TEXT: Gold for Blood 
   
  For PCs level 7 
   
  While traveling north, you eventually end up in 
  Neverwinter, a large, bustling city that, while located in 
  an area of constant frigid cold, remains pleasantly warm 
  due to the fire elementals that make their home under the 
  river that flows through the city. The city itself is a 
  pleasant place, very accommodating to strangers; 
  especially those with money. A warm bed, hot meals, and 
  supplies await any with the means to afford them. 
   
  While staying the night in Neverwinter, the PCs are in a 
  tavern or inn having dinner. Along the wall near the front 
  door are dozens of small posters with hand-drawn faces. 
  Upon further inspection, these pages are wanted posters 
  displaying various criminals wanted by the law of 
  Neverwinter. Rewards are listed beneath each picture, 
  ranging anywhere from 400gp to 5000gp each. The only 
  catch is, most of the wanted criminals are required to be 
  brought back alive in order to face prosecution for their 
  crimes, and for the captors to receive the reward. 
   
  A man seated near the PCs speaks up, saying, “Ahh, 
  bounty-hunters! A nice living can be made hunting those 
  animals. Of course, the dangers are high, as most of those 
  hoodlums have escaped to Luskan to avoid being found. 
  That wretched city can have them as far as I’m concerned. 
  Nothing there but disease and death…and worse, if many 
  of the rumors are to be believed.” The man takes a deep 
  drink of his ale, and then goes on. “I suppose the rewards 
  merit the risks, but bounty-hunting in Luskan is like 
  getting yourself into a drinking contest with a dwarf… 
  you’re bound to end up on your back. Gangs of bandits, 
  demon-worshippers, undead, and worse roam those 
  abandoned streets, but…if you feel like committing 
  suicide, be my guest. Go talk to Sherriff Allwen and he’ll 
  be happy to give you all the details.” If asked, the man 
  will tell the PCs how to get to the Sherriff’s Office, which 
  is not too far away. 
   
  Luskan Knowledge Check: 
   
  Common Knowledge: Known well as the Cesspool of 
  the World, Luskan used to be a thriving port city. Now 
  the city lies in ruin, governed by rival gangs intent on 
  each other’s destruction. Disease runs rampant, and the 
  streets are infested by huge rats, undead, and often times 
  much more terrible creatures. 
   
  DC 15: Huge tracts of Luskan lie in ruins—four thousand 
  people inhabit a city built to accommodate ten times that 
  many. The port is now useless, crowded with the half 
  sunken hulks of the last ships unlucky enough to tie up 
  here. No central leadership, and nothing even remotely 
  resembling a city watch, exists. In the streets of Luskan, 
  one encounters rats and other vermin the size of horses, 
  roaming gangs collecting whatever meager spoils the 
  rubble might still yield, and dead people and animals 
  rotting in the streets or floating face down in the filthy, 
  disease-ridden Mirar River. 
  DC 20: Many years ago, Captain Deudermont of the 
  pirate hunter Sea Sprite broke the stranglehold of a 
  collection of pirates and evil wizards over Luskan to 
  briefly serve as governor. Deudermont’s reign was 
  short—the populace was too accustomed to the 
  corruption-as-usual practices of the former city masters. 
  The City of Sails ultimately fell back into the hands of the 
  surviving high captains, who immediately began to fight 
  among themselves. Within a decade all four had either 
  been killed or run off. 
   
  Left without any central government, even a corrupt one, 
  there was no hope left for Luskan. Rival gangs of thieves 
  and pirates have been fighting, street by street and alley 
  by alley, ever since. In the ensuing decades, numerous 
  attempts have been made by master thieves, pirate 
  captains, bandit kings, and monsters ranging from 
  kobolds to beholders to take control of the city, but 
  nothing resembling a government has stayed in power for 
  more than a few months. 
   
  The Proposition: 
   
  Sherriff Allwen is polite and greets the PCs with 
  handshakes. If asked about pursuing bounties, he looks 
  very concerned. “I’ve seen many adventurers who thought 
  they could get rich off the blood of Luskan’s criminals. 
  The few that survived decided to move on to less 
  dangerous types of work. But…if you really want to 
  pursue them, I will gladly pay for your troubles. Take 
  whatever pictures you need from the inn to help you 
  identify the criminals. Just keep in mind that most of them 
  have to be returned alive in order to collect a reward. You 
  might want to get yourselves a cage-wagon to help you 
  out. There’s nothing more aggravating than capturing a 
  bounty and having them escape before you can return 
  them. No crook equals no money. Best of luck!” 
   
