
  Ladder: This ladder leads deeper into the dungeon. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 1, Result 2 
   
  Lair of the Dread Witch 
  Page 8 of 16 
   
   
   
   
   
   
  
  Map 1, Result 3 
   
  Lair of the Dread Witch 
   
   
  Page 9 of 16 
   
  Encounter 1 
  Setup 
  2 Goblin Beast Rider (R) 
  2 Horse (H) 
  4 Goblin Sniper (S) 
   
  The goblin beast riders start next to their horses tending them.  The 
  snipers start out of sight up 10 feet in the trees. 
   
  When the players place their miniatures, read: 
   
  After traveling through the forest for several days you come across a strange sight, 
  two goblins tending horses.  Before you even process the sight the goblins spot you.  
  “DEATH TO OUTLANDERS! The bloody claw goblins will trample you!” 
   
  Perception Check 
   DC 19: You can hear several more goblins sneaking through the forest. 
  Tactics 
  The beast riders mount on the first round of combat and throw javelins 
  using perfect position.  Once the PC’s have moved closer to them they 
  charge.  The horses go on the same initiative as the their riders and 
  attack whatever target the goblin engages in melee.  The snipers ready 
  action to fill the first PC to cross the map full of holes. 
  Features of the Area 
  Illumination: The area is well lit. 
   
  Trees: The trees are 10 feet tall, provide concealment, and rough terrain.  
  They are climbable (DC 15 Athletics check). 
   
  Spider Webs: These are challenging terrain.  They take three squares of 
  movement or a DC 13 acrobatics check.  If you fail the check you are 
  grabbed by the web (DC 13 escape). 
   
  Pond: The pond is 10 feet deep, and takes swim checks to move through. 
   
  
  Map 1, Result 3 
   
  Lair of the Dread Witch 
   
   
  Page 10 of 16 
   
   
   
   
  
  Map 1, Result 3 
   
  Lair of the Dread Witch 
   
   
  Page 11 of 16 
   
  Encounter 2 
  Setup 
  1 Goblin Hex Hurler (H) 
  1 Bugbear Thug (T) 
  2 Goblin Cutthroat (C) 
  1 Guard Drake (D) 
   
  As the PC’s rest and explore the area, read: 
   
  Searching the ruins for the witch’s lair’s entrance you stumble onto a goblin 
  leaning on a staff.  He jumps several feet, then waves his staff at you and shouts, 
  “DEATH to the intruders! KILL THEM! Blood claw goblins take revenge!”  Then 
  he scurries around one of the stone walls. 
   
  Percepction Check 
   DC 19: You notice large footprints leading behind one of the walls 
  Nature Check 
   DC 12: Those belong to one of the larger goblin cousins, probably a bugbear. 
   DC 19: In addition to the staff bearing goblin you can hear several others 
  scurring behind the walls. 
  Tactics 
  The goblin hex hurler runs behind a wall and puts his vexing cloud in the 
  middle of combat.  The bugbear thug and goblin cutthroats hide until 
  they can ambush a star party member or are spotted.  The guard drake 
  follows the hex hurler’s commands and attacks whoever he’s instructed 
  to. 
  Features of the Area 
  Illumination: This area is well lit. 
   
  Ruins: The walls of the ruins are ten feet tall and able to support a PC’s 
  weight or the carrion crawler.  However it requires a DC 12 Acrobatics 
  check to avoid falling.  Creatures with a climb speed ignore this. 
   
  Platform with Statues: The platform is 5 feet tall.  The stairs take two 
  squares to move up.  The statues are also 5 feet tall. 
   
  Well: The well is treated like a pit 20 feet deep.  The high wall around 
  the well give a +2 to saves to avoid falling in. 
   
  Ladder: This ladder leads deeper into the dungeon. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 1, Result 3 
   
  Lair of the Dread Witch 
   
   
  Page 12 of 16 
   
   
   
   
   
   
   
   
   
  
  Map 1, Result 4 
   
  Lair of the Dread Witch 
   
  Page 13 of 16 
   
  Encounter 1 
  Setup 
  4 Spitting Cobra (S) 
  2 Hobgoblin Beast Master (B) 
  1 Scurrying Rat Swarm (R) 
   
  The hobgoblin beast masters and their pets begin in the open.  The PC’s 
  should have little trouble seeing them at the start of the encounter. 
   
  When the players place their miniatures, read: 
   
  Snakes, why’d it have to be snakes?  As you look across the small clearing you see 
  four great cobras and a pair of hobgoblins driving them along with whips.  
  Scurrying beside them you see a swarm of rats. You think goblinoids keep foul 
  company as the strange menagerie surges toward you. 
  Tactics 
  The hobgoblin beast masters stay back and use attack command to force 
  the spitting cobras to use their ranged attack.  The spitting cobras try to 
  take advantage of beast master’s exhortation, while trying to keep the 
  PC’s blind.  The scurrying rat swarm moves to engage the blind PC’s. 
  Features of the Area 
  Illumination: The area is well lit. 
   
  Trees: The trees are 10 feet tall, provide concealment, and rough terrain. 
   
  Spider Webs: These are challenging terrain.  They take three squares of 
  movement or a DC 12 Acrobatics check.  If you fail the check you are 
  grabbed by the web (DC 12 escape). 
  Pond: The pond is 10 feet deep, and takes swim checks to move through. 
   
  
  Map 1, Result 4 
   
  Lair of the Dread Witch 
   
  Page 14 of 16 
   
   
   
   
  
  Map 1, Result 4 
   
  Lair of the Dread Witch 
   
  Page 15 of 16 
   
  Encounter 2 
  Setup 
  1 Hobgoblin Warmonger (W) 
  2 Hobgoblin Spear Soldier (S) 
  1 Hobgoblin Battle Guard (B) 
   
  The hobgoblins are in the ruins waiting for the PC’s but not hiding. 
   
  As the PC’s rest and explore the area read: 
   
  As you survey the ruins you hear strange commands coming from inside it.  There 
  you find three hobgoblins going through military drills, their warlord on a raised 
  platform shouting commands.  You marvel at their regimented discipline, right 
  until the warlord yells, “Slay all invaders!” 
  Tactics 
  The warmonger stays away from combat providing combat advantage 
  with his longbow.  He uses battle cry as soon as he can hit several party 
  members and his hobgoblins.  The spear soldiers throw javelins 
  whenever possible but they take advantage of their threatening reach 
  before triggering tactical withdrawal.  The battle guard tries to keep the 
  heat off his party. 
   
  Features of the Area 
  Illumination: The area is well lit. 
   
  Ruins: The walls of the ruins are ten feet tall and able to support a PC’s 
  weight or the carrion crawler.  However it requires a DC 12 Acrobatics 
  check to avoid falling.  Creatures with a climb speed ignore this. 
   
  Platform with Statues: The platform is 5 feet tall.  The stairs take two 
  squares to move up.  The statues are also 5 feet tall. 
   
  Well: The well is treated like a pit 20 feet deep.  The high wall around 
  the well give a +2 to saves to avoid falling in. 
   
  Ladder: This ladder leads deeper into the dungeon. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 1, Result 4 
   
  Lair of the Dread Witch 
   
  Page 16 of 16 
   
   
   
   
   
   
   
   
  
  Map 2, Result 1 
   
  Lair of the Dread Witch 
   
  Page 1 of 16 
   
  Encounter 1 
  Setup 
  2 Skeleton (S) 
  8 Decrepit Skeleton (D) 
  1 Blazing Skeleton (B) 
   
  The monsters start the encounter as piles of bone scattered about the 
  area. 
   
  When the players place their miniatures, read: 
   
  Coming down the stairs, the dessicated air leaves you feeling parched. In the 
  darkness beyond you hear the faint flow of air. The ground that you can see is 
  littered in cobweb and bone. 
   
  Perception Check 
   DC 13: The bones scattered about the room appear to have been left in piles. 
  Tactics 
  The skeletons are waiting for more than half the party to pass the large 
  statue. Once crossed they will activate rising out of the bone piles and 
  attacking. They will focus attacks on the PCs in the front line. The 
  blazing skeleton will attempt to give ongoing damage to as many targets 
  as possible. All skeletons make liberal use of shifting before their attacks. 
  Features of the Area 
  Illumination: There is no outside light.  Once you are more than two 
  squares from the stairs it becomes pitch black. 
   
