TEXT: B O N E S  O F  I R O N F O R G E
  1
  World of Warcraft® The Roleplaying Game © 2006 Blizzard Entertainment, Inc.  All Rights Reserved. Permission granted to photocopy for personal use only.
  You’ve clicked those units and completed those 
  quests online. Now is your chance to make Azeroth 
  and the stories of its heroes and epic battles 
  truly come alive. With World of Warcraft: The 
  Roleplaying Game (or just WoW RPG), you can 
  explore the world of Warcraft at your tabletop, in 
  sagas of your own making. 
  The WoW RPG is a tabletop roleplaying game, 
  also called a pen-and-paper roleplaying game. 
  Imagine you and a bunch of your friends, sitting 
  around a table, eating pizza, drinking sodas, and 
  inventing stories set in the Warcraft world. That’s 
  what the WoW RPG is all about. Each player creates 
  a character that represents his alter ego on Azeroth, 
  much like in the World of Warcraft computer game, 
  except for one player: the Game Master. The Game 
  Master (or GM) controls everything except the 
  other players’ characters. 
  The Open Gaming License 
  World of Warcraft: The Roleplaying 
  Game uses the Open Gaming License (OGL), 
  created by Wizards of the Coast. The WoW 
  RPG, therefore, is fully compatible with the 
  world’s most popular tabletop roleplaying 
  game — and with just about any other 
  game that makes heavy use of a 
  funny-sided die called a d20.
  Unlike the World of Warcraft computer game, in 
  the WoW RPG there are no limits to the feats you 
  can accomplish, the maneuvers you can attempt, 
  and the lands you can explore. That is the power 
  of tabletop roleplaying games: If you can imagine 
  it, you can create it. And the imagination is a more 
  powerful video card than anything Silicon Valley 
  can create.
  To play World of Warcraft: The Roleplaying 
  Game, one player in your group needs the WoW 
  RPG core book. That’s it. The WoW RPG book 
  is a complete game, containing everything you 
  Welcome to World of Warcraft: The Roleplaying Game! “Bones of Ironforge” is an introductory 
  scenario meant to introduce new players to the game and give experienced players a bit of simple, monster-
  bashing fun. If you’ve never even heard of a roleplaying game before, this adventure is the best place to 
  start. All the information you need to play is included in here, so you don’t even have to spend money to 
  have fun!
  WHAT IS WORLD OF WARCRAFT: THE 
  ROLEPLAYING GAME?
  need to create epic characters and forge your own 
  legends in the Warcraft world. The other books 
  provide additional options: more character types to 
  play, more loot to discover, more foes to overcome, 
  and more lands to explore.
  Azeroth will never be the same!
  Players and GMs
  Two types of players exist in WoW RPG: players 
  and Game Masters. A player controls a hero, his 
  alter ego in the game world. This hero can be 
  anything the player envisions, from a potion-
  brewing troll witch doctor to a goblin in a giant suit 
  of steam armor. The player roleplays his hero and 
  decides his actions.
  
  B O N E S  O F  I R O N F O R G E
  2
  The Game Master has a much larger job. The players 
  control the heroes (also called player characters, or PCs); 
  the GM controls everything else. He controls the heroes’ 
  opponents, the townsfolk, and all the other people with 
  whom the heroes interact (called nonplayer characters, or 
  NPCs). He also controls the world, including the weather, 
  the seasons, and the adventures that are available. He is 
  the driving force behind the game.
  When you get together to play “Bones of 
  Ironforge,” have one player volunteer to be the 
  GM. The other players control heroes.
  Dice
  The WoW RPG uses a variety of funny-
  sided dice, available in any hobby game store. 
  A “d20” is a twenty-sided die. Similarly, a d4 
  is a four-sided die, a d6 is a six-sided die, and 
  so on.
  “2d4” means roll two d4s and add the results 
  together. “2d6+5” means roll two six-sided 
  dice, add the results together, and then add 
  5.
  THE HEROES
  Included in this adventure (starting on page 8) 
  are six heroes who take part in “Bones of Ironforge.” 
  Each player (besides the GM) selects one of these 
  heroes to play. The heroes are members of the 
  Alliance and are:
  • Botrek Pahno, human warrior.
  • Cerise Moonrain, night elf druid.
  • Maith’hal, high elf mage.
  • Jarlath Brewbelly, Bronzebeard dwarf paladin.
  • Widge Whistlevalve, gnome tinker.
  • Yinny, human rogue.
  Once you select a hero, take that hero’s character 
  sheet. The character sheets provide important statistics 
  as well as descriptions of the heroes’ special abilities 
  and spells. On pages 6 and 7 of this document is an 
  explanation of the game’s basic rules, which you need 
  to know in order to play. It’s a good idea to print out a 
  copy of the basic rules for each player.
  THE ADVENTURE
  If you are not the GM, you should stop reading 
  here. Pages 2 through 5 of this document contain 
  information for the GM’s eyes only, and reading it 
  would spoil the surprise.
  If you are the GM, this section is for you. Read it 
  thoroughly and be familiar with it before you run 
  your players through “Bones of Ironforge.”
  You should also read the information on pages 6 and 
  7 to familiarize yourself with the game’s basic rules.
  Adventure Background
  Two years ago, Molus, an ambitious and cruel 
  individual, began making efforts to serve the 
  Burning Legion. He hoped the demons would be 
  pleased and reward him with greater power. To 
  that end, he now seeks to establish a secret base 
  near Ironforge to further the Legion’s goals. He 
  used magic to disguise himself as a Bronzebeard 
  dwarf and headed to Khaz Modan to search for an 
  appropriate spot. After a few days, he discovered 
  a cave that was perfect for his purposes. Natural 
  geography hid it from the eyes of travelers and 
  explorers, and it was large enough to comfortably 
  house a small army of nascent warlocks and to carry 
  out his experiments. 
  However, a problem presented itself: The cave 
  was already in use. A necromancer, Toren Snapjoint, 
  was in the cave. Toren had two acolytes with him 
  as well. Molus kept tabs on Toren for a couple of 
  weeks, and saw him raid the local graveyards and 
  animate the dead as skeletons. Toren also slew some 
  traveling dwarves, but Molus managed to hide the 
  bodies before anyone discovered them.