  Cage Wagon 
  Large vehicle 
  HP 100 Space 2 squares by 2 squares Cost 60 gp 
  Cost With 2 Horses: 200 gp 
  AC 3; Fortitude 10, Reflex 3 
  Speed creature’s speed – 4 
  Creature-Drawn 
  A wagon is typically pulled by two Large creatures or one Huge 
  creature. The wagon takes an additional –2 penalty to its speed if 
  only one Large creature pulls it. A wagon built to accommodate a 
  team of four Large creatures gains an additional 2 squares of 
  movement when drawn by all four creatures. 
  Driver 
  A wagon’s driver sits at the front of the wagon. The rider must 
  hold the reins in at least one hand or else the wagon goes out of 
  control. 
  Load 
  One medium driver, 2 medium passengers, 6 medium captives. 
  Out of Control 
  An out-of-control wagon comes to a stop at the beginning of its 
  turn. At the DM’s discretion, the wagon might continue in a 
  random direction if the creatures that pull it are panicked or 
  attacked. 
   
  The PCs should be aware that the temperature in Luskan 
  and the surrounding areas are usually below freezing, and 
  to not take precautions against the cold will surely lead to 
  a painful, frozen death. 
   
  
  Overview 
   
  Sherriff Allwen shares with the PCs as much info as he 
  knows about the following criminals, and provides a map 
  and brief descriptive of Luskan. 
   
  Gerrin “Shade” Lowmoor 
   
  “Shade” is the leader of a nasty band of thieves and 
  assassins that used to be very active in Neverwinter. 
  Rumor has it that when he crossed into Luskan, he took 
  his band with him. The gang will defend Shade to the best 
  of their ability, but should the force against them be too 
  great, self-preservation will win out over loyalty, and they 
  will abandon Shade. 
   
  Level 7 Encounter: 
  6 Human Lackeys (XP 75 ea.) 
  3 Human Assassins (XP 250 ea.) 
  Shade Lowmoor  (XP 600) 
  Total XP: 1,800 
   
   
  Kast “Ember” Darkwater 
   
  Ember is a solitary human who escaped to Luskan to 
  avoid capture after setting fire to a very wealthy and 
  influential member of the ruling council of Neverwinter’s 
  home. Not particularly aggressive, Kast prefers to attack 
  from a distance, raining fire down his enemies, then 
  teleporting to a safe distance before his next attack. 
   
  Level 6 Encounter: 
  Kast Darkwater (XP 1,250) 
   
   
  Mallich “Saber” Grimwind 
   
  Saber was born bad, grew up bad, and by adulthood was 
  worse than bad. Banned from more cities than he’s even 
  visited, Saber has a nasty disposition, especially for an 
  Eladrin. Others of his race either disown him, or ignore 
  his existence altogether. After a particularly brutal slaying 
  in a tavern in Neverwinter, Saber was forced to flee. He 
  went to a city where he knew he would belong…Luskan. 
  Not long after arriving, he had acquired as many enemies 
  there as in Neverwinter, but several sought to serve the 
  murderer, acting as a sort of hit squad. Saber’s men will 
  fight to the death for him, because they know if they fail, 
  Saber himself will kill them. 
   
  Level 7 Encounter: 
  4 Human Assassins (XP 250) 
  Mallich “Saber” Grimwind (XP 600) 
   
   
   
   
   
   
  “Plague” Blacktooth 
   
  This brutal Orc embodies everything that is evil. A 
  merciless killer and raider, Blacktooth earned his nick-
  name by being just as devastating as his moniker. 
  Everywhere he goes, people end up dead. The bounty on 
  Blacktooth’s head has risen slowly but surely as he goes 
  from town to town, leaving misery and death in his wake. 
  Always alone, Blacktooth denies all who would wish to 
  side with him, preferring to kill by himself. Most who try 
  to befriend the Orc find themselves picking up their 
  entrails, or are never seen again. 
   
  Level 6 Encounter: 
  “Plague” Blacktooth (XP 1,250) 
   
  Entering the City of Anarchy: 
   
  The PCs should be reminded of the caliber of resident of 
  Luskan before leaving their wagon unsecured for too 
  long. The PCs will enter Luskan through the south gate at 
  Reaver’s Run. The smells of rot, trash, and pestilence 
  immediately overwhelm the PCs, who, if affected, will 
  suffer penalties. 
   
  Stench of Luskan 
  A thick wave of nauseous smells assault all who enter the 
  city. +8 vs. Fortitude; the target is dazed until the end of 
  their next turn (save ends), and weakened (save ends). 
   
  When the PCs recover (if needed), they get their first 
  good look at the City of Luskan. Broken cobblestones are 
  underfoot, piles of fly-swirling manure sit at irregular 
  intervals, and broken crates, boxes, and barrels lay strewn 
  about the street. The buildings on either side of the street 
  are in a severe state of dilapidation. It appears to the PCs 
  that it would be hazardous to as much as step foot into 
  one of them. Nevertheless, noises can be heard echoing 
  through the crumbling structures: footsteps, screams, 
  giggles, and crashing noises.  
   