  Statues: The statues provides cover. 
   
  Pit: The pit in the center of the room is 20 feet deep. 
   
  Scaffolding: The 
  scaffolding is 10 feet high, 
  and secure with no railing. 
   
  Water Pools: The pools 
  look stagnant and carry a 
  fetid odor. Any sipping from 
  them results in the loss of a 
  healing surge. 
   
  Dining Table: The table has 
  been set, but it is covered in 
  decades of dust. The table is 
  5 feet tall and provides 
  cover. 
   
  
  Map 2, Result 1 
   
  Lair of the Dread Witch 
   
  Page 2 of 16 
   
   
   
   
   
   
   
  
  Map 2, Result 1 
   
  Lair of the Dread Witch 
   
  Page 3 of 16 
   
  Encounter 2 
  Setup 
  2 Spider Swarm (S) 
  2 Deathjump Spider (D) 
  1 Wraith (W) 
   
  The wraith beckons mockingly from across the web bridge. 
   
  As the PC’s rest and explore the area, read: 
   
  Ancient tombs containing kings of the past lie strewn open before you. Soft 
  bubbling noises erupt from a large putrid pool nearby. A dreadful moaning directs 
  your eyes to a ghostly figure beckoning you mockingly. 
    
  Perception Check 
   DC 13: The web bridge across the chasm appears to be shifting in the light. 
   DC 20: The shifting is actually tens of thousands of tiny spiders. 
   
  Dungeoneering Check 
   DC 13: That spider web looks strong enough to support your weight, though 
  it’s surely still sticky. 
  Tactics 
  The wraith maintains its position on the far side of the chasm. If the party 
  attacks it will turn invisible with shadow glide and remain so until the 
  party attempts to cross the bring.The spiders lie in wait for the party to 
  approach the bridge. The deathjump spiders are clinging to the side of 
  the chasm 10 feet down. Once a PC enters the bridge, all of the spiders 
  will strike attempting to keep the advantage. The deathjump spiders and 
  the wraith will attempt to use their superior movement while PCs are 
  bound up in the web.   
  Features of the Area 
  Illumination: The braziers by 
  the staircase provide light to the 
  first set of caskets, the rest is dark. 
   
  Tombs: The caskets provide cover 
  and count as difficult terrain. 
   
  Pool: The pool is shallow only 
  five feet deep.  It does not require 
  a swim check. 
   
  Chasm: The chasm is 20 feet 
  deep, and its walls are difficult to 
  climb (DC 15 Athletics check). 
   
  Rubble: The rubble is difficult 
  terrain. 
   
  Web Bridge: The web bridge is 
  challenging terrain.  Taking three 
  squares of movement or a DC 13 
  Acrobatics check.  Fail the check  
  and you are grabbed by the web 
  (DC 13 escape). 
   
  Treasure Roll  
  Have each player make a treasure 
  roll after successfully completing 
  this encounter (see “Treasure and 
  Gearing Up” in the introduction). 
  
  Map 2, Result 1 
   
  Lair of the Dread Witch 
   
  Page 4 of 16 
   
   
   
   
   
  
  Map 2, Result 2 
   
  Lair of the Dread Witch 
  Page 5 of 16 
   
  Encounter 1 
  Setup 
  3 Kobold Slinger (S) 
  2 Kobold Quickblade (Q) 
  2 Kobold Tunneler (T) 
  1 Magic Crossbow Turret (C)  
   
  The kobolds are hiding; waiting for the PC’s to trigger the trap. 
   
  When the players place their miniatures, read: 
   
  Entering the dungeon you find yourself in a grand hallway.  A giant chair sits 
  across the room.  Upon seeing the cages near the entrance you realize this was 
  made for someone’s perverse entertainment. 
   
  Perception Check 
   DC 13: You hear the skittering of a small reptilian. 
   DC 20: That scaffolding creaks unnaturally.  Something is on top of it. 
   DC 20: Past the statue you’re sure you hear more reptilian skittering.  Where 
  there is one, there are seven. 
   
  Perception Check (This cannot be attempted if the PC’s have no way of seeing 
  in the darkness.)  
   DC 13: You notice some unusual plates in the floor.  They could trigger 
  something. 
   DC 20: There are two spots in the ceiling that have been tampered with. 
   DC 20: You’ve found what you think is a control panel for a trap. 
  Tactics 
  The kobolds try to wait for the trap to trigger.  From there they try to pick 
  on the same PC.  The slingers stay on top of the scaffolding and keep the 
  PC’s at range.  They fall prone after attacking until a PC climbs the 
  scaffolding.  The quickblades try to maximize their shifting. 
  Features of the 
  Area 
  Illumination: There is no 
  outside light.  Once you are 
  more than two squares from 
  the stairs it becomes pitch 
  black. 
   
  Statues: The statues provide 
  cover. 
   
  Pit: The pit in the center of 
  the room is 20 feet deep. 
   
  Scaffolding: The scaffolding 
  is 10 feet high, and rickety. A 
  medium or larger creature 
  standing on it must make a 
  DC 13 Acrobatics check at 
  the beginning of each of its 
  turns on the scaffolding or fall 
  prone.  
   
  
  Map 2, Result 2 
   
  Lair of the Dread Witch 
  Page 6 of 16 
   
   
   
   
   
   
  
  Map 2, Result 2 
   
  Lair of the Dread Witch 
  Page 7 of 16 
   
  Encounter 2 
  Setup 
  2 Kobold Dragonshield (D)  
  2 Bloodseeker Drake (B) 
  1 Blazing Skeleton (S)  
   
  The kobold dragonshields and 
  bloodseeker drakes guard the web 
  across the chasm.  The blazing 
  skeleton does not appear yet. 
   
  As the PC’s rest and explore 
  the area, read: 
   
  You open the great doors into a crypt, 
  long since defiled.  There is a cool pool 
  of water on one end of the chamber, 
  and at the other you see your exit 
  covered in rubble. There are two 
  kobolds with drakes that stand ready 
  to oppose you. 
   
  When the PC’s trigger the 
  skeleton, read: 
   
  Just then the rubble by the staircase 
  starts to shake.  Bones form together 
  making a skeleton.  Then it bursts into 
  flames and hurls them at you! 
   
  Perception Check 
   DC 13: By the stairway you see 
  an awful lot of bones hidden in the 
  rubble. 
   
  Dungeoneering Check 
   DC 13: That spider web looks strong enough to support your weight, though 
  it’s surely still sticky. 
  Tactics 
  The kobold dragonshields and bloodseeker drake try to keep the party 
  from crossing the web bridge, retreating across the chasm to hopefully 
  trigger the blazing skeleton.  He rises from the rubble once the PC’s 
  reach the last set of caskets.   
  Features of the Area 
  Illumination: The braziers by the staircase provide light to the first set of 
  caskets, the rest is dark. 
   
  Tombs: The caskets provide cover and count as difficult terrain. 
   
  Pool: The pool is shallow only five feet deep.  It does require a swim 
  check. 
   
  Chasm: The chasm is 20 feet deep, and its walls are difficult to climb 
  DC 15. 
   
  Rubble: The rubble is difficult terrain. 
   
  Web Bridge: The web bridge is challenging terrain, taking three squares 
  of movement or a DC 13 Acrobatics check.  Fail the check and you are 
  grabbed by the web (DC 13 escape). 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 2, Result 2 
   
  Lair of the Dread Witch 
  Page 8 of 16 
   
   
   
   
   
   
  
  Map 2, Result 3 
   
  Lair of the Dread Witch 
   
  Page 9 of 16 
   
  Encounter 1 
  Setup 
  1 Goblin Hex Hurler (H) 
  4 Grasping Zombie (G) 
  1 Hulking Zombie (Z) 
   
  The goblin and his zombie are not hiding to start. 
   
  When the players place their miniatures, read: 
   
  From the other end of the pitch black hallway you see a faint glow.  A goblin is 
  sitting in a chair meant for a giant.  “You have come to join my pets I see,” he says 
  with a high pitched squeak.  “RISE MY MINIONS! Rise and feed!” 
  Tactics 
  The goblin hex hurler uses his vexing cloud to protect his zombies and his 
  lead from the rear if seriously threatened.  The zombies lurch forward and 
  try to attack grabbed enemies. 
   
  Features of the Area 
  Illumination: There is no outside light.  Once you are more than two 
  squares from the stairs it becomes pitch black.  The goblin’s staff sheds 
  dim illumination within four squares of him. 
   