  Molus seethed. Toren was a direct rival for his 
  favored location. Not only that, he was sloppy; Molus 
  knew that, if Toren wasn’t careful, Ironforge would 
  soon discover his dealings and would be on high alert 
  for other dark magic. Plus, Toren was a servant of the 
  Scourge — which betrayed Molus’s masters in the 
  Burning Legion.
  Molus had one option: Destroy Toren, quickly 
  and quietly, and take the necromancer’s cave 
  as his base. Molus didn’t relish the idea of 
  facing Toren alone, though. He needed a 
  bunch of willing dupes to go in and take care 
  of the problem for him.
  
  B O N E S  O F  I R O N F O R G E
  3
  Getting a Player In On It
  If you would like to inject a bit more 
  roleplaying, intrigue, and betrayal into this 
  adventure, perhaps one of the heroes is 
  working for Molus. The hero is an ally or 
  friend of Molus, or maybe Molus just paid her 
  a large sum of money to betray her comrades.
  If you would like to go this route, talk to 
  one of the players in private before beginning 
  the adventure. You might ask for a volunteer 
  (“Do any of you feel like doing some extra 
  roleplaying?”) or you might select the player 
  who is most likely to be amenable to this 
  course of action.
  Explain the circumstances to your player. 
  The player’s hero is a traitor, and while 
  she ﬁghts alongside the other heroes in the 
  adventure’s ﬁrst encounter, when Molus and 
  his cronies appear, the traitorous character 
  turns on her allies.
  Be aware that this situation makes the 
  ﬁnal encounter more deadly, because the 
  heroes lose an ally and gain an enemy at the 
  same time. Consider reducing the number of 
  Molus’s lackeys or eliminating them entirely.
  Adventure Synopsis
  “Bones of Ironforge” proceeds as follows:
  • The disguised Molus Blackborn asks the heroes 
  to break into a necromancer’s secret lair and destroy 
  him.
  • The heroes enter the cave and, in a pitched 
  battle, defeat Toren, his acolytes, and his undead 
  servants.
  • Molus enters the cave, no longer disguised, with 
  some hired muscle. He attacks the heroes, who are 
  weakened from their previous encounter.
  • The heroes manage to defeat Molus, but it’s a 
  tough ﬁght.
  Enter the Heroes
  The adventure begins when Molus, disguised 
  as a Bronzebeard dwarf, approaches the heroes in 
  Ironforge with a mission. When you are ready to 
  begin, read or paraphrase the following:
  You are wandering around Ironforge when a 
  blond dwarf approaches you.
  “Greetings,” says the dwarf. “I am Lugni 
  Scopewol.” He looks nervous. “You look like a 
  group of people who can take of yourselves. Listen.” 
  He steps closer and lowers his voice. “I believe 
  that a necromancer lurks close to Ironforge. In a 
  cave not far from here. I was looking for ore in the 
  mountains, and I saw a couple walking skeletons 
  and a ﬁgure in a dark robe with a staff. Someone 
  needs to go in there and kill him! I would tell the 
  authorities, but….” He looks abashed. “Well, to tell 
  you the truth, I’ve reported similar ﬁndings to the 
  guards in the past few months, and they turned out 
  to be nothing. So now I don’t think anyone would 
  believe me. This time, though, I’m positive I saw 
  undead! Please, won’t you be heroes and defeat this 
  menace before it threatens Ironforge?”
  If the heroes ask for gold, “Lugni” promises 
  them 100 gold pieces each if they defeat the 
  necromancer.
  From Ironforge, it is a few hours’ hike to the 
  cave.
  The Cave
  The cave is large, with several levels to it. Feel free 
  to use whatever map, grid, or battlemat you like for 
  the cave; its exact appearance doesn’t matter. (Ideally, 
  use a map with inch-wide squares that count as 5 
  feet each.) The more terrain features it has (pillars of 
  stone, multiple levels, slopes, and the like), the more 
  interesting the encounter is likely to be.
  Within the cave are Toren Snapjoint, two 
  apprentice necromancer acolytes, and a number of 
  skeletal warriors. (The exact number of skeletons 
  depends on the number of heroes; 1–2 skeletons per 
  hero is about right.) When the heroes enter the cave, 
  have everyone roll for initiative. (An initiative roll is a 
  d20 plus your Agility modiﬁer; see the basic rules for 
  more information.) The heroes and villains then act 
  in order of initiative (highest to lowest) until everyone 
  has a turn; then a new round begins. Characters keep 
  the same initiative score from round to round.
  On a character or creature’s turn, he gets to 
  take one standard action and one move action, as 
  described in the basic rules.
  Use the following statistics for the villains:
  Toren Snapjoint: human; hp 20; AC 13, touch 
  11, ﬂat-footed 12; initiative +1; speed 30 ft.; 
  Atk +1 melee (1d6–1, quarterstaff) or +2 melee 
  (touch); Str 8, Agy 12, Sta 11, Int 16, Spt 13, Cha 
  14; Fort +1, Ref +2, Will +5.
  Spells (4/4/3/2; save DC 13 + spell level): Toren can 
  cast four 0-level, four 1st-level, three 2nd-level, and two 
  3rd-level spells. He can choose from the spells below, 
  and can cast them in any combination he wishes.
  
  B O N E S  O F  I R O N F O R G E
  4
  0—touch of fatigue (touch; target makes a Will 
  save or takes –1 to hit, damage, and AC for 5 
  rounds).
  1st—lesser shadow bolt (150-ft. range; 2d4 damage; 
  half on a Reﬂex save).
  2nd—summon undead II (35-ft. range; turns a 
  corpse or destroyed skeleton into a skeleton).
  3rd—death coil (35-ft. range; 2d8+5 damage or heals 
  a skeleton for 2d8+5; half damage on a Will save).
  Special Ability—Death Touch: One time, as a standard 
  action, Toren can deliver a death touch. If he touches 
  his opponent, roll 5d6. If the total is equal to or greater 
  than the target’s current hit points, it dies.