  Finding Gerrin “Shade” Lowmoor 
   
  Ahead in the distance, the PCs can see the walls of 
  another smaller area with an opening facing them. As the 
  PCs approach the crumbling walls in front of them, they 
  should make a Perception Check (DC 15). A success 
  indicates that the PCs notice shadowy figures darting 
  between the buildings, seemingly following them. When 
  the PCs reach the opening of the smaller area, a voice 
  yells out to them: 
   
  “Strangers!” 
   
  Turning toward the voice, the PCs see a small group of 
  humans coming toward them. They immediately 
  recognize one of the group as Gerrin “Shade” Lowmoor. 
  He is near the rear of the group, which is still approaching 
  the PCs. Gerrin calls out to them: 
   
   
  
  “I’d say you look a bit out of place here. You must be 
  lost. That…or stupid. Now, I see you wish to pass through 
  here. Unfortunately for you, it will cost you 50 gold each. 
  The good news is, you only have to pay once…unless I 
  change my mind, of course, which has been known to 
  happen quite frequently.” 
   
  Whether the PCs agree to pay or not, the described 
  encounter with Gerrin “Shade” Lowmoor and his gang 
  takes place. 
   
  The PCs should be reminded that Shade must be returned 
  alive in order to claim the bounty on his head. A knockout 
  hit can be made to render him unconscious, where he can 
  then be loaded into the cage wagon. A search of his body 
  will reveal 100gp and lock-pick tools, aside from the 
  equipment listed in his stat block.  
   
  Finding the Rest of the Criminals 
   
  The direction the PCs go after the confrontation with 
  Shade is totally up to them. The locations of the other 
  criminals are as follows: 
   
  Kast “Ember” Darkwater: is at the far east end of 
  Setting Sun Street. When the PCs come close to his 
  hideout, Ember will make a preemptive attack in their 
  direction, throwing an Alchemist’s Fire bottle into the 
  street. This attack does not hit the PCs, but it does 
  explode, surprising them. They must make a Perception 
  Check (DC 15) to determine the direction the bottle was 
  thrown from. Success indicates the PCs realize it was 
  thrown from behind some crates near the end of the street, 
  at which time Ember steps out, and combat ensues. 
   
  Mallich “Saber” Grimwind: is hiding out on Cutlass 
  Island with his gang. As the PCs cross the small bridge 
  from Closeguard Island to Cutlass Island, they will be 
  attacked several times by Human Lackeys (described 
  above). When they reach Cutlass Island, Saber and his 
  gang will attack them. 
   
  “Plague” Blacktooth: is across the Mirar River near the 
  eastern corner close to the north gate. He is in a run-down 
  building which has been converted to his private quarters. 
  As the PCs wander around the area near his home, Plague 
  will attempt to hunt the PCs. To do this, he must make a 
  Stealth Check (DC is the PCs Perception). Success 
  indicates he can gain a surprise round of attack when he 
  does choose to initiate combat. Failure indicates the PCs 
  hear something. Another Perception Check by the PCs 
  (DC 15), will let them know exactly where they heard the 
  noise. Should they investigate, Plague will roar in fury 
  and attack immediately. 
   
   
   
   
   
   
   
   
  Random Encounters:  
   
  There is a constant 50% chance of a random encounter 
  taking place while in Luskan. The following are some of 
  the creatures possible encountered: 
   
  Level 8 Encounter (XP 1,750) 
  ✦ 2 zombie hulks (level 8 brute) 
  ✦ 2 rot scarab swarms (level 8 soldier) 
  ✦ 2 chillborn zombies (level 6 soldier) 
   
  Level 6 Encounter (XP 1,350) 
  ✦ 1 orc eye of Gruumsh (level 5 controller) 
  ✦ 2 orc berserkers (level 4 brute) 
  ✦ 4 orc warriors (level 9 minion) 
  ✦ 2 dire wolves (level 5 skirmisher) 
   
  Level 9 Encounter (XP 2,200) 
  ✦ 4 werewolves (level 8 brute) 
  ✦ 4 dire wolves (level 5 skirmisher) 
   
  Level 7 Encounter (XP 1,500) 
  ✦ 1 hobgoblin commander (level 5 soldier) 
  ✦ 1 hobgoblin warcaster (level 3 controller) 
  ✦ 5 hobgoblin soldiers (level 3 soldier) 
  ✦ 1 worg (level 9 brute) 
   
  Total XP for Criminals: 3,700 
  Total XP for Others: 8,250 
  Total XP: 11,950 
  Perfect Hunter Bonus: 2,050 
  Quest Completion Bonus: 500 XP per criminal (2000) 
  XP Grand Total: 16,000 
   
  Rewards: 7,000gp 
  Total GP: 20,000 each 
   
   
   
   
   
   
   
   
   
   
   