  Statues: The statues provide cover. 
   
  Pit: The pit in the center of the room is 20 feet deep. 
   
  Scaffolding: The scaffolding is 10 feet high, and rickety. A medium or 
  larger creature standing on it must make a DC 13 Acrobatics check at 
  the beginning of each of its turns on the scaffolding or fall prone. 
   
  Water Pools: The pools look 
  stagnant and carry a fetid 
  odor.  
   
  Dining Table: The table is 5 
  feet tall and provides cover. 
   
  
  Map 2, Result 3 
   
  Lair of the Dread Witch 
   
  Page 10 of 16 
   
   
   
   
  
  Map 2, Result 3 
   
  Lair of the Dread Witch 
   
  Page 11 of 16 
   
  Encounter 2 
  Setup 
  1 Hobgoblin Warmonger (H) 
  2 Ravenous Ghoul (G) 
  4 Zombie Shambler (Z) 
   
  The hobogoblin warmonger is standing near the stairs.  The ravenous 
  ghouls are in the chasm, and the zombie shamblers are scattered about 
  the room. 
   
  As the PC’s rest and explore the area, read: 
   
  As you enter the door an arrow flies by your head.  “Leave now and I won’t have to 
  add you to this crypt,” says a hobgoblin standing by the stairs. 
   
  Perception Check 
   DC 20: From within the chasm you hear creatures gnawing at bone. 
   
  Dungeoneering Check 
   DC 13: That spider web looks strong enough to support your weight, though 
  it’s surely still sticky. 
  Tactics 
  The hobgoblin warmonger stays by the staircase and uses his longbow to 
  provide combat advantage, using his battle cry for a little extra punch 
  when needed.  The ravenous ghouls climb the chasm and charge at first 
  opportunity.  The zombie shamblers simply move to engage. 
  Features of the Area 
  Illumination: The braziers by the staircase provide light to the first set of 
  caskets, the rest is dark. 
   
  Tombs: The caskets provide cover and count as difficult terrain. 
   
  Pool: The pool is shallow only 
  five feet deep.  It does require a 
  swim check. 
   
  Chasm: The chasm is 20 feet 
  deep, and its walls are difficult to 
  climb DC 15. 
   
  Rubble: The rubble is difficult 
  terrain. 
   
  Web Bridge: The web bridge is 
  challenging terrain, taking three 
  squares of movement or a DC 13 
  Acrobatics check.  Fail the check 
  and you are grabbed by the web 
  (DC 13 escape). 
   
  Treasure Roll  
  Have each player make a treasure 
  roll after successfully completing 
  this encounter (see “Treasure and 
  Gearing Up” in the introduction). 
   
  
  Map 2, Result 3 
   
  Lair of the Dread Witch 
   
  Page 12 of 16 
   
   
   
   
   
   
   
  
  Map 2, Result 4 
   
  Lair of the Dread Witch 
   
  Page 13 of 16 
   
  Encounter 1 
  Setup 
  1 Wererat (W) 
  1 Doppelganger Sneak (D) 
  1 Poisonscale Brawler (B) 
  1 Duergar Raid Leader (L) 
   
  The duergar raid leader and poisonscale brawler start in the open.  The 
  cages all have captives in them, one of those captives is the doppelganger 
  sneak.  The wererat hides on top of the scaffolding. 
   
  When the players put their miniatures, read: 
   
  As you decend into the witch’s dungeon you see cages.  In each are slaves unable to 
  escape.  Down the hallway you see their cruel slavemaster, a duergar.  A chain in 
  his hand leads to a large leashed lizardfolk.  “If you ever wish to see the surface 
  again kill these invaders!” he shouts. 
   
  Perception Check 
   DC 13: You hear something making quiet chittering noises from on top the 
  scaffolding. 
   
  Insight Check 
   DC 20: One of the prisoners is suspicious.  
  Tactics 
  The poisonscale brawler moves forward to engage the party.  The wererat 
  tries to ambush them, and then seeks combat advantage.  The 
  doppelganger waits for the party to pass his cage before slipping out and 
  ambushing them.  The raid leader hangs back with his crossbow until he 
  can raid leader’s command one of the others. 
   
  Features of the 
  Area 
  Illumination: Though the 
  duergar can see fine he keeps 
  the place well lit for his slaves. 
   
  Statues: The statues provides 
  cover. 
   
  Pit: The pit in the center of 
  the room is 20 feet deep. 
   
  Scaffolding: The scaffolding 
  is 10 feet high, and rickety. A 
  medium or larger creature 
  standing on it must make a 
  DC 13 Acrobatics check at 
  the beginning of each of its 
  turns on the scaffolding or fall 
  prone. 
   
  
  Map 2, Result 4 
   
  Lair of the Dread Witch 
   
  Page 14 of 16 
   
   
   
   
  
  Map 2, Result 4 
   
  Lair of the Dread Witch 
   
  Page 15 of 16 
   
  Encounter 2 
  Setup 
  2 Duergar Scout (S) 
  2 Duergar Guard (G) 
  1 Imp (I) 
   
  The duergar scouts and imp start the combat hidden, only the guards are 
  in the open. 
   
  As the PC’s rest and explore the area, read: 
   
  When you open the great wooden doors the torches in the slave quarters are 
  snuffed by a quick blast of cold air from the crypt.  Through the inky blackness you 
  see little though you can make out the staircase that will take you deeper into the 
  dungeon. 
   
  Perception Check 
   DC 13: You can hear the rattle of chainmail from within the room. 
   DC 20: You hear soft wingbeats and a pair of crossbows being loaded. 
   
  Dungeoneering Check 
   DC 13: That spider web looks strong enough to support your weight, though 
  it’s surely still sticky. 
  Tactics 
  The imp vanishes, then uses tail sting on whoever he can.  The duergar 
  guards keep people from crossing the web bridge, and the duergar scouts 
  try to attack only when they would get their shadow attack.  They use 
  underdark sneak if necessary. 
  Features of the Area 
  Illumination: The braziers by the staircase provide dim illumination 
  only in adjacent squares, the rest is dark. 
   
  Tombs: The caskets provide 
  cover and count as difficult 
  terrain. 
   
  Pool: The pool is shallow only 
  five feet deep.  It does not require 
  a swim check. 
   
  Chasm: The chasm is 20 feet 
  deep, and its walls are difficult to 
  climb DC 15. 
   
  Rubble: The rubble is difficult 
  terrain. 
   
  Web Bridge: The web bridge is 
  challenging terrain.  Taking three 
  squares of movement or a DC 13 
  Acrobatics check.  Fail the check  
  and you are grabbed by the web 
  (DC 13 escape). 
   
  Treasure Roll  
  Have each player make a treasure 
  roll after successfully completing 
  this encounter (see “Treasure and 
  Gearing Up” in the introduction). 
   
  
  Map 2, Result 4 
   
  Lair of the Dread Witch 
   
  Page 16 of 16 
   
   
   
   
   
   
  
  Map 3, Result 1 
   
  Lair of the Dread Witch 
   
  Page 1 of 16 
  Encounter 1 
  Setup 
  2 Poisonscale Needler (N) 
  2 Greenscale Raider (R) 
  1 Greenscale Trapper (T) 
  1 Greenscale Hunter (H) 
   
  The lizardfolk have recently entered these labs and haven’t had time 
  setup an ambush. 
   
  When the players place their miniatures, read: 
   
  This rooms glows dimly from the illumination provided by strange apparatuses. 
  Man-sized lizards standing on two legs seem to be pawing over the tables. A small 
  one is startled by your sudden appearance. It drops the two vials it was holding 
  and is incinerated by the ensuing explosion. 
  Tactics 
  The trapper realizes the danger of the tables now and will try to drag 
  party members in the table with his net drag. He also instructs the 
  needlers to shoot the tables when PCs are adjacent. The raiders will 
  attempt to lock down mobile PCs. The hunter will pick off any PCs who 
  get separated.   
  Features of the Area 
  Illumination: The old experiments light the room dimly. 
    
  Bookshelves: The bookshelves are ten feet tall and provide cover.  Also 
  they can be knocked over with a standard action. 
   
  Tables: The tables are all difficult terrain.  If the alchemical items on the 
  table are disturbed, by a blast or burst power, they explode.  This deals 
  four damage to everyone adjacent to that table. A table that has exploded 
  will continue to burn brightly for the rest of the encounter bathing a 15 
  foot radius in full light. 
   