  Feats and Skills: Craft Wondrous Item, Scribe 
  Scroll, Toughness, Weapon Focus (touch).
  Gear: Quarterstaff, bracers of armor +2, potion of 
  cure light wounds (standard action to drink; restores 
  1d8+1 hp).
  Acolytes (2): human; hp 10; AC 11, touch 11, 
  ﬂat-footed 10; initiative +1; speed 30 ft.; Atk +0 
  melee (1d6–1, quarterstaff) or +0 melee (touch); 
  Str 8, Agy 12, Sta 11, Int 16, Spt 13, Cha 14; Fort 
  +0, Ref +1, Will +4.
  Spells (4/3; save DC 13 + spell level): Each 
  acolyte can cast four 0-level and three 1st-level 
  spells. She can choose from the spells below, and 
  can cast them in any combination she wishes.
  0—touch of fatigue (touch; target makes a Will save or 
  takes –1 to hit, damage, and AC for 5 rounds).
  1st—lesser shadow bolt (150-ft. range; 2d4 damage; 
  half on a Reﬂex save).
  Special Ability—Death Touch: One time, as a 
  standard action, each acolyte 
  can deliver a death touch. If she 
  touches her opponent, roll 2d6. 
  If the total is equal to or greater 
  than the target’s current hit 
  points, it dies.
  Feats and Skills: Scribe 
  Scroll, Toughness.
  Gear: Quarterstaff, potion of cure 
  light wounds standard action to 
  drink; restores 1d8+1 hp).
  Skeletal 
  Warriors: 
  hp 6; AC 21, touch 12, 
  ﬂat-footed 19; initiative 
  + 6 ; 
  speed 30 ft.; Atk +1 
  melee 
  (1d8+1/19–
  20, longsword); Str 
  12, Agy 14, Sta —, 
  I n t 
  —, Spt 10, Cha 1; Fort +0, Ref 
  +2, Will +2.
  Special Ability—Damage Reduction: Bludgeoning 
  weapons (like Maith’hal’s quarterstaff, Jarlath’s 
  hammer, and Widge’s club) deal full damage to 
  skeletal warriors. Piercing and slashing weapons 
  (like the rest of the heroes’ weapons) deal their 
  normal damage –5, to a minimum of 0.
  Feats and Skills: Improved Initiative.
  Gear: Longsword, breastplate, heavy steel shield.
  The Warlock Arrives
  After the battle, give the heroes a few rounds 
  to heal themselves and search the bodies. (If the 
  players don’t seem like they want to heal each other, 
  mention that the heroes hear footsteps coming from 
  somewhere.) Toren’s bracers of armor grant +2 AC 
  to an unarmored hero. Each necromancer’s potion 
  of cure light wounds allows a hero to recover 1d8+1 
  hit points.
  Soon, Molus arrives. Read or paraphrase the 
  following.
  You hear the sound of boots, loud, on the stone 
  ﬂoor. Entering the cavern are several orcs, of all 
  things, in the midst of whom is Lugni Scopewol, 
  the dwarf who asked you to come here to slay the 
  necromancer. Lugni surveys the scene.
  “Well done, heroes,” he booms. “That 
  necromancer was far too sloppy to be allowed free 
  
  B O N E S  O F  I R O N F O R G E
  5
  Special Ability—Lesser Firebolt: Five times, 
  as a standard action, the imp can hurl a lesser 
  firebolt at any character within 110 feet. The 
  firebolt hits automatically and deals 1d4 points 
  of damage (half on a DC 13 Reflex save). If 
  the target fails the save, it takes 1 point of 
  damage each round for the next 4 rounds.
  Feats 
  and 
  Skills: 
  Improved 
  Initiative, 
  Toughness.
  Orc Thugs: hp 17; AC 13, touch 7, flat-
  footed 13; initiative –1; speed 30 ft.; Atk +5 
  melee (1d8+3/x3, battleaxe); Str 16, Agy 8, 
  Sta 18, Int 9, Spt 13, Cha 11; Fort +7, Ref 
  –1, Will +3.
  Special Ability—Rage: Orcs have the ability to rage 
  once per day. These orcs are assumed to enter the 
  battle raging. If the battle lasts more than 7 rounds, 
  the orcs’ rage ends; they take a –3 penalty on attack 
  and damage rolls, a –1 penalty on Reﬂex saves, a –2 
  penalty on Fortitude and Will saves, and lose 4 hit 
  points, though they gain a +1 bonus to AC. After 
  the orcs’ rage ends, they cannot charge.
  Special Ability—Animosity: Orcs have a +1 
  bonus on attack rolls to hit humans (Botrek 
  and Yinny).
  Gear: Battleaxe, chain shirt, heavy wooden 
  shield.
  Ending the Adventure
  After the heroes defeat Molus, they triumph, and 
  the adventure ends. In a real World of Warcraft 
  RPG campaign, the heroes would then move on 
  to a new adventure, spending their careers battling 
  foul creatures, engaged in political machinations, 
  uncovering ancient secrets, and doing anything else 
  you can think of. As long as you and your friends 
  wish to play, the adventures never end!
  rein. Thank you for serving me, but I’m afraid I 
  can’t let you leave.” He throws his arms wide, and 
  his face melts away, as does his simple clothing; in 
  a moment, Lugni Scopewol is gone, replaced by a 
  pale ﬁgure with an orange beard and sparking eyes 
  — a Dark Iron dwarf. From behind him scampers 
  an imp trailing green ﬁre.
  Molus, his imp minion, and his servants attempt 
  to destroy the heroes. Roll for initiative, then get 
  to it!
  Molus Blackborn: hp 17; AC 13, touch 11, ﬂat-
  footed 12; initiative +1; speed 20 ft.; Atk +1 melee 
  (1d6–1, quarterstaff) or +3 ranged (touch); Str 8, 
  Agy 12, Sta 11, Int 16, Spt 13, Cha 14; Fort +1, 
  Ref +2, Will +5.