  The following pages are monster cards and handouts for 
  the PCs, including Wanted posters and maps of both 
  Neverwinter and Luskan. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Human Lackey                                           Level 7 Minion 
  Medium natural humanoid                                                     XP 75 
  Initiative +3 Senses Perception +4 
  HP 1; a missed attack never damages a minion. 
  AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule 
  Speed 6 
  m Club (standard; at-will) ✦ Weapon 
  +12 vs. AC; 6 damage. 
  Mob Rule 
  The human lackey gains a +2 power bonus to all defenses while 
  at least two other human lackeys are within 5 squares of it. 
  Alignment Any Languages Common 
  Str 16 (+6) Dex 11 (+3) Wis 12 (+4) 
  Con 14 (+5) Int 10 (+3) Cha 13 (+4) 
  Equipment leather armor, club 
   
  Human Assassin                                Level 6 Skirmisher 
  Medium natural humanoid                                                   XP 250 
  Initiative +10       Senses Perception +3 
  HP 46; Bloodied 23 
  AC 20; Fortitude 18, Reflex 19, Will 17 
  Speed 6 
  m Mace (standard; at-will) ✦ Weapon 
  +11 vs. AC; 1d10 + 4 damage, and the human bandit shifts 1 
  square. 
  r Dagger (standard; at-will) ✦ Weapon 
  Ranged 5/10; +11 vs. AC; 1d10 + 4 damage. 
  M Dazing Strike (standard; encounter) ✦ Weapon 
  Requires mace; +11 vs. AC; 1d10 + 4 damage, the target is 
  dazed until the end of the human bandit’s next turn, and the 
  human bandit shifts 1 square. 
  Combat Advantage 
  The human bandit deals an extra 1d6 damage on melee and 
  ranged attacks against any target it has combat advantage 
  against. 
  Alignment Evil         Languages Common 
  Skills Stealth +9, Streetwise +7, Thievery +9 
  Str 12 (+4) Dex 18 (+7) Wis 11 (+3) 
  Con 13 (+4) Int 10 (+3) Cha 12 (+4) 
  Equipment leather armor, mace, 4 daggers 
   
  Gerrin “Shade” Lowmoor         Level 7 Elite Skirmisher 
  Medium natural humanoid                                                   XP 600 
  Initiative +10       Senses Perception +5 
  HP 166; Bloodied 83 
  AC 23; Fortitude 19, Reflex 22, Will 20 
  Speed 6 
  Action Points: 1 
  m Rapier (standard; at-will) ✦ Weapon 
  +12 vs. AC; 2d6+5 damage, and Shade Lowmoor shifts 1 square. 
  r Dagger (standard; at-will) ✦ Weapon 
  Ranged 5/10; +12 vs. AC; 2d6+5 damage. 
  M Dazing Strike (standard; encounter) ✦ Weapon 
  Requires rapier; +12 vs. AC; 2d6+5 damage, the target is dazed 
  until the end of Shade Lowmoor’s next turn, and Shade shifts 1 
  square. 
  Combat Advantage 
  Shade Lowmoor deals an extra 1d6 damage on melee and 
  ranged attacks against any target he has combat advantage 
  against. 
  Alignment Unaligned       Languages Common 
  Skills Stealth +11, Streetwise +9, Thievery +10 
  Str 14 (+5) Dex 19 (+7) Wis 14 (+5) 
  Con 14 (+5) Int 16 (+6) Cha 17 (+6) 
  Equipment leather armor, rapier, 4 daggers 
   
   
   
   
   
   
   
  Kast “Ember” Darkwater               Level 6 Solo Artillery 
  Medium natural humanoid                                                XP 1,250 
  Initiative +9                  Senses Perception +6 
  HP 360; Bloodied 180 
  AC 20; Fortitude 18, Reflex 20, Will 20 
  Resist 10 fire 
  Speed 6 
  Action Points: 2 
  m Dagger (standard; at-will) ✦ Weapon 
  +13 vs. AC (+11 against a bloodied target); 1d4 + 2 damage. 
  r Alchemical Fire (standard; at-will) ✦ Fire 
  Ranged 10; +11 vs. Reflex; 2d8 + 4 fire damage, and ongoing 5 
  fire damage (save ends). 
  Cloak of Escape (immediate reaction, when Kast is hit by a 
  melee attack; at-will) ✦ Teleportation 
  Kast Darkwater teleports 5 squares. 
  Alignment Unaligned      Languages Common 
  Skills Bluff +15, Insight +11, Stealth +15 
  Str 15 (+5) Dex 20 (+8) Wis 16 (+6) 
  Con 18 (+7) Int 13 (+4) Cha 20 (+8) 
  Equipment dagger, alchemical fire 
   