  Magic Circle: The circle provides a +1 to AC against attacks from 
  outside of it. 
   
  Exit: The orange energy burst will teleport the party to the next area. 
   
  
  Map 3, Result 1 
   
  Lair of the Dread Witch 
   
  Page 2 of 16 
   
   
   
   
  
  Map 3, Result 1 
   
  Lair of the Dread Witch 
   
  Page 3 of 16 
  Encounter 2 
  Setup 
  1 Pseudodragon (P) 
  1 Wraith (W) 
  2 Deathjump Spider (D) 
  1 Spitting Cobra (S) 
   
  The wraith is starts visible.  The rest are in the various chasms. 
   
  As the PC’s rest and explore the area, read: 
   
  The glow from the portal lights up this chamber.  In the middle of piles of rubble a 
  wraith turns toward you, his eyes hungry for flesh. 
   
  Perception Check 
   DC 13: Hissing noises are coming from one of the chasms. 
   DC 15: Chattering mandibles are coming from another chasm. 
   DC 20: And a faint fluttering of wings comes from a chasm as well. 
  Tactics 
  The wraith tries to attack only when it’s invisible to someone. This 
  includes them being blind.  The deathjump spiders take advantage of the 
  terrain, jumping across chasms.  The pseudodragon to stings whenever 
  possible, and the spitting cobra tries to provide blinded targets for the 
  pseudodragon and wraith. 
  Features of the Area 
  Illumination: The statues and portal provide bright light throughout the 
  whole room. 
   
  Chasms: The chasms are 20 feet deep and require a DC 15 Athletics 
  check to climb. 
   
  Rubble: The rubble is all rough terrain. 
   
  Webs: The webs are challenging terrain, taking three squares of 
  movement or a DC 13 Acrobatics check.  Fail the check  and you are 
  grabbed by the web (DC 13 escape). 
   
  Statues: The statues and caskets provide cover. 
   
  Hatch: The hatch at the back is the exit. 
   
  Treasure 
  Roll  
  Have each player 
  make a treasure 
  roll after 
  successfully 
  completing this 
  encounter (see 
  “Treasure and 
  Gearing Up” in 
  the introduction). 
   
   
  
  Map 3, Result 1 
   
  Lair of the Dread Witch 
   
  Page 4 of 16 
   
   
   
   
  
  Map 3, Result 2 
   
  Lair of the Dread Witch 
   
  Page 5 of 16 
  Encounter 1 
  Setup 
  3 Green Slime (S) 
  1 Wererat (W) 
   
  The wererat starts in rat form and hiding.  The green slimes drip through 
  holes in the ceiling. 
   
  When the players place their miniatures, read: 
   
  The dim glow of failed alchemy illuminates this room.  Water constantly drips 
  from the ceiling.  Best you be moving on. 
   
  Perception Check 
   DC 20: That’s not water, its green and smells acidic. 
   DC 20: There’s a rat scurrying behind that bookcase. 
  Tactics 
  The wererat tries to stay hidden until the green slimes drop from the 
  ceiling.  The slimes drop once the party reaches the statue. 
  Features of the Area 
  Illumination: The old experiments light the room dimly. 
    
  Bookshelves: The bookshelves are ten feet tall and provide cover.  Also 
  they can be knocked over with a standard action. 
   
  Tables: The tables are all difficult terrain.  If the alchemical items on the 
  table are disturbed, by a blast or burst power, they explode.  This deals 
  four damage to everyone adjacent to that table. 
   
  Magic Circle: The circle provides a +1 power bonus to AC against 
  attacks from outside of it. 
   
  Exit: The orange energy burst will teleport the party to the next area. 
   
  
  Map 3, Result 2 
   
  Lair of the Dread Witch 
   
  Page 6 of 16 
   
  
  Map 3, Result 2 
   
  Lair of the Dread Witch 
   
  Page 7 of 16 
   Encounter 2 
  Setup 
  1 Battletested Orc (B) 
  3 Orc Savage (S) 
  2 Orc Archer (A) 
  1 Orc Reaver (R) 
   
  The orcs are clustered around the far end of the central chasm. 
   
  As the PC’s rest and explore the area, read: 
   
  Stepping through the fiery portal, your eyes adjust to the new light just in time to 
  witness a large orc throwing a young woman into the chasm before him. Upon 
  noticing your arrival the orc and his party smile menacingly at you. 
  Tactics 
  The reaver, the savages, and the battletested orc try to draw the party 
  between them and a chasm. The archers will fire and maintain range for 
  maximum effect. The orcs will attempt to use their savage demise to bull 
  rush PCs into the chasm. Except for the archers all of the orcs will push 
  into melee as much as possible. 
  Features of the Area 
  Illumination: The statues and portal provide bright light throughout the 
  whole room. 
   
  Chasms: The chasms are 20 feet deep and require a DC 15 Athletics 
  check to climb. 
   
  Rubble: The rubble is all rough terrain. 
   
  Webs: The webs are challenging terrain.  Taking three squares of 
  movement or a DC 13 Acrobatics check.  Fail the check  and you are 
  grabbed by the web (DC 13 escape). 
   
  Statues: The statues and caskets provide cover. 
   
  Hatch: The hatch at the back is the exit. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 3, Result 2 
   
  Lair of the Dread Witch 
   
  Page 8 of 16 
   
   
   
   
   
   
  
  Map 3, Result 3 
   
  Lair of the Dread Witch 
   
  Page 9 of 16 
  Encounter 1 
  Setup 
  2 Dragonborn Mercenary (D) 
  1 Eladrin Arcane Archer (A) 
  1 Gnome Spy (S)  
   
  The dragonborn mercenaries stand near the eladrin arcane archer.  All 
  are out in the open.  The gnome spy is rummaging through some of the 
  bookshelves. 
   
  When the players place their miniatures, read: 
   
  You have entered an ancient arcane laboratory.  Bookshelves cover the walls.  
  Experiments, in various states of completeness, lay about. “Hey boss!” a gnome 
  calls out.  “We’ve got visitors.”  An eladrin replies, “Then we must show them our 
  hospitality.”  The gnome vanishes and two dragonborn ready for battle. 
   
  Arcana Check 
   DC 13: These tables contain volatile ingredients. 
  Tactics 
  The eladrin arcane archer keeps his distance and pours arrows into the 
  party.  The dragonborn mercenaries engage the party, taking advantage of 
  their skirmish ability.  The gnome spy uses his reactive stealth.  Then he 
  keeps becoming invisible for extra damage. 
  Features of the Area 
  Illumination: The old experiments light up the room well.  No external 
  light source is needed. 
   
  Bookshelves: The bookshelves are ten feet tall and provide cover.  Also 
  they can be knocked over with a standard action. 
   
  Tables: The tables are all difficult terrain.  If the alchemical items on the 
  table are disturbed, by a blast or burst power, they explode.  This deals 
  four damage to everyone adjacent to that table. 
   
  Magic Circle: The circle provides a +1 power bonus to AC against 
  attacks from outside of it. 
   
  Exit: The orange energy burst will teleport the party to the next area. 
   
  
  Map 3, Result 3 
   
  Lair of the Dread Witch 
   
  Page 10 of 16 
   
   
   
  
  Map 3, Result 3 
   
  Lair of the Dread Witch 
   
  Page 11 of 16 
  Encounter 2 
  Setup 
  1 Tiefling Fury (T) 
  3 Lesser Fire Elemental (E) 
  1 Halfling Trickster (H) 
  1 Scurrying Rat Swarm (R) 
   
  The tiefling fury and halfling trickster start visible near the center 
  statues. 
   
  As the PC’s rest and explore the area, read: 
   
  The mystic portal has taken you to a dimly lit chamber.  “I see that worthless fey 
  has failed,” says a tiefling.  “The witch will not be pleased.”  The halfling next to 
  him pipes up, “I guess we take care of them eh?” Flaming forms coalesce near 
  them.  “Indeed we will,” he replies. 
   
  Perception Check 
   DC 13: You hear chattering teeth and skittering feet. 
  Tactics 
  The tiefling fury engages the party, while the halfling trickster tries to 
  keep combat advantage.  The lesser fire elementals dart in and out 
  setting people on fire.  The scurrying rat swarm tries to slide people into 
  the chasms with its aura. 
  Features of the Arena 
  Illumination: The statues provide dim light throughout the whole room. 
   
