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The Chaos Scar

The Chaos Star is a sandbox campaign setting for D&D 4e. It is designed in the spirit of Keep on the
Borderlands, the famous AD&D 1e sandbox setting. The Chaos Scar has no overarching plot line. Instead, it
consists of a number of short adventures (heroic and early paragon tier) set in the Valley of the Chaos, where
an evil meteor landed a long time ago. The official description of the background story can be found here and
a map of the valley with the sites of the first adventures here. Like Keep on the Borderlands, The Chaos
Scar also has a stronghold that can serve as a refuge and home base for the heroes. The official description
of the Keep on the Chaos Scar can be found here. Unfortunately, Wizards of the Coast does not offer a
complete list of all Chaos Scar adventures published in Dungeon. However, a complete list can be found
below.

Complete List of Chaos Scar Adventures


Adventure Number Level Dungeon Issue

Stick in the Mud 1A 1 171

Den of the Slavetakers 1B 0-1 171

The Brothers Gray 1C 1 171

Death in the Pincers 1D 1-2 172

The Tainted Spiral 1E 1-3 173

A Chance Encounter 1G 1 174

Eyes in the Forest 1H 1 177

Elves of the Valley 1I 1-4 178

The Lost Library 1F 2-4 173

Sliver's Call 2A 2-4 174

Glass-Spire Forest Shire 2B 2-5 175


Dead by Dawn 2C 2 - 4+ 176

The Hammer Falls 2D 2-3 179

The Crossroads - 2-3 176

Down the Goblin Hole - 2-4 180

The Crawling Fane 3A 3-5 178

The Splintered Spring 3B 3-6 179

Wayward Wyrmling - 3-5 182

Glowstone Caverns 4A 4-5 177

The Pillar of Eyes - 4-6 180

Vanguard Tower - 4-5 182

The Slaver's Stone - 5-8 181

Scarred for Life - 5 - 9+ 192

The Radiant Mourn - 6 - 10 183

Rumble in the Valley - 6 - 10 193

Head in the Clouds - 7 - 10 184

Scarblade - 7-9 189

Reflections of Ruin - 7 - 10 196

The Runecutter's Ruin - 8 - 14 186

Pit of Delirium - 8 - 11 190

Heart of the Scar - 9 - 11 190


The realms of humans, dwarves,
and elves are forever beset by a
rising tide of evil. Demons claw
at the planar firmament,
eager to spread destruction
across the cosmos. The dead stir
within their tombs, called forth by
wielders of shadow magic to slay
the living and recruit them into
their moldering legions.
Orcs, trolls, and giants descend
from mist-shrouded mountains
to maraud and pillage.
In the realms of the Feywild,
hags and dark fey plot to corrupt
and enslave the world.

The
on
Keep
Chaos Scar
the
By Mike Mearls
illustration by Craig J. Spearing
cartography by CrazyRed
TM & 2010 Wizards of the Coast LLC All rights reserved. M a rc h 2 010 | D U N G E O N 176
47
The Keep on the Chaos Scar