  Mallich “Saber” Grimwind        Level 7 Elite Skirmisher 
  Medium natural humanoid (Eladrin)                                     XP 600 
  Initiative +10       Senses Perception +5 
  HP 166; Bloodied 83 
  AC 23; Fortitude 19, Reflex 22, Will 20 
  Speed 6 
  Action Points: 1 
  m Rapier (standard; at-will) ✦ Weapon 
  +12 vs. AC; 2d6+5 damage, and Saber shifts 1 square. 
  r Dagger (standard; at-will) ✦ Weapon 
  Ranged 5/10; +12 vs. AC; 2d6+5 damage. 
  M Dazing Strike (standard; encounter) ✦ Weapon 
  Requires rapier; +12 vs. AC; 2d6+5 damage, the target is dazed 
  until the end of Saber’s next turn, and Saber shifts 1 square. 
  Combat Advantage 
  Saber deals an extra 1d6 damage on melee and ranged attacks 
  against any target he has combat advantage against. 
  Alignment Evil       Languages Common, Elven 
  Skills Stealth +11, Streetwise +9, Thievery +10 
  Str 14 (+5) Dex 19 (+7) Wis 14 (+5) 
  Con 14 (+5) Int 16 (+6) Cha 17 (+6) 
  Equipment leather armor, rapier, 4 daggers 
   
  “Plague” Blacktooth                           Level 6 Solo Brute 
  Medium natural humanoid (orc berserker)                        XP 1,250 
  Initiative +3 Senses Perception +3; low-light vision 
  HP 560; Bloodied 280; see also warrior’s surge 
  AC 20; Fortitude 20, Reflex 20, Will 18 
  Speed 6 (8 while charging) 
  Action Points: 2 
  m Greataxe (standard; at-will) ✦ Weapon 
  +9 vs. AC; 2d8+4 damage (crit 2d8+16). 
  M Warrior’s Surge (standard, usable only while bloodied; 
  encounter) ✦ Healing, Weapon 
  The orc berserker makes a melee basic attack and regains 16 hit 
  points. 
  Alignment Chaotic evil Languages Common, Giant 
  Skills Endurance +10, Intimidate +6 
  Str 20 (+8) Dex 13 (+4) Wis 10 (+3) 
  Con 16 (+6) Int 11 (+3) Cha 12 (+4) 
  Equipment leather armor, greataxe 
   
   
   
   
   
   
   
   
  
  Zombie Hulk                                                 Level 8 Brute 
  Large natural animate (undead)                                          XP 350 
  Initiative +2 Senses Perception +3; darkvision 
  HP 88; Bloodied 44; see also rise again 
  AC 20; Fortitude 23, Reflex 17, Will 18 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 10 
  radiant 
  Speed 4 
  m Slam (standard; at-will) 
  Reach 2; +12 vs. AC; 2d8 + 5 damage. 
  M Zombie Smash (standard; recharge 6 ) 
  Reach 2; targets Medium size or smaller creature; +12 vs. AC; 
  4d8 + 5 damage, and the target is knocked prone. 
  Rise Again (the first time the zombie hulk drops to 0 hit points) 
  Make a new initiative check for the zombie hulk. On its next turn, 
  the zombie hulk rises (as a move action) with 44 hit points. 
  Alignment Unaligned Languages — 
  Str 21 (+9) Dex 6 (+2) Wis 8 (+3) 
  Con 18 (+8) Int 1 (–1) Cha 3 (+0) 
   
  Chillborn Zombie                                      Level 6 Soldier 
  Medium natural animate (cold, undead)                              XP 250 
  Initiative +5 Senses Perception +3; darkvision 
  Chillborn Aura (Cold) aura 2; any creature that enters or begins 
  its turn in the aura takes 5 cold damage. Multiple chillborn auras 
  deal cumulative damage. 
  HP 71; Bloodied 35; see also death burst 
  AC 22; Fortitude 20, Reflex 16, Will 16 
  Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 
  5 fire, 5 radiant 
  Speed 4 
  mSlam (standard; at-will) ✦ Cold 
  +11 vs. AC; 1d6 + 4 damage, and the target is immobilized until 
  the end of the chillborn zombie’s next turn and takes ongoing 5 
  cold damage (save ends); see also ice reaper. 
  C Death Burst (when reduced to 0 hit points) ✦ Cold 
  The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude; 
  2d6 + 2 cold damage, and the target is slowed (save ends). 
  Ice Reaper ✦ Cold 
  The chillborn zombie deals an extra 5 cold damage to an 
  immobilized creature. 
  Alignment Unaligned Languages — 
  Str 19 (+7) Dex 10 (+3) Wis 10 (+3) 
  Con 15 (+5) Int 2 (–1) Cha 6 (+1) 
   