  Chasms: The chasms are 20 feet deep and require a DC 15 Athletics 
  check to climb. 
   
  Rubble: The rubble is all rough terrain. 
   
  Webs: The webs are challenging terrain.  Taking three squares of 
  movement or a DC 13 Acrobatics check.  Fail the check and you are 
  grabbed by the web (DC 13 escape). 
   
  Statues: The statues and caskets provide cover. 
   
  Hatch: The hatch at the back is the exit. 
   
  Treasure 
  Roll  
  Have each player 
  make a treasure 
  roll after 
  successfully 
  completing this 
  encounter (see 
  “Treasure and 
  Gearing Up” in 
  the introduction). 
   
  
  Map 3, Result 3 
   
  Lair of the Dread Witch 
   
  Page 12 of 16 
   
   
   
   
   
   
  
  Map 3, Result 4 
   
  Lair of the Dread Witch 
   
  Page 13 of 16 
  Encounter 1 
  Setup 
  1 Dragonborn Soldier (D) 
  1 Guard Drake (G) 
  1 Elf Archer (E) 
  2 Common Bandit (B) 
   
  None of these monsters are in the room to start. 
   
  When the players place their miniatures, read: 
   
  The stairs have led into and an arcane laboratory.  You can still feel raw magic 
  pulsing through the air. 
   
  Arcana Check 
   DC 13: These tables contain volatile ingredients. 
   
  When the PC’s reach the statue, read: 
   
  A thunderclap deafens you as the magic within the room dissipates, summoning 
  fresh competition.  Everyone draws weapons; there is no time for words. 
  Tactics 
  The dragonborn soldier tries to tie up as many PC’s as he can.  The 
  common bandits try to maximize their damage together.  The elf archer 
  just hangs back and fires arrows, while the guard drake stays near the 
  dragonborn. 
  Features of the Area 
  Illumination: The old experiments actually light up the room well.  No 
  external light source needed. 
   
  Bookshelves: The bookshelves are ten feet tall and provide cover.  Also 
  they can be knocked over with a standard action. 
   
  Tables: The tables are all difficult terrain.  The alchemical items have lost 
  all power after summoning the monsters. 
   
  Magic 
  Circle: The 
  circle 
  provides a +1 
  power bonus 
  to AC against 
  attacks from 
  outside of it.  
  None of 
  these 
  monsters are 
  initially 
  aware of the 
  circle. 
   
  Exit: The 
  orange 
  energy burst 
  will teleport 
  the party to 
  the next area. 
   
  
  Map 3, Result 4 
   
  Lair of the Dread Witch 
   
  Page 14 of 16 
   
   
   
   
   
   
  
  Map 3, Result 4 
   
  Lair of the Dread Witch 
   
  Page 15 of 16 
  Encounter 2 
  Setup 
  2 Gargoyle Figurine (G) 
  2 Lesser Earth Elemental (E) 
  1 Forest of Stone (S) 
   
  The Gargoyle figurines start in the open trying to “blend in” with the 
  other statues in the room.  The earth elementals are by the statues as 
  well. 
   
  As the PC’s rest and explore the area, read: 
   
  The portal led you into a dimly lit room with several statues.  However, you notice 
  those aren’t really statues after all! 
  Tactics 
  The gargoyle figurines swoop attack, going after squishier PC’s.  They’re 
  liberal about their use of stone form, and aren’t shy about flying over the 
  trapped squares.  The trap tries to slide PC’s into the chasms.  The lesser 
  earth elementals just move to engage. 
  Features of the Area 
  Illumination: The statues provide dim light throughout the whole room. 
   
  Ceiling: The ceilings are 20 feet tall. 
   
  Chasms: The chasms are 20 feet deep and require a DC 15 Athletics 
  check to climb. 
   
  Rubble: The rubble is all rough terrain. 
   
  Webs: The webs are challenging terrain.  Taking three squares of 
  movement or a DC 13 Acrobatics check.  Fail the check and you are 
  grabbed by the web (DC 13 escape). 
   
  Statues: The statues and caskets provide cover. 
   
  Hatch: The hatch at the back is the exit. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 3, Result 4 
   
  Lair of the Dread Witch 
   
  Page 16 of 16 
   
   
   
   
  
  Map 4, Result 1 
   
  Lair of the Dread Witch 
  Page 1 of 16 
  Encounter 1 
  Setup 
  1 Human Goon (H) 
  2 Gargoyle Figurine (G) 
  2 Tiefling Fury (T) 
   
  The gargoyles have perches under the bridge. The human and the 
  tieflings start in full view of the party.  
   
  When the players place their miniatures, read: 
   
  A human in elegant finery shouts to you. 
  “Foolish mortals. You should never have entered the lair of my mistress. Now I will 
  dominate your pitiful souls. Kneel! KNEEL before Claude!” 
   
  Perception Check 
   DC 21: Something is moving under the main bridge. 
  Tactics 
  The goon is delusional and believes the dragon in the next encounter has 
  granted him the power to dominate. He spends his standard action trying 
  to dominate the PCs. The tieflings and gargoygles serve the dragon and 
  are playing along with the human’s delusion. The gargoyles hide below 
  the bridge until some of the PCs have crossed, while the tieflings will 
  hold position to tie up PCs trying to cross the bridge. 
  Features of the Area 
  Illumination: There are torches in this cavern, however it is only dimly 
  lit. 
   
  Bridges: The bridges are supportive, but unstable. Charging or running 
  across them requires a DC 13 Acrobatics check or the PC falls prone. 
   
  Gorge: The gorge is 20 feet deep.  The walls require a DC 15 Athletics to 
  climb. 
   
  Pit: The pit is 30 feet deep and its walls require a DC 15 Atheltics check 
  to climb. 
   
  Stone Piles: The stone piles are difficult terrain. 
   
  Exit Cliff: The cliff leading to the exit is 20 feet tall and is very slick. A 
  DC 20 Athletics check is needed to climb it. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
  
  Map 4, Result 1 
   
  Lair of the Dread Witch 
  Page 2 of 16 
   
   
   
   
   
  
  Map 4, Result 1 
   
  Lair of the Dread Witch 
  Page 3 of 16 
  Encounter 2 
  Setup 
  1 Fledgling White Dragon (D) 
  8 Stirge Suckerling (S) 
   
  The dragon starts in the back while the stirges are hidden in the cavern 
  ceiling. 
   
  As the PC’s rest and explore the area, read: 
   
  A sheen of frost covers every surface in this part of the cavern. As you take your 
  first steps, a low throated growl reverberates throughout the area. 
    
  Perception Check 
   DC 21: Stirges appear to be sleeping in holes in the ceiling. 
   
  Dungeoneering Check 
   DC 13: The stream gets deeper near the waterfall. 
  Tactics 
  The dragon will take the PCs head on. After the first round, the stirges 
  hidden in the ceiling will single out any PCs separated from the bulk of 
  the party. After the first group of 4 stirges has been defeated, a second 
  group of 4 emerge from the same holes.  
  Features of the Area 
  Illumination: There are torches that keep this cavern dimly lit. 
   
  Ceiling: The ceiling in this part of the cavern is 30 feet tall. 
   
  Crystals: The crystal formations are difficult terrain that provides cover. 
   
  Waterfall: The waterfall is 30 feet high. 
   
  Stream: Within three squares of the waterfall the stream is 20 feet deep, 
  however beyond that it is only five feet deep. It is difficult terrain and 
  moving rapidly. An DC 15 Athletics check is needed to stay standing in 
  the stream. Failure knocks the PC prone and moves them two squares 
  toward the drain. 
   
  Rubble: The rubble is difficult terrain. 
   
  Drain: The stream drains into a pit 15 feet deep.  If a character starts its 
  turn in the stream within four squares of the drain they are pulled one 
  square toward it. This is in addition to any movement from failed 
  Athletics checks. Climbing out of the drain is difficult requiring a DC 20 
  Athletics check. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 4, Result 1 
   
  Lair of the Dread Witch 
  Page 4 of 16 
   
   
   
  
  Map 4, Result 2 
   
  Lair of the Dread Witch 
   
  Page 5 of 16 
  Encounter 1 
  Setup 
  2 Ghoul (G) 
  3 Hyena (H) 
   
  The ghouls start on the undersides of the bridges.  The hyenas have taken 
  a few bones and are chewing on them on the far side of the gorge. 
   