  Spells (4/4/3; save DC 13 + spell level): Molus 
  can cast four 0-level, four 1st-level, and three 2nd-
  level spells. He can choose from the spells below, 
  and can cast them in any combination he wishes.
  0—acid splash (35-ft. range, touch attack; 1d3 
  damage).
  1st—lesser demon skin (Molus gains +1 AC and 
  +6 hp).
  2nd—orb of annihilation (35-ft. range, touch 
  attack; 4d8 damage, those within 5 ft. of target take 
  1d8 but half on a Reﬂex save).
  Feats and Skills: Augment Summoning, Craft 
  Wondrous Item, Scribe Scroll, Toughness, Weapon 
  Focus (touch).
  Gear: Quarterstaff, bracers of armor +2.
  Imp: hp 7; AC 17, touch 14, ﬂat-footed 15; 
  initiative +6; speed 20 ft.; Atk +2 melee (1d3–1, 
  claw); Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 15; 
  Fort +2, Ref +4, Will +0.
  Let’s Get to Fightin’!
  If you enjoyed “Bones of Ironforge,” maybe you’d like to play the real thing. Get it, and more 
  information, at www.warcraftrpg.com. 
  About the Author
  Luke Johnson is the developer for the World of Warcraft the Roleplaying Game line. He 
  is a freelance writer and game designer, and his work appears in products from Wizards of the 
  Coast, Goodman Games, and many others. Please feel free to check out his website at www.
  lukejohnson.com.
  
  B A S I C  R U L E S
  6
  BASIC RULES
  Welcome to the World of Warcraft Roleplaying 
  Game! The game’s entire rules occupy many books, 
  so this section is necessarily brief.
  Determining Success 
  and Failure
  The core of the rules’ system is a twenty-sided 
  die (a d20). To determine if an action succeeds, you 
  roll a d20 and add some number. If your total equals 
  or exceeds a certain number (the number — often 
  called the Difﬁculty Class, or DC — depends on 
  the action), you succeed.
  Combat
  In combat, the ﬁrst thing each player does 
  is roll for initiative (d20 + your initiative 
  bonus). This determines the order in 
  which you act.
  Each round, each character 
  takes a turn. On your turn, 
  you can perform one move 
  action and one standard 
  action. If you like, you 
  can perform a second 
  move action instead of a 
  standard action. You can 
  take any number of free 
  actions on your turn.
  Free Action: Some 
  characters have special 
  abilities 
  that 
  are 
  free actions, such as 
  shouting (Botrek the 
  warrior) or activating 
  an aura (Jarlath the 
  paladin).
  Move Action: You 
  move up to your 
  speed. One inch is 
  5 feet. A standard 
  battlegrid has 1-inch 
  squares.
  Standard Action: 
  You attack or cast a 
  spell.
  F u l l - R o u n d 
  Action: A couple of 
  characters (Yinny the rogue and Widge the tinker) 
  have special abilities that take full-round actions. 
  Any character can charge (see below), which is also 
  a full-round action. A full-round action uses both 
  your move and standard actions, but you can still 
  move 5 feet.
  Attacking
  To make an attack, roll a d20 and add your attack 
  bonus. If your roll is equal to or better than your 
  target’s AC (Armor Class), you hit and deal damage 
  as appropriate for your weapon (listed on your 
  character sheet or in a bad guy’s description). The 
  target loses that many hit points. If you drop to 0 
  hit points, you fall unconscious (and lose 1 hit 
  point each round until you die at –10).
  Critical Hits: If your attack roll is a natural 
  20 (or, for some weapons, a 19 or 20), you 
  threaten a critical hit. Make another 
  attack roll. If that roll is also 
  equal to or better than your 
  opponent’s AC, you score 
  a critical hit. Roll damage 
  twice (or three times, for 
  some weapons).
  Flanking: If you and 
  an ally are on exactly 
  opposite sides of an 
  opponent, you ﬂank 
  that opponent. Each 
  of you gets a +2 bonus 
  to hit that opponent.
  Charging: As a full-
  round action, you can 
  charge 
  an 
  opponent. 
  You must move at least 
  10 feet in a straight line 
  to the closest square 
  adjacent to the opponent, 
  and 
  you 
  cannot 
  pass 
  through obstacles or other 
  characters. You can move 
  up to twice your speed on a 
  charge. You gain a +2 bonus 
  to hit, but take a –2 penalty 
  to AC for 1 round. (You 
  can’t take a 5-foot step 
  in the same round you 
  make a charge.)
  
  B A S I C  R U L E S
  7
  Ranged Attacks: Ranged attacks work the 
  same way as melee attacks, save that intervening 
  obstacles and creatures make your target harder to 
  hit. Also, if your target is engaged in melee combat, 
  you take a –4 penalty to hit him.
  Attacks of Opportunity
  If you are armed with a melee weapon, you 
  threaten all squares adjacent to you. 
  An opponent who moves out of 
  one of these squares provokes 
  an attack of opportunity — 
  you get a free attack against 
  him. Each character can 
  make only one attack of 
  opportunity per round.
  If you move only 5 
  feet in a round, you do 
  not provoke attacks.
  If you cast a spell in a 
  threatened square, you 
  provoke an attack. You can 
  avoid provoking this attack 
  by making a Concentration 
  check (d20 + your Concentration 
  skill modiﬁer) (the DC equals 15 + 
  the spell’s level).
  Hero Points
  Each character has a single hero point. You can 
  spend this hero point in one of the following ways:
  • To add +20 to any d20 roll. You must spend 
  the hero point before rolling the die. If you spend a 
  hero point on an attack roll, and the attack would 
  have hit without the hero point, you deal double 
  damage.
  • You can take a turn when it isn’t your turn. 
  This is a bonus turn; you get a move and a standard 
  action.
  • You can add +20 to a spell’s save DC as you 
  cast it.
  • You can add +20 to your AC against a single 
  attack.
  • Certain characters (Botrek the warrior and 
  Jarlath the paladin) have other uses for hero 
  points.