  Rot Scarab Swarm                                    Level 8 Soldier 
  Medium shadow beast (swarm)                                           XP 350 
  Initiative +9 Senses Perception +7; darkvision 
  Swarm Attack aura 1; the rot scarab swarm makes a basic attack 
  as a free action against each enemy that begins its turn in the 
  aura. 
  HP 88; Bloodied 44 
  AC 22; Fortitude 21, Reflex 21, Will 19 
  Resist half damage from melee and ranged attacks; Vulnerable 
  10 against close and area attacks 
  Speed 8, climb 8 
  m Swarm of Mandibles (standard; at-will) ✦ Necrotic 
  +12 vs. Reflex; 1d8 + 5 necrotic damage, and ongoing 5 necrotic 
  damage (save ends). 
  Alignment Unaligned Languages — 
  Str 20 (+9) Dex 16 (+7) Wis 16 (+7) 
  Con 16 (+7) Int 1 (–1) Cha 11 (+4) 
   
   
   
   
   
   
   
   
   
   
  Orc Eye of Gruumsh            Level 5 Controller (Leader) 
  Medium natural humanoid                                                   XP 200 
  Initiative +6 Senses Perception +3; low-light vision 
  Wrath of Gruumsh aura 10; orcs in the aura can use death strike 
  (see below). 
  HP 64; Bloodied 32; see also warrior’s surge and death strike 
  AC 19; Fortitude 17, Reflex 14, Will 15 
  Speed 6 (8 while charging) 
  m Spear (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d8 + 3 damage. 
  M Warrior’s Surge (standard, usable only while bloodied; 
  encounter) ✦ Healing, Weapon 
  The eye of Gruumsh makes a melee basic attack and regains 16 
  hit points. 
  M Death Strike (when reduced to 0 hit points) 
  The orc makes a melee basic attack. 
  R Eye of Wrath (minor; at-will) ✦ Fear 
  Ranged 5; +8 vs. Will; the target takes a –4 penalty to AC (save 
  ends). 
  R Swift Arm of Destruction (standard; recharge 56 ) 
  ✦ Healing 
  Ranged 5; one orc within range makes a melee basic attack (as a 
  free action) and regains 15 hit points on a hit or 5 hit points on a 
  miss. 
  A Chaos Hammer (standard; encounter) ✦ Force 
  Area burst 1 within 10; +8 vs. Reflex; 2d6 + 3 force damage, and 
  the target is knocked prone. Miss: Half damage, and the target is 
  not knocked prone. 
  Alignment Chaotic evil Languages Common, Giant 
  Skills Endurance +10, Intimidate +10, Religion +7 
  Str 17 (+5) Dex 14 (+4) Wis 12 (+3) 
  Con 16 (+5) Int 11 (+2) Cha 17 (+5) 
  Equipment leather armor, fur cloak, spear 
   
  Orc Berserker                                              Level 4 Brute 
  Medium natural humanoid                                                  XP 175 
  Initiative +3 Senses Perception +2; low-light vision 
  HP 66; Bloodied 33; see also warrior’s surge 
  AC 15; Fortitude 17, Reflex 13, Will 12 
  Speed 6 (8 while charging) 
  m Greataxe (standard; at-will) ✦ Weapon 
  +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). 
  M Warrior’s Surge (standard, usable only while bloodied; 
  encounter) 
  ✦ Healing, Weapon 
  The orc berserker makes a melee basic attack and regains 16 hit 
  points. 
  Alignment Chaotic evil Languages Common, Giant 
  Skills Endurance +10, Intimidate +6 
  Str 20 (+7) Dex 13 (+3) Wis 10 (+2) 
  Con 16 (+5) Int 8 (+1) Cha 9 (+1) 
  Equipment leather armor, greataxe 
   
  Orc Warrior                                                Level 9 Minion 
  Medium natural humanoid                                                   XP 100 
  Initiative +3 Senses Perception +3; low-light vision 
  HP 1; a missed attack never damages a minion. 
  AC 21; Fortitude 19, Reflex 16, Will 16 
  Speed 6 (8 while charging) 
  m Battleaxe (standard; at-will) ✦ Weapon 
  +14 vs. AC; 6 damage. 
  Alignment Chaotic evil Languages Common, Giant 
  Str 17 (+6) Dex 11 (+3) Wis 10 (+3) 
  Con 15 (+5) Int 8 (+2) Cha 9 (+2) 
  Equipment leather armor, light shield, battleaxe 
   
   
   
   
   
  
  Dire Wolf                                             Level 5 Skirmisher 
  Large natural beast (mount)                                                XP 200 
  Initiative +7 Senses Perception +9; low-light vision 
  HP 67; Bloodied 33 
  AC 19; Fortitude 18, Reflex 17, Will 16 
  Speed 8 
  m Bite (standard; at-will) 
  +10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone 
  target. 
  Combat Advantage 
  The dire wolf gains combat advantage against a target that has 
  one or more of the dire wolf’s allies adjacent to it. If the dire 
  wolf has combat advantage against the target, the target is also 
  knocked prone on a hit. 
  Pack Hunter (while mounted by a friendly rider of 5th level or 
  higher; at-will) ✦ Mount 
  The dire wolf’s rider gains combat advantage against an enemy if 
  it has at least one ally other than its mount adjacent to the target. 
  Alignment Unaligned Languages — 
  Str 19 (+6) Dex 16 (+5) Wis 14 (+4) 
  Con 19 (+6) Int 5 (–1) Cha 11 (+2) 
   