  When the players place their miniatures, read: 
   
  A putrid stench assaults your lungs.  You look down and see piles of the slain at 
  the bottom of a gorge, their bodies half eaten and rotting.  Then you hear… 
  laughter? 
   
  Perception Check 
   DC 21: Something is hanging onto the underside of the bridges. 
  Tactics 
  The hyenas gang up on any available PC’s after they cross the bridge.  
  The ghouls wait until found or the PC’s cross the bridge, then they set 
  each other up for ghoul bite. 
   
  Features of the Arena 
  Illumination: There are torches in this cavern, however it is only dimly 
  lit. 
   
  Bridges: The bridges are sturdy and supportive and should not be a 
  problem for the party. 
   
  Gorge: The gorge is 20 feet deep.  The smell of rotten corpses is so 
  strong that while over the gorge any living, breathing creature takes –1 on 
  all rolls.  The walls require a DC 15 Athletics to climb. 
   
  Pit: The pit is 30 feet deep and its walls require a DC 15 Athletics check 
  to climb. 
   
  Stone Piles: The stone piles are difficult terrain. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 4, Result 2 
   
  Lair of the Dread Witch 
   
  Page 6 of 16 
   
   
   
  
  Map 4, Result 2 
   
  Lair of the Dread Witch 
   
  Page 7 of 16 
  Encounter 2 
  Setup 
  1 Gnoll Huntmaster (H) 
  3 Death-pledged Gnoll (D) 
  1 Lesser Water Elemental (E) 
   
  The gnolls and lesser water elemental are in the open when the PC’s 
  arrive. 
   
  As the PC’s rest and explore the area, read: 
   
  A cackling howl bellows from within the cave.  As it dies down you hear raging 
  water.  A final howl echoes, “WITCH SAYS YOU DIE!” 
   
  Dungeoneering Check 
   DC 13: The stream gets deeper near the waterfall. 
  Tactics 
  The gnoll huntmaster keeps his distance while the death-pledged gnolls 
  look to tie the pc’s up in combat.  The water elemental tries to either 
  drown a PC in the deeper water or keep them from escaping the gnolls.  
  The gnolls will jump over the stream when possible. 
  Features of the Arena 
  Illumination: There are torches that keep this cavern dimly lit. 
   
  Crystals: The crystal formations are difficult terrain that provides cover. 
   
  Waterfall: The waterfall is 30 feet high. 
   
  Stream: Within three squares of the waterfall the stream is 20 feet deep, 
  however beyond that it is only five feet deep. 
   
  Rubble: The rubble is difficult terrain. 
   
  Drain: The stream drains into a pit 15 feet deep.  If a character starts its 
  turn in the stream within four squares of the drain they are pulled one 
  square toward it.  Climbing out of the drain is difficult requiring a DC 20 
  Athletics check. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
  
  Map 4, Result 2 
   
  Lair of the Dread Witch 
   
  Page 8 of 16 
   
   
   
   
  
  Map 4, Result 3 
   
  Lair of the Dread Witch 
  Page 9 of 16 
  Encounter 1 
  Setup 
  1 Hobgoblin Beast Master (H) 
  2 Bear (B) 
  1 Carrion Crawler Scuttler (C) 
  1 Orc Archer (A) 
   
  The hobgoblin beast master, orc archer, and bear are all in the open.  The 
  carrion crawler scuttler has climbed under the bridge and the stirge is 
  hiding down in the gorge. 
   
  When the players place their miniatures, read: 
   
  Across the bridge you see a hobgoblin.  He whistles loudly as you approach, and a 
  pair of bears come to his side.  An orc knocks an arrow, readying for combat. 
   
  Perception Check 
   DC 13: From under the bridge you hear a scuttling of feet, many many feet. 
  Tactics 
  The hobgoblin beast master takes every chance to attack command one of 
  the beasts.  After the party has moved across the bridge the carrion 
  crawler scuttler climbs out from under the bridge. The orc archer tries to 
  push enemies into good positions. 
  Features of the Area 
  Illumination: There are torches in this cavern, however it is only dimly 
  lit. 
   
  Bridges: The bridges are sturdy and supportive and should not be a 
  problem for the party. 
   
  Gorge: The gorge is 20 feet deep.  The smell of rotten corpses is so 
  strong that while over the gorge any living, breathing creature takes –1 on 
  all rolls.  The walls require a DC 15 Athletics to climb. 
   
  Pit: The pit is 30 feet deep and its walls require a DC 15 Athletics check 
  to climb. 
   
  Stone Piles: The stone piles are difficult terrain. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 4, Result 3 
   
  Lair of the Dread Witch 
  Page 10 of 16 
   
   
   
   
   
   
   
   
   
  
  Map 4, Result 3 
   
  Lair of the Dread Witch 
  Page 11 of 16 
  Encounter 2 
  Setup 
  2 Crocodile (C) 
  2 Hulking Zombie (H) 
  1 Poisonscale Brawler (B) 
  2 Poisonscale Needler (N) 
   
  All of the monsters but the crocodiles are visible.  They are submerged 
  when the PC’s arrive. 
   
  As the PC’s rest and explore the area, read: 
   
  There is an underground stream ahead, but in it two large reanimated corpses 
  flank a muscled lizardfolk.  “For the witch, they must DIE!” he shouts. 
   
  Perception Check 
   DC 21: You see ripples in the water, and they seem to move closer. 
   
  Dungeoneering Check 
   DC 13: The stream gets deeper near the waterfall. 
  Tactics 
  The crocodiles jump out when the PC’s engage the poisonscale brawler 
  and his zombies.  The zombies take advantage of anything grabbed.  And 
  the poisonscale needlers hang back with their blowguns. 
  Features of the Arena 
  Illumination: There are torches that keep this cavern dimly lit. 
   
  Crystals: The crystal formations are difficult terrain that provides cover. 
   
  Waterfall: The waterfall is 30 feet high. 
   
  Stream: Within three squares of the waterfall the stream is 20 feet deep, 
  however beyond that it is only five feet deep. 
   
  Rubble: The rubble is difficult terrain. 
   
  Drain: The stream drains into a pit 15 feet deep.  If a character starts its 
  turn in the stream within four squares of the drain they are pulled one 
  square toward it.  Climbing out of the drain is difficult requiring a DC 20 
  Athletics check. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 4, Result 3 
   
  Lair of the Dread Witch 
  Page 12 of 16 
   
   
   
   
   
   
   
   
  
  Map 4, Result 4 
   
  Lair of the Dread Witch 
   
  Page 13 of 16 
  Encounter 1 
  Setup 
  1 Eladrin Arcane Archer (A) 
  2 Bugbear Thug (T) 
  4 Stirge Suckerling (S) 
   
  The eladrin arcane archer is visible and his ‘cohorts’ are all hiding. 
   
  When the players place their miniatures, read: 
   
  Across the bridge you see an eladrin with obvious disdain on his face.  “To think 
  you’ve made her resort to this,” he says as he fires two flaming arrows. 
   
  Perception Check 
   DC 13: A buzzing of wings is coming from under the bridge. 
   DC 21: You can hear a couple large creatures waiting for you across the 
  bridge. 
   
  Tactics 
  The eladrin arcane archer stays back and peppers the party with arrows, 
  while the bugbears jump out to ambush people who come near them.  
  And the stirges rise up from the gorge trying to grab party members. 
  Features of the Area 
  Illumination: There are torches in this cavern, however it is only dimly 
  lit. 
   
  Bridges: The bridges are sturdy and supportive and should not be a 
  problem for the party. 
   
  Gorge: The gorge is 20 feet deep.  The smell of rotten corpses is so 
  strong that while over the gorge any living, breathing creature takes –1 on 
  all rolls.  The walls require a DC 15 Athletics to climb. 
  Pit: The pit is 30 feet deep and its walls require a DC 15 Athletics check 
  to climb. 
   
  Stone Piles: The stone piles are difficult terrain. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 4, Result 4 
   
  Lair of the Dread Witch 
   
  Page 14 of 16 
   
   
   
   
  
  Map 4, Result 4 
   
  Lair of the Dread Witch 
   
  Page 15 of 16 
  Encounter 2 
  Setup 
  2 Gnome Spy (S) 
  1 Halfling Water Witch (W) (Dread Witch) 
  2 Dwarf Clan Guard (G) 
  1 Town Guard (T) 
   
  All of the monsters start visible and prepared for battle. This is the ultimate 
  showdown with the Dread Witch! 
   