  Saving Throws
  You make a saving throw to avoid some unpleasant 
  effect, like a hostile spell. Three types of saving 
  throw exist: Fortitude, Reﬂex, and Will. To 
  make a saving throw, roll a d20 and 
  add your saving throw bonus of 
  the appropriate type (listed on 
  your character sheet or in 
  a bad guy’s description). 
  When an effect allows a 
  saving throw, it speciﬁes 
  which type (Fort, Ref, 
  or Will) you use and 
  the saving throw’s DC. 
  Saving throws against 
  spells have a DC of some 
  number plus the spell’s 
  level. For example, Toren 
  Snapjoint’s lesser shadow bolt 
  spell deals only half damage if 
  you make a Reﬂex save against it. 
  The DC is 13 + spell level, or, in this 
  case, 14. 
  Feats and Skills
  In World of Warcraft: The Roleplaying Game, 
  everyone has feats and skills that describe interesting 
  things they can do. Most of these feats and skills do 
  not come into play in “Bones of Ironforge,” but they 
  are included on the character sheets and in the bad 
  guys’ descriptions for completeness. (And so players 
  familiar with the game don’t get confused.)
  The Environment
  You can interact with the environment. You 
  can try to jump across gaps, shove boulders onto 
  opponents, and the like. The speciﬁcs are up to the 
  Game Master.
  
  T H E  C H A R A C T E R S
  8
  Cerise Moonrain
  Female Night  
  Elf Druid
  Hit Points: 20 
  AC: 15, touch 11, ﬂat-footed 14
  Initiative: +1 
  Speed: 30 ft. 
  Hero Point: 1
  Atk: +6 melee (1d8+1/19–20, longsword)
  Abilities: Str 14, Agy 13, Sta 10, Int 12, Spt 20, 
  Cha 10
  Saves: Fort +3, Ref +2, Will +8
  Spells
  You can cast four 0-level, four 1st-level, and two 2nd-
  level spells. You can choose from the spells below, and 
  can cast them in any combination you wish.
  0-LEVEL
  • Cure Minor Wounds (touch; heals 1 hp)
  • Detect Magic (detect magic auras in an area)
  1st-LEVEL
  • Cure Light Wounds (touch; heals 1d8+3 hp)
  • Lesser Mark of the Wild (30-ft. range; target 
  gains +4 AC)
  • Roar (allies within 50 ft. gain +1 to hit and 
  damage for 3 rounds)
  2nd-LEVEL
  • Cure Moderate Wounds (touch; heals 2d8+3 
  hp)
  • Moonﬁre (90-ft. range; 1d8+3 damage, plus 
  2/round for 3 rounds on a failed DC 15 Fort save).
  Special Abilities
  Wild Domain: You can cast roar once, in addition 
  to the spells you can already cast.
  Potion of Cure Moderate Wounds: As a standard 
  action, a character can drink this potion to regain 
  2d8+3 hit points.
  Feats, Skills, and Gear
  Feats: Brew Potion, Martial Weapon Proﬁciency 
  (longsword), and Spell Penetration.
  Skills: Concentration +6, Listen +13, Knowledge 
  (nature) +11, Spellcraft +7, Survival +15.
  Gear: Masterwork longsword, +2 leather armor, 
  potion of cure moderate wounds, spell component 
  pouch.
  Note: Cerise is a lone druid (a variant class from 
  the forthcoming Alliance Player’s Guide), which 
  is why she doesn’t have an animal companion. 
  Instead, she has the prowess of stinging rain ability, 
  which improves her attack bonus.
  Botrek Pahno
  Male Human  
  Warrior
  Hit Points: 29
  AC: 17, touch 10, ﬂat-footed 17 
  Initiative: +2 
  Speed: 20 ft. 
  Hero Point: 1
  Atk: +9 melee (2d6+6/19–20, greatsword)
  Abilities: Str 18, Agy 14, Sta 13, Int 12, Spt 12, 
  Cha 10
  Saves: Fort +4, Ref +3, Will +2
  Special Abilities
  Shouts: Three times, as a free action, you 
  can issue a shout. Each time, you can choose 
  one of the following shouts. A shout affects 
  the 30-foot radius around you and lasts for 1 
  round. 
  You can spend a hero point to shout one 
  additional time. If you do, the shout’s range 
  and duration double.
  Battle Shout: Allies gain a +2 bonus on 
  damage rolls.
  Challenging Shout: Living enemies must 
  make DC 11 Will saves or they can make 
  melee attacks against only you. They can still 
  make ranged attacks and cast spells at your 
  allies.
  Demoralizing Shout: Living enemies take a 
  –2 penalty on damage rolls.
  Furious Charge: In addition to the normal 
  effects of charging (see pg. 6), you also gain 
  a +2 bonus to damage and can use a shout 
  for free (it does not count against your shout 
  limit) when you reach the enemy.
  You can spend a hero point when you charge. 
  If you do, you gain a +4 bonus to hit and 
  damage (instead of +2) and take no penalty 
  to your AC.
  Feats, Skills, and Gear
  Feats: Battle Shout, Challenging Shout, 
  Demoralizing Shout, Furious Charge, and 
  Weapon Focus (greatsword).
  Skills: Climb +5, Diplomacy +2, Gather 
  Information +2, Intimidate +6, Jump +5, 
  Knowledge (nobility and royalty) +3, Listen 
  +4.
  Gear: +1 greatsword, masterwork half-
  plate.
  World of Warcraft® The Roleplaying Game © 2006 Blizzard Entertainment, Inc.  All Rights Reserved. Permission granted to photocopy for personal use only.
  
  C H A R A C T E R S
  9
  Jarlath Brewbelly
  Male Bronzebeard 
  Dwarf Paladin
  Hit Points: 41 
  AC: 23, touch 11, ﬂat-footed 22 
  Initiative: +1 
  Speed: 20 ft. 
  Hero Point: 1
  Atk: +6 melee (1d10+1/x3, dwarven battle 
  hammer)
  Abilities: Str 12, Agy 12, Sta 18, Int 10, Spt 13, 
  Cha 14
  Saves: Fort +9, Ref +4, Will +4
  Special Abilities
  Aura of Might: One time, as a free action, you 
  can activate an aura of might. The aura extends 10 
  feet around you. Allies within the aura gain a +1 
  bonus on damage rolls. The aura lasts for 3 rounds.