  Werewolf                                                      Level 8 Brute 
  Medium natural humanoid (shapechanger)                        XP 350 
  Initiative +7 Senses Perception +11; low-light vision 
  HP 108; Bloodied 54 
  Regeneration 5 (if the werewolf takes damage from a silver 
  weapon, its regeneration doesn’t function on its next turn) 
  AC 20; Fortitude 20, Reflex 19, Will 18 
  Immune moon frenzy (see below) 
  Speed 6 (8 in wolf form) 
  m Greatclub (standard; at-will) ✦ Weapon 
  +12 vs. AC; 2d4 + 4 damage; see also blood rage. 
  m Bite (standard; at-will) ✦ Disease 
  +12 vs. AC; 1d6 + 4 damage, and the target takes ongoing 5 
  damage (save ends) and contracts moon frenzy (see below); see 
  also blood rage. 
  Blood Rage 
  The werewolf’s melee attacks deal 4 extra damage against a 
  bloodied target. 
  Change Shape (minor; at-will) ✦ Polymorph 
  A werewolf can alter its physical form to appear as a gray wolf or 
  a unique human (see Change Shape, page 280). It cannot use its 
  bite attack in human form and cannot make greatclub attacks in 
  wolf form. 
  Alignment Evil Languages Common 
  Skills Bluff +9, Insight +11, Intimidate +9, Nature +11 
  Str 19 (+8) Dex 16 (+7) Wis 14 (+6) 
  Con 18 (+8) Int 10 (+4) Cha 11 (+4) 
  Equipment leather armor, greatclub 
   
  Hobgoblin Soldier                                     Level 3 Soldier 
  Medium natural humanoid                                                   XP 150 
  Initiative +7 Senses Perception +3; low-light vision 
  HP 47; Bloodied 23 
  AC 20 (22 with phalanx soldier); Fortitude 18, Reflex 16, Will 16 
  Speed 5 
  m Flail (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d10 + 4 damage, the target is marked and slowed 
  until the end of the hobgoblin soldier’s next turn. 
  M Formation Strike (standard; at-will) ✦ Weapon 
  Requires flail; +7 vs. AC; 1d10 + 4 damage, and the hobgoblin 
  soldier shifts 1 square provided it ends in a space adjacent to 
  another hobgoblin. 
  Hobgoblin Resilience (immediate reaction, when the hobgoblin 
  soldier suffers an effect that a save can end; encounter) 
  The hobgoblin soldier rolls a saving throw against the effect. 
  Phalanx Soldier 
  The hobgoblin soldier gains a +2 bonus to AC while at least one 
  hobgoblin ally is adjacent to it. 
  Alignment Evil Languages Common, Goblin 
  Str 19 (+5) Dex 14 (+3) Wis 14 (+3) 
  Con 15 (+3) Int 11 (+1) Cha 10 (+1) 
  Equipment scale armor, heavy shield, flail 
  Hobgoblin Commander Level 5 Soldier (Leader) 
  Medium natural humanoid XP 200 
  Initiative +8 Senses Perception +5; low-light vision 
  HP 64; Bloodied 32 
  AC 21 (23 with phalanx soldier); Fortitude 21, Reflex 18, Will 19 
  Speed 5 
  m Spear (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d8 + 5 damage; see also lead from the front. If the 
  hobgoblin commander hits with an opportunity attack, it shifts 1 
  square. 
  C Tactical Deployment (minor; recharge 56 ) 
  Close burst 5; allies in the burst shift 3 squares. 
  Lead from the Front 
  When the hobgoblin commander’s melee attack hits an 
  enemy, allies gain a +2 bonus to attack rolls and damage rolls 
  against that enemy until the end of the hobgoblin commander’s 
  next turn. 
  Hobgoblin Resilience (immediate reaction, when the hobgoblin 
  commander suffers an effect that a save can end; encounter) 
  The hobgoblin commander rolls a saving throw against the effect. 
  Phalanx Soldier 
  The hobgoblin commander gains a +2 bonus to AC while at least 
  one hobgoblin ally is adjacent to it. 
  Alignment Evil Languages Common, Goblin 
  Skills Athletics +12, History +10, Intimidate +7 
  Str 20 (+7) Dex 14 (+4) Wis 16 (+5) 
  Con 16 (+5) Int 12 (+3) Cha 10 (+2) 
  Equipment scale armor, heavy shield, spear 
   