  As the PC’s rest and explore the area, read: 
   
  “I knew you would come,” echoed the Dread Witch’s voice from further in the 
  cavern.  “You think you can defeat me, but it is never that simple ‘adventurers’.  
  Now drown in your own arrogance!” 
   
  Dungeoneering Check 
   DC 13: The stream gets deeper near the waterfall. 
  Tactics 
  The halfling water witch uses drag to the deep to try to drown the PC’s at 
  the waterfall or get catch them in the drain.  The town guard and dwarf 
  clan guards try to keep the party from making it to the other side of the 
  river, while the gnome spies shoot the party.  The gnome spies also take 
  advantage of their reactive stealth. 
  Features of the Area 
  Illumination: There are torches that keep this cavern dimly lit. 
   
  Crystals: The crystal formations are difficult terrain that provides cover. 
   
  Waterfall: The waterfall is 30 feet high. 
   
  Stream: Within three squares of the waterfall the stream is 20 feet deep, 
  however beyond that it is only five feet deep. 
   
  Rubble: The rubble is difficult terrain. 
   
  Drain: The stream drains into a pit 15 feet deep.  If a character starts its 
  turn in the stream within four squares of the drain they are pulled one 
  square toward it.  Climbing out of the drain is difficult requiring a DC 20 
  Athletics check. 
   
  Treasure Roll  
  Have each player make a treasure roll after successfully completing this 
  encounter (see “Treasure and Gearing Up” in the introduction). 
   
  
  Map 4, Result 4 
   
  Lair of the Dread Witch 
   
  Page 16 of 16 
   
   
   
   
   
   
   
   
   
   
  
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Magic Weapon  
  Level 1, Common 
  Weapon: Any 
  Enhancement: Attack rolls and damage rolls (+1) 
  Critical: +1d6 damage  
   
  This item is also available for 3 tokens. 
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Magic Armor  
  Level 1, Common 
  Armor: Any 
  Enhancement: AC (+1) 
    
   
  This item is also available for 3 tokens. 
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Magic Implement  
  Level 1, Common 
  Implement: Any 
  Enhancement: Attack rolls and damage rolls (+1) 
  Critical: +1d6 damage  
   
  This item is also available for 3 tokens. 
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Amulet of Protection  
  Level 1, Common 
  Item Slot: Neck 
  Enhancement: Fortitude, Reflex, and Will (+1) 
   
   
  This item is also available for 3 tokens. 
  
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  Potion of Healing  
  Level 5, Common 
  Power (Consumable, Healing): Minor Action. Drink this potion and 
  spend a healing surge. Instead of the hit points you would normally 
  regain, you regain 10 hit points.  
   
  This item is also available for 2 tokens. You cannot have 
  more than 2 potions of healing at any one time. 
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  Potion of Healing  
  Level 5, Common 
  Power (Consumable, Healing): Minor Action. Drink this potion and 
  spend a healing surge. Instead of the hit points you would normally 
  regain, you regain 10 hit points.   
   
  This item is also available for 2 tokens. You cannot have 
  more than 2 potions of healing at any one time. 
   
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  Potion of Healing  
  Level 5, Common 
  Power (Consumable, Healing): Minor Action. Drink this potion and 
  spend a healing surge. Instead of the hit points you would normally 
  regain, you regain 10 hit points.   
   
  This item is also available for 2 tokens. You cannot have 
  more than 2 potions of healing at any one time. 
   
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  Potion of Healing  
  Level 5, Common 
  Power (Consumable, Healing): Minor Action. Drink this potion and 
  spend a healing surge. Instead of the hit points you would normally 
  regain, you regain 10 hit points. 
   
  This item is also available for 2 tokens. You cannot have 
  more than 2 potions of healing at any one time. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Wand of the Hunting Hound  
  Level 3, Uncommon 
  Implement (Wand) 
  Enhancement: Attack rolls and damage rolls (+1) 
  Critical: The target is immobilized (save ends).  
  Property: Attacks using this wand ignore penalties for cover. 
   
   
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Vicious Weapon  
  Level 2, Common 
  Weapon: Any 
  Enhancement: Attack rolls and damage rolls (+1) 
  Critical: +1d12 damage  
   
   
  This item is also available for 5 tokens. 
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Lifedrinker Weapon  
  Level 5, Uncommon 
  Weapon: Any melee weapon 
  Enhancement: Attack rolls and damage rolls (+1) 
  Critical: +1d6 necrotic damage 
  Property: Whenever you drop an enemy to 0 hit points with a melee 
  attack made with this weapon, you gain 5 temporary hit points.  
   
   
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Black Iron Armor  
  Level 4, Common 
  Armor: Scale, plate 
  Enhancement: AC (+1) 
  Property: You gain resist 5 fire and resist 5 necrotic. 
   
   
  This item is also available for 5 tokens. 
  
   
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  Bracers of Mighty Striking  
  Level 2, Common 
  Item Slot: Arms 
  Property: When you hit with a melee basic attack, you gain a +2 item 
  bonus to the damage roll. 
   
   
  This item is also available for 5 tokens. 
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  Gauntlets of Ogre Power  
  Level 5, Rare 
  Item Slot: Hands 
  Property: You gain a +1 item bonus to Athletics checks and Strength ability checks 
  (but not Strength attacks). 
  Power (Daily): Minor Action. You gain a +2 power bonus to melee damage rolls until 
  the end of the encounter.  
   
  Only available as a treasure found on the Cavern Lair level. 
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  Acrobat Boots  
  Level 2, Uncommon 
  Item Slot: Feet 
  Property: You gain a +1 item bonus to Acrobatics checks. 
  Power (At-Will): Minor Action. You stand up from prone.  
   
   
   
   
  Treasure Certificate 
  Earned in the Convention Delve  
  Lair of the Dread Witch 
   
  +1 Delver’s Armor  
  Level 3, Uncommon 
  Armor: Hide, chain, scale, plate 
  Enhancement: AC (+1) 
  Power (Daily): No Action. You gain a +2 power bonus to a saving 
  throw you just rolled; use the new result. 
   
   
   
   
  
  Picking List: Encounter Bags 
  MAP 
  Res 
  Mini 
  # 
   
  MAP 
  Res 
  Mini 
  # 
  1 
  1 
  Shardstorm Vortex 
  2 
   
  3 
  1 
  Slaad Spawn 
  2 
   
   
  Blood Scarab 
  2 
   
   
   
  Yuan-ti Fangblade 
  2 
   
   
  Bloodspike Behemoth 
  1 
   
   
   
  Aurak Draconian 
  1 
   
   
  Goblin Cutter 
  2 
   
   
   
  Gray Slaad 
  1 
   
   
  Kobold Wyrmpriest 
  1 
   
   
   
  Orc Eye of Gruumsh 
  1 
   
   
  Rat Swarm 
  2 
   
   
   
  Grimlock Minion 
  3 
  1 
  2 
  Scarcrow Stalker 
  1 
   
   
   
  Gnoll Huntmaster 
  2 
   
   
  Ghaele of Winter 
  2 
   
   
   
  Orc Terrorblade 
  1 
   
   
  Githyanki Warrior 
  1 
   
  3 
  2 
  Yochlol Tempter 
  3 
   
   
  Earth Archon Rumbler 
  4 
   
   
   
  Minotaur Thug 
  1 
   
   
  Rust Monster 
  1 
   
   
   
  Slaad Spawn 
  1 
  1 
  3 
  Goblin Skullcleaver 
  2 
   
   
   
  Specter 
  1 
   
   
  Human Outrider 
  2 
   
   
   
  Deathjump Spider 
  2 
   
   
  Goblin Sharpshooter 
  4 
   
   
   
  Deathrattle Viper 
  1 
   
   
  Kobold Wyrmpriest 
  1 
   
  3 
  3 
  Death Knight 
  (Dragonborn Paladin) 
  2 
   
   
  Minotaur Thug 
  1 
   
   
   
  Ghaele of Winter 
  1 
   
   
  Goblin Cutter 
  2 
   
   
   
  Foulspawn Grue 
  1 
   
   
  Bloodseeker Drake 
  1 
   
   
   
  Tiefling Necromancer 
  1 
  1 
  4 
  Deathrattle Viper 
  4 
   
   
   
  Shardstorm Vortex 
  3 
   
   
  Hobgoblin Hand of 
  Bane 
  2 
   
   
   
  Goblin Cutter 
  1 
   
   
  Rat Swarm 
  1 
   
   
   
  Rat Swarm 
  1 
   
   
  Orc Eye of Gruumsh 
  1 
   
  3 
  4 
  Death Knight 
  (Dragonborn Paladin) 
  1 
   
   
  Norker 
  2 
   
   
   
  Bloodseeker Drake 
  1 
   
   
  Bolraza, Priestess of 
  Bane 
  1 
   
   
   
  Ghaele of Winter 
  1 
  2 
  1 
  Death Knight 
  (Dragonborn Paladin) 
  2 
   
   
   
  Human Rabble 
  2 
   
   
  Skeletal Tiefling 
  8 
   
   
   
  Berbalang 
  2 
   
   
  Shardstorm Vortex 
  1 
   
   
   
  Earth Archon Rumbler 
  2 
   
   
  Hoard Scarab Larva 
  Swarm 
  2 
   
  4 
  1 
  Doomdreamer 
  1 
   
   
  Blood Scarab 
  2 
   
   
   
  Berbalang 
  2 
   
   
  Specter 
  1 
   
   
   
  Tiefling Necromancer 
  2 
  2 
  2 
  Goblin Sharpshooter 
  3 
   
   
   
  Adult Grey Dragon 
  1 
   
   
  Goblin Cutter 
  2 
   
   
   
  Blood Scarab 
  4 
   
   
  Goblin Delver 
  2 
   
  4 
  2 
  Foulspawn Grue 
  2 
   
   
  Irontooth 
  2 
   
   
   
  Barghest Savager 
  3 
   
   
  Bloodseeker Drake 
  2 
   
   
   
  Gnoll Huntmaster 
  1 
   
   
  Shardstorm Vortex 
  1 
   
   
   
  Minotaur Battle Shaman 
  3 
   
   
   
   
   
   
   
  Air Archon Zephyrhaunt 
  1 
   
  
  Picking List: Encounter Bags (Continued) 
  MAP 
  Res 
  Mini 
  # 
   
  MAP 
  Res 
  Mini 
  # 
  2 
  3 
  Kobold Wyrmpriest 
  1 
   
  4 
  3 
  Hobgoblin Hand of Bane 
  1 
   
   
  Feygrove Choker 
  4 
   
   
   
  Savage Minotaur 
  1 
   
   
  Zombie Hulk 
  1 
   
   
   
  Rust Monster 
  1 
   
   
  Orc Eye of Gruumsh 
  1 
   
   
   
  Gnoll Huntmaster 
  1 
   
   
  Foulspawn Grue 
  2 
   
   
   
  Bloodspike Behemoth 
  2 
   
   
  Scarecrow Stalker 
  4 
   
   
   
  Zombie Hulk 
  2 
  2 
  4 
  Minotaur Thug 
  1 
   
   
   
  Gray Slaad 
  1 
   
   
  Human Rabble 
  1 
   
   
   
  Slaad Spawn 
  2 
   
   
  Gray Slaad 
  1 
   
  4 
  4 
  Ghaele of Winter 
  1 
   
   
  Duergar Cleric of 
  Asmodeus 
  1 
   
   
   
  Minotaur Thug 
  2 
   
   
  Xen’drik Drow 
  Stingblade 
  2 
   
   
   
  Blood Scarab 
  4 
   
   
  Duergar Guard 
  2 
   
   
   
  Foulspawn Grue 
  2 
   
   
  Berbalang 
  1 
   
   
   
  Kobold Wyrmpriest 
  1 
   
   
   
   
  Duergar Guard 
  2 
   
   
   
  Human Rabble 
  1 
   
  
  Picking List: Minis By Set 
  # 
  Name 
  Rarity 
  Set 
  Set# 
  5 
  Berbalang 
  Uncommon 
  DDMMM1 
  6 
  12 
  Blood Scarab 
  Common 
  DDMMM1 
  8 
  4 
  Bloodseeker Drake 
  Common 
  DDMMM1 
  9 
  4 
  Feygrove Choker 
  Uncommon 
  DDMMM1 
  14 
  7 
  Foulspawn Grue 
  Common 
  DDMMM1 
  15 
  5 
  Ghaele of Winter 
  Rare 
  DDMMM1 
  17 
  1 
  Githyanki Warrior 
  Rare 
  DDMMM1 
  18 
  4 
  Gnoll Huntmaster 
  Uncommon 
  DDMMM1 
  20 
  2 
  Goblin Delver 
  Uncommon 
  DDMMM1 
  21 
  7 
  Goblin Sharpshooter 
  Common 
  DDMMM1 
  22 
  3 
  Grimlock Minion 
  Common 
  DDMMM1 
  23 
  4 
  Kobold Wyrmpriest 
  Uncommon 
  DDMMM1 
  27 
  3 
  Orc Eye of Gruumsh 
  Rare 
  DDMMM1 
  31 
  1 
  Orc Terrorblade 
  Common 
  DDMMM1 
  32 
  2 
  Rust Monster 
  Uncommon 
  DDMMM1 
  33 
  2 
  Xen’drik Drow Stingblade 
  Rare 
  DDMMM1 
  38 
  2 
  Yuan-ti Fangblade 
  Uncommon 
  DDMMM1 
  40 
  1 
  Air Archon Zephyrhaunt 
  Rare 
  DDMMM2 
  2 
  1 
  Aurak Draconian 
  Rare 
  DDMMM2 
  3 
  3 
  Barghest Savager 
  Rare 
  DDMMM2 
  5 
  1 
  Bolraza, Priestess of Bane 
  Rare 
  DDMMM2 
  7 
  1 
  Doom Dreamer 
  Common 
  DDMMM2 
  11 
  1 
  Duergar Cleric of Asmodeus 
  Rare 
  DDMMM2 
  12 
  4 
  Duergar Guard 
  Common 
  DDMMM2 
  13 
  6 
  Earth Archon Rumbler 
  Rare 
  DDMMM2 
  14 
  8 
  Goblin Cutter 
  Common 
  DDMMM2 
  23 
  2 
  Hoard Scarab Larva Swarm 
  Common 
  DDMMM2 
  26 
  4 
  Human Rabble 
  Common 
  DDMMM2 
  27 
  2 
  Irontooth 
  Rare 
  DDMMM2 
  28 
  5 
  Minotaur Thug 
  Common 
  DDMMM2 
  29 
  4 
  Scarecrow Stalker 
  Common 
  DDMMM2 
  34 
  5 
  Slaad Spawn 
  Common 
  DDMMM2 
  36 
  3 
  Yochlol Tempter 
  Rare 
  DDMMM2 
  40 
  1 
  Adult Grey Dragon 
  Rare 
  DDMMM3 
  1 
  3 
  Bloodspike Behemoth 
  Rare 
  DDMMM3 
  5 
  5 
  Death Knight (Dragonborn Paladin) 
  Rare 
  DDMMM3 
  10 
  5 
  Deathrattle Viper 
  Common 
  DDMMM3 
  11 
  2 
  Goblin Skullcleaver 
  Common 
  DDMMM3 
  16 
  3 
  Gray Slaad 
  Uncommon 
  DDMMM3 
  18 
  3 
  Hobgoblin Hand of Bane 
  Rare 
  DDMMM3 
  21 
  2 
  Human Outrider 
  Uncommon 
  DDMMM3 
  22 
  2 
  Norker 
  Common 
  DDMMM3 
  27 
  4 
  Rat Swarm 
  Common 
  DDMMM3 
  28 
  1 
  Savage Minotaur 
  Uncommon 
  DDMMM3 
  31 
  7 
  Shardstorm Vortex 
  Uncommon 
  DDMMM3 
  32 
  8 
  Skeletal Tiefling 
  Common 
  DDMMM3 
  34 
  2 
  Specter 
  Uncommon 
  DDMMM3 
  36 
  3 
  Tiefling Necromancer 
  Rare 
  DDMMM3 
  37 
  3 
  Zombie Hulk 
  Uncommon 
  DDMMM3 
  40 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 4th Edition/Convention Specials/Lair of the Dread Witch.pdf