  You can spend a hero point to activate the aura 
  a second time.
  Holy Strike: One time, you can make a holy 
  strike. You must declare that you are doing so before 
  you roll to hit. If your holy strike hits, you deal an 
  extra 1d6+3 points of holy damage.
  Feats, Skills, and Gear
  Feats: Toughness and Weapon Focus (dwarven 
  battle hammer).
  Skills: Climb +1, Jump +1.
  Gear: Masterwork dwarven battle hammer, +1 
  plate mail, +1 heavy steel shield.
  Maith’hal
  Male High  
  Elf Mage
  Hit Points: 15 
  AC: 12, touch 12, ﬂat-footed 10 
  Initiative: +2 
  Speed: 30 ft. 
  Hero Point: 1
  Atk: +1 melee (1d6, staff)
  Abilities: Str 10, Agy 14, Sta 10, Int 20, Spt 13, 
  Cha 12
  Saves: Fort +1, Ref +3, Will +4
  Spells
  You can cast four 0-level, four 1st-level, and three 
  2nd-level spells. You can choose from the spells below, 
  and can cast them in any combination you wish.
  0-LEVEL
  • Detect Magic (detect magic auras in an area)
  • Light (object sheds light in 20-ft. radius)
  1st-LEVEL
  • Burning Hands (15-ft. cone; 3d4 damage)
  • Protection From Evil (touch; against evil 
  creatures subject gains +2 AC and +2 on saves)
  2nd-LEVEL
  • Frost Armor (touch; unarmored subject gains 
  +4 AC and attackers can take only a single standard 
  or move action next turn)
  • Mana Burn (30-ft. range, touch attack (ignores 
  armor); target makes a DC 17 Will save or loses 
  1d4+1 spell levels, takes 1d4 damage per level 
  lost).
  Special Abilities
  Staff of Arcane Missiles: As a standard action, 
  you can ﬁre an arcane missile from your staff. The 
  arcane missile strikes any target within 25 feet and 
  deals 1d4+2 damage.
  Feats, Skills, and Gear
  Feats: Scribe Scroll, Spell Penetration, and Wand 
  Specialization.
  Skills: Concentration +8, Decipher Script 
  +11, Diplomacy +7, Knowledge (arcana) +13, 
  Knowledge (the planes) +11, Sense Motive +7, 
  Spellcraft +15.
  Gear: Staff of arcane missiles (50 charges).
  Note: Maith’hal is a focused mage (a variant class 
  from the forthcoming Alliance Player’s Guide), 
  which is why he doesn’t have a familiar. Instead, he 
  has an extra 2nd-level spell slot.
  Also, Maith’hal’s staff of arcane missiles is simply 
  a quarterstaff combined with a wand of arcane 
  missile.
  Widge 
  Whistelvalve
  Male Gnome Tinker
  Hit Points: 18 
  AC: 17, touch 13, ﬂat-footed 15 
  Initiative: +2 
  Speed: 20 ft. 
  Hero Point: 1
  Atk: +3 melee (1d6, club), or +6 ranged (2d6, 
  gnomish orczapper; range 30 feet, touch attack)
  Abilities: Str 10, Agy 14, Sta 13, Int 20, Spt 10, 
  Cha 12
  Saves: Fort +3, Ref +6, Will +4
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  B O N E S  O F  I R O N F O R G E
  10
  Special Abilities
  Gnomish Mind Remote: As a full-round action, 
  you can use your remote on any creature within 
  30 feet. Make a Use Technological Device check 
  (d20+13). You take a –5 penalty on this check (so 
  it’s really d20+8). The target must attempt a Will 
  save (DC = your Use Tech Device check). If it fails, 
  you control the creature’s next action.
  If you roll a 1 on the Use Tech Device check, the 
  remote malfunctions, and the target controls your 
  next action!
  Gnomish Orczapper: When you attack with your 
  gnomish orczapper, the target does not get to add 
  his armor bonus to AC (the attack is a ranged touch 
  attack). If you roll a 1 on your attack roll, the device 
  explodes, dealing 1d6 points of damage to you.
  Repair: If your gnomish orczapper explodes, you can 
  repair it by spending two full-round actions (one to 
  pick up the pieces, the other to put them together) and 
  making a DC 20 Craft (Technological Device) check 
  (d20+13). After such a quick and jury-rigged repair, 
  the device isn’t perfect, and it explodes on a 1 or 2. 
  Feats, Skills, and Gear
  Feats: Exotic Weapon Proﬁciency (gnomish 
  orczapper), Skilled (Craft (tech device) and Use 
  Tech Device), Small Device Knack, and Weapon 
  Focus (gnomish orczapper).
  Skills: Appraise +11, Concentration +7, Craft 
  (technological device) +13, Decipher Script +11, 
  Disable Device +11, Knowledge (dungeoneering) 
  +11, Listen +5, Open Lock +8, Search +11, 
  Spot +4, Stealth +8, Use Magic Device +7, Use 
  Technological Device +13.
  Gear: Gnomish orczapper, club, +2 leather armor, 
  gnomish mind remote.
  Yinny
  Female Human  
  Rogue
  Hit Points: 15 
  AC: 18, touch 14, ﬂat-footed 14 
  Initiative: +4 
  Speed: 30 ft. 
  Hero Point: 1
  Atk: +7 melee (1d4+2/19–20, dagger), or +6 
  ranged (1d6/x3, shortbow)
  Abilities: Str 13, Agy 18, Sta 10, Int 14, Spt 12, 
  Cha 12
  Saves: Fort +2, Ref +7, Will +2
  Special Abilities
  Backstab: When you attack a living opponent 
  that is denied his Agility bonus to AC, or when you 
  ﬂank an opponent, you deal an extra 2d6 points of 
  damage.
  Combat Expertise: When you attack, you can 
  subtract from 1 to 5 on your attack roll to gain the 
  same number as a bonus to AC for 1 round. You 
  must declare that you are using Combat Expertise 
  before you attack.