  Hobgoblin Warcaster Level 3 Controller (Leader) 
  Medium natural humanoid XP 150 
  Initiative +5 Senses Perception +4; low-light vision 
  HP 46; Bloodied 23 
  AC 17; Fortitude 13, Reflex 15, Will 14 
  Speed 6 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +8 vs. AC; 1d8 + 1 damage. 
  M Shock Staff (standard; recharge 456 ) ✦ Lightning, 
  Weapon 
  Requires quarterstaff ; +8 vs. AC; 2d10 + 4 lightning damage, and 
  the target is dazed until the end of the hobgoblin warcaster’s 
  next turn. 
  R Force Lure (standard; recharge 56 ) ✦ Force 
  Ranged 5; +7 vs. Fortitude; 2d6 + 4 force damage, and the target 
  slides 3 squares. 
  C Force Pulse (standard; recharge 6 ) ✦ Force 
  Close blast 5; +7 vs. Reflex; 2d8 + 4 force damage, and the target 
  is pushed 1 square and knocked prone. Miss: Half damage, and 
  the target is neither pushed nor knocked prone. 
  Hobgoblin Resilience (immediate reaction, when the hobgoblin 
  warcaster suffers an effect that a save can end; encounter) 
  The hobgoblin warcaster rolls a saving throw against the effect. 
  Alignment Evil Languages Common, Goblin 
  Skills Arcana +10, Athletics +4, History +12 
  Str 13 (+2) Dex 14 (+3) Wis 16 (+4) 
  Con 14 (+3) Int 19 (+5) Cha 13 (+2) 
  Equipment robes, quarterstaff 
   
  Worg                                                             Level 9 Brute 
  Large natural magical beast                                                XP 400 
  Initiative +7 Senses Perception +9; darkvision 
  Frightful Growl (Fear) aura 3; enemies in the aura take a –1 
  penalty to attack rolls, and allies in the aura gain a +1 power 
  bonus to attack rolls. 
  HP 120; Bloodied 60 
  AC 20; Fortitude 20, Reflex 18, Will 18 
  Speed 8 
  m Bite (standard; at-will) 
  +12 vs. AC; 2d6 + 5 damage, and ongoing 5 damage (save 
  ends). 
  Alignment Chaotic evil Languages Abyssal 
  Str 21 (+9) Dex 17 (+7) Wis 10 (+4) 
  Con 20 (+9) Int 7 (+2) Cha 16 (+7) 
  
  Wanted Posters: 
   
  WANTED FOR THIEVERY 
  in NEVERWINTER 
   
  Gerrin “Shade” Lowmoor 
   
  REWARD: 400 Gold 
  MUST BE RETURNED ALIVE 
   
   
  WANTED FOR ARSON 
  in NEVERWINTER 
   
  Kast “Ember” Darkwater 
   
  REWARD: 600 Gold 
  MUST BE RETURNED ALIVE 
   
   
   
   
   
   
   
   
  WANTED FOR MURDER 
  in NEVERWINTER 
   
  Mallich “Saber” Grimwind 
   
  REWARD: 1,000 Gold 
  MUST BE RETURNED ALIVE 
   
   
  WANTED FOR MASS MURDER 
  in NEVERWINTER 
   
  “Plague” Blacktooth 
   
  REWARD: 5,000 Gold 
  MUST BE RETURNED ALIVE 
   
   
   
   
   
  
   
   
   
   
   
   
  
  Luskan, the City of Anarchy 
   
   
   
  © Wizards of the Coast. Used With Permission. 
   
   
  The cesspool of the world, Luskan is a city stewing in its own rot. Once it was a thriving port anchoring 
  the northern end of the Trade Way, but decades of social unrest and rampant crime have left it largely 
  abandoned. Now Luskan is the exclusive territory of rival street gangs, monsters, and vermin. A middle-
  class citizen of Luskan would be a beggar in any other city in the North. 
   
  Thieves and other outlaws who flee justice from places such as Waterdeep are never pursued past the 
  gates of Luskan. No dungeon cell in another northern city could possibly be a worse fate. This sort of 
  “immigration” is primarily how the population replenishes itself. 
   
  Getting around in Luskan is an adventure. You never know if you’ll accidentally wander into the 
  territory of a blood-crazed gang of thieves, werewolves, or other creatures with death on their minds. 
   
   
  The Broken Bridges: All three of the great bridges that once spanned the Mirar River are smashed. 
  Attempts are occasionally made to repair them, sometimes with just a few ropes—so that the gang 
  responsible for the repairs can charge a toll to cross. In the chaos of the City of Anarchy, these makeshift 
  crossings never last long. Diving into the filthy, disease-laden, monster-infested river is attempted only 
  by the desperate or the insane. Most Luskars content themselves with staying on their side of the 
  waterway. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Implement Games/Gold for Blood.pdf