Here and there, standing on the narrow edge antiquity. Yet, the keeps craftsmanship is obviously RECENT EVENTS
between civilization and the hungry dark, stand a of dwarf manufacture. Most folk believe that Grim
few bastions of justice and law. Restwell Keep, so Eye enslaved the dwarves, but a few believe that free For several years, Restwell Keep served as the base
named by its current inhabitants, is one such edifice. dwarves originally built and used the keep. of operations for a band of evil adventurers known as
Founded ages ago by a long forgotten lord, Restwell That factthat dwarves built Restwell Keepis the Six Blades of Fortune. While the Blades fought
has kept a sentinels post over the Chaos Scar for time now unquestioned. No other race could build a stone monsters in the Chaos Scar, they also preyed on other,
out of mind. It has served as a hobgoblin warlords for- edifice that could last as long. Aside from wooden weaker adventuring bands, and even raided a few
tress, a bandit gangs hideout, and now as an outpost structures inside the keep, nearly every stone struc- caravans. As they were content to keep their depreda-
of civilization in a monster-infested wilderness. ture remains from the original construction. The tions far from their base of operations, in time the
dwarves talent for stonework is also plainly evident in keep became a small outpost of civilization. Wander-
BACKGROUND the secret doors found in some chambers. Detectable ers, refugees, and other folk in search of a safe harbor
only by an expert dungeon explorer, secret chambers settled within the keep.
Based on conversations a visitor might overhear at the and passageways may exist beneath the keep that The Blades saw a benefit in the growing
Stumbling Giant, the residents of Restwell Keep rank have yet to be uncovered. community within their walls. They taxes they col-
arguing about the keeps history right behind gossip lected paid the mercenaries who guarded the keep,
and ahead of the weather when it comes to topics Hidden Treasures and within five years, a small village stabilized
of conversation. Everyone agrees on the basic gist The keeps other notable, past resident lends an added within its walls and became a center for adventur-
of its origin and most notable inhabitants, but those layer of intrigue to such rumors of hidden chambers. ers heading to the Chaos Scar. Despite the Blades
agreements serve as little more than a common bat- The famed dwarf bandit Greysen Ramthane was nature, they believed the safe harbor and profit
tleground for long debates on the veracity of a legion a scourge of Neraths borders for many long years. offered by the keep was worth preserving.
of rumors and legends. He and his coterie of thieves looted untold wealth In time, though, the Blades criminal ways caught
The long list of the keeps residents is a rambling from the empire. Eventually, Nerath dispatched a up with them. After stealing a holy icon of Erathis,
collection of heroic crusaders against the Chaos Scar, small army that tracked Greysen to the keep. After they were tracked to the keep and defeated by Lord
would-be dictators eager to carve a fiefdom out of the an extended siege, the soldiers stormed the keep Peridin Drysdale, a human paladin of Erathis. Lord
wilderness, and monsters seeking a defensible lair and slew the bandits to a man. But what happened Drysdale and his followers slew four of the Blades
(including, for a time, the blue dragon Fafnar). The next became the source of countless rumors and leg- and drove off the remaining two survivors. While he
keep has stood empty for years at a time, claimed by ends. The task forces commanding officer, a half-orc had planned to leave the keep and its inhabitants to
wild animals, weeds, and little else. While the world named Bertak, claimed to find only a tiny portion their own devices, he saw that doing so would leave
around the keep shifts and changes, its walls abide. of Greysens stolen wealth within the keep. Stories the inhabitants vulnerable without the Blades protec-
claiming that Bertak and his cronies pocketed much tion. Assessing the threat posed by the Chaos Scar, he
Origin of the treasure persist to this day, but others believe decided to remain in the keep as its new ruler. The
The keeps first known inhabitant was a hobgoblin that Greysens wealth is still hidden somewhere in the guards and administrators who ran the village under
king known as Grim Eye for the few carvings of his keep, protected by traps and mechanical guardians. the Blades rule are still in place, and Drysdale plans
scowling, angry visage found here and there in bas to organize expeditions into the Scar to defeat the evil
relief carvings above some doorways in the keep. that dwells there.
His true name and the stories of his deeds are lost to

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While Drysdales battle with the Blades never The outer bailey is home to the bulk of the keeps Those adventurers granted access to the keep are
involved the common folk or even the bulk of the civilian residents, most of whom settled here during escorted by guards to the entry yard beyond the gate-
mercenary guards, the transition to his rule has the rule of the Six Blades of Fortune. Crowded with house. Fallek, the corporal of the watch, and Syradon,
caused some friction. The Blades were content to give small buildings, this area hosts an inn, a tavern, a a scribe, meet them there along with a contingent of
the folk of Restwell Keep free reign of the place, as bank, and other businesses, along with private apart- four guards. Visitors must escort their horses to the
long as they kept out of the Blades business. Drys- ments for long-term visitors to the keep. A small stables, while all weapons other than daggers must be
dales approach, while far from tyrannical, is more marketplace serves the merchants and farmers who turned over to Fallek for safe keeping.
involved. He plans to turn the keep into a bastion of visit the keep to sell their wares, though the ever- Fallek: The corporal of the guard is a male human
Erathis, much to the disgust of the freebooters, adven- present threat of monsters from the Chaos Scar (and warrior clad in plate mail, shield, sword, and dagger.
turers, and merchants who populate the place. They the presence of the Crossroads black market business) His black, long hair is turning gray, and a scar runs
find his morality tiresome and his intent on meddling prevents Restwell from becoming a thriving hub of across his right cheek. Over 40 years old, he has seen
in the Chaos Scar alarming. He has irked those of commerce. Still, the locals make enough profit from a number of battles and considers his post here some-
the keeps many inhabitants who pay little mind to adventurers and the treasures they recover from thing of a retirement. Grouchy and pushy, hed rather
religion. Those who are of a religious mindset tend to the Scar to maintain a healthy living. The folk of the be sitting and relaxing than dealing with visitors, but
favor Avandra, whose love of freedom stands in stark keep are by no means wealthy, but neither are they he has a soft spot for a pretty face or a tough, battle-
contrast to Drysdales push for order and civilization. destitute. scarred veteran. If he takes a liking to a newcomer,
he gives them directions around the keep and might
LOCATIONS 1. Main Gate even take a particularly lovely visitor for a tour. Oth-
Two 30-foot-tall towers flank the 20-foot-tall gate- erwise, he tries to get visitors out of his hair as quickly
Restwell Keep consists of an outer wall with an house that watches over the keeps entrance. A as possible.
interior bisected into northern and southern ends drawbridge, usually raised, spans the 40-foot-deep Syradon: This male human wears typical work-
by an inner wall, called the inner bailey