  Evasion: If you make a Reﬂex save against an 
  attack that normally allows a Reﬂex save for half 
  damage, you take no damage.
  Finishing Strike: One time, as a full-round action, 
  you may use a ﬁnishing strike. Make a normal melee 
  attack; if the attack hits and deals damage, you get 
  a second melee attack against the same foe. If this 
  second attack hits, you deal backstab damage as 
  well (+2d6).
  Improved Feint: As a move action, you can feint 
  against a melee opponent. Make a DC 14 Bluff 
  check (d20+7). If you succeed, the opponent loses 
  his Agility bonus to AC on your next melee attack 
  against him. You take a –8 penalty on this check 
  against mindless creatures (like undead).
  Tumble: When you move past an opponent and 
  move no more than 15 feet, you may make a DC 
  15 Tumble check (d20+10). If you succeed, you 
  do not provoke attacks of opportunity (see pg. 7) 
  The DC is 25 if you move through an opponent’s 
  space.
  Feats, Skills, and Gear
  Feats: Combat Expertise, Improved Feint, and 
  Weapon Finesse.
  Skills: Bluff +7, Climb +7, Diplomacy +5, 
  Disable Device +8, Jump +7, Listen +7, Open 
  Lock +10, Search +8, Spot +8, Stealth +10, 
  Tumble +10, Use Magic Device +7.
  Gear: +1 dagger, shortbow, +2 leather armor.
  World of Warcraft® The Roleplaying Game © 2006 Blizzard Entertainment, Inc.  All Rights Reserved. Permission granted to photocopy for personal use only.
  
  11
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game 
  License, version 1.0: Any and all Sword and Sorcery Studio or Blizzard logos and identifying marks and trade dress, including all Sword and Sorcery 
  Studio or Blizzard Product and Product Line names, including but not limited to Warcraft, World of Warcraft, World of Warcraft: The Role-Playing 
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  appearing there. The above Product Identity is not Open Game Content.
  Designation of Open Game Content: Subject to the Product Identity designation above, the remainder of this volume is designated as Open Game 
  Content and may only be used in accordance with the Open Game License.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment
  Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment
  Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment
  Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment
  Warcraft Roleplaying Game: Lands of Conﬂict Copyright 2004, Blizzard Entertainment
  Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment
  World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
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  World of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment
  World of Warcraft: Alliance Player’s Guide Copyright 2006, Blizzard Entertainment
  
  CHARACTER NAME
  CLASS AND LEVEL
  SIZE             AGE             GENDER      HEIGHT
  AFFILIATION 
  RACE                   ALIGNMENT       FAITH
  WEIGHT     EYES           HAIR             SKIN
  ABILITY 
  NAME
  TEMPORARY 
  SCORE
  ABILITY 
  MODIFIER
  ABILITY 
  SCORE
  TEMPORARY 
  MODIFIER
  ST R
  STRENGTH
  AGY
  STA
  STAMINA
  INT
  INTELLECT
  SPT
  SPIRIT
  CHA
  CHARISMA
  HP
  HIT POINTS
  TOTAL
  WOUNDS/CURRENT HP
  NONLETHAL 
  DAMAGE
  SPEED
  AC
  ARMOR CLASS
  +
  =
  +
  +
  +
  +
  +
  +
  10
  TOTAL
  ARMOR 
  BONUS
  SHIELD 
  BONUS
  AGY 
  MOD.
  SIZE 
  MOD.
  NATURAL 
  ARMOR
  DEFLECT. 
  MOD.
  MISC. 
  MOD.
  DAMAGE RED.
  ❑ APPRAISE• 
  INT 
   = ____ + ____ + ____
  ❑ BALANCE• 
  AGY 
   = ____ + ____ + ____
  ❑ BLUFF• 
  CHA 
   = ____ + ____ + ____
  ❑ CLIMB• 
  STR* 
   = ____ + ____ + ____
  ❑ CONCENTRATION• 
  STA 
   = ____ + ____ + ____
  ❑ CRAFT• (__________________) INT 
   = ____ + ____ + ____
  ❑ CRAFT• (__________________) INT 
   = ____ + ____ + ____
  ❑ CRAFT• (__________________) INT 
   = ____ + ____ + ____
  ❑ DECIPHER SCRIPT 
  INT 
   = ____ + ____ + ____
  ❑ DIPLOMACY• 
  CHA 
   = ____ + ____ + ____
  ❑ DISABLE DEVICE 
  INT 
   = ____ + ____ + ____
  ❑ DISGUISE• 
  CHA 
   = ____ + ____ + ____
  ❑ ESCAPE ARTIST• 
  AGY 
   = ____ + ____ + ____
  ❑ FORGERY• 
  INT 
   = ____ + ____ + ____
  ❑ GATHER INFORMATION• 
  CHA 
   = ____ + ____ + ____
  ❑ HANDLE ANIMAL 
  CHA 
   = ____ + ____ + ____
  ❑ HEAL• 
  SPT 
   = ____ + ____ + ____
  ❑ INTIMIDATE• 
  CHA 
   = ____ + ____ + ____
  ❑ JUMP• 
  STR* 
   = ____ + ____ + ____
  ❑ KNOWLEDGE (____________) INT 
   = ____ + ____ + ____
  ❑ KNOWLEDGE (____________) INT 
   = ____ + ____ + ____
  ❑ KNOWLEDGE (____________) INT 
   = ____ + ____ + ____
  ❑ KNOWLEDGE (____________) INT 
   = ____ + ____ + ____
  ❑ KNOWLEDGE (____________) INT 
   = ____ + ____ + ____
  ❑ LISTEN• 
  SPT 
   = ____ + ____ + ____
  ❑ OPEN LOCK 
  AGY 
   = ____ + ____ + ____
  ❑ PERFORM (________________) CHA 
   = ____ + ____ + ____
  ❑ PERFORM (________________) CHA 
   = ____ + ____ + ____
  ❑ PERFORM (________________) CHA 
   = ____ + ____ + ____
  ❑ PROFESSION (_____________) SPT 
   = ____ + ____ + ____
  ❑ PROFESSION (_____________) SPT 
   = ____ + ____ + ____
  ❑ RIDE• 
  AGY 
   = ____ + ____ + ____
  ❑ SEARCH• 
  INT 
   = ____ + ____ + ____
  ❑ SENSE MOTIVE• 
  SPT 
   = ____ + ____ + ____
  ❑ SLEIGHT OF HAND 
  AGY 
   = ____ + ____ + ____
  ❑ SPELLCRAFT 
  INT 
   = ____ + ____ + ____
  ❑ SPOT• 
  SPT 
   = ____ + ____ + ____
  ❑ STEALTH• 
  AGY* 
   = ____ + ____ + ____
  ❑ SURVIVAL• 
  SPT 
   = ____ + ____ + ____
  ❑ SWIM• 
  STR* 
   = ____ + ____ + ____
  ❑ TUMBLE 
  AGY 
   = ____ + ____ + ____
  ❑ USE MAGIC DEVICE 
  CHA 
   = ____ + ____ + ____
  ❑ USE ROPE• 
  AGY 
   = ____ + ____ + ____
  ❑ __________________________ 
  _____ 
   = ____ + ____ + ____
  ❑ __________________________ 
  _____ 
   = ____ + ____ + ____
  ❑ __________________________ 
  _____ 
   = ____ + ____ + ____
  TOUCH
  ARMOR CLASS
  FLAT-FOOTED
  ARMOR CLASS
  INITIATIVE
  MODIFIER
  +
  =
  TOTAL
  AGY 
  MOD.
  MISC. 
  MOD.
  STAMINA
  +
  =
  +
  +
  +
  FORTITUDE
  AGILITY
  +
  =
  +
  +
  +
  REFLEX
  SPIRIT
  +
  =
  +
  +
  +
  WIL L
  TOTAL
  BASE 
  SAVE
  ABILITY 
  MOD.
  MAGIC 
  MOD.
  MISC. 
  MOD.
  TEMP. 
  MOD.
  CONDITIONAL 
  MODIFIERS
  MODIFIER
  +
  =
  +
  +
  GRAPPLE
  TOTAL
  BASE ATTACK 
  BONUS
  STR. 
  MOD.
  SIZE 
  MOD.
  MISC. 
  MOD.
  SPEL L  
  RESISTANCE
  BASE ATTACK 
  BONUS
  ATTACK BONUS
  ATTACK
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION_______________________________________
  ATTACK BONUS
  ATTACK
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION_______________________________________
  ATTACK BONUS
  ATTACK
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION_______________________________________
  SKIL L S
  CLASS 
  SKILLS
  SKILL  
  KEY 
  SKILL ABILITY 
   
  MISC.
  NAME 
  ABILITY 
  MOD. 
  MOD. 
  RANKS 
  MOD.
  MAX RANKS (CLASS/CROSS-CLASS)  
  World of Warcraft® The Roleplaying Game © 2006 Blizzard Entertainment, Inc.  All Rights Reserved. Permission granted to photocopy for personal use only.
  ❑ Mark this box with an X if the skill is a class skill for the character.     • Denotes a skill that can be used untrained.
  * Armor check penalty, if any, applies. (double pennalty for Swim)
  AGILITY
  
  CAMPAIGN
  EXPERIENCE
  TYPE
  ARMOR/PROTECTIVE ITEM
  AC BONUS
  MAX DEX
  CHECK PENALTY
  SPELL FAILURE
  SPEED
  WEIGHT
  SPECIAL PROPERTIES
  GEAR
  SHIEL D/PROTECTIVE ITEM
  AC BONUS
  WEIGHT
  CHECK PENALTY
  SPELL FAILURE
  SPECIAL PROP.
  PROTECTIVE ITEM
  AC BONUS
  WEIGHT
  SPECIAL PROPERTIES
  PROTECTIVE ITEM
  AC BONUS
  WEIGHT
  SPECIAL PROPERTIES
  OTHER POSSESSIONS
  ITEM 
  PG. 
  WT.
  ITEM 
  PG. 
  WT.
  TOTAL WEIGHT CARRIED
  LIGHT 
  LOAD
  MEDIUM 
  LOAD
  HEAVY 
  LOAD
  LIFT OVER 
  HEAD
  (MAX LOAD)
  LIFT OFF 
  GROUND
  (2x MAX LOAD)
  PUSH OR 
  DRAG
  (5x MAX LOAD)
  MONEY
  GOLD PIECES
  SILVER PIECES
  COPPER PIECES
  World of Warcraft® The Roleplaying Game © 2006 Blizzard Entertainment, Inc.  All Rights Reserved. Permission granted to photocopy for personal use only.
  FEATS
  PG.
  SPECIAL  ABIL ITIES
  PG.
  L ANGUAGES
  INITIAL LANGUAGES = COMMON + RACIAL 
  LANGUAGES + ONE PER POINT OF INT BONUS
  SPEL L S
  DOMAINS / CURRENT PATH
  0:________________________________________________
  __________________________________________________
  __________________________________________________
  _________________________________________________
  _________________________________________________
  1ST:______________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  2ND:______________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  3RD:______________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  4TH:__________________________________________
  _______________________________________________
  ______________________________________________
  ______________________________________________
  ______________________________________________
  ______________________________________________
  5TH: ______________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  6TH:_____________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  __________________________________________________
  7TH:___________________________________________
  _______________________________________________
  _______________________________________________
  _______________________________________________
  8TH: ______________________________________________
  __________________________________________________
  __________________________________________________
  9TH: ______________________________________________
  __________________________________________________
  SPEL L SAVE
  DC MOD
  ARCANE SPEL L 
  FAIL URE
  %
  CONDITIONAL MODIFIERS
  SPELL 
  SAVE 
  DC
   
  LEVEL
  BONUS 
  SPELL 
  SLOTS
  SPELL 
  SLOTS 
  PER DAY
  SPELL 
  SLOTS 
  USED
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  0
  
SOURCE: textdata/thevault/Warcraft (d20) [multi]/WoW - Bones of Ironforge.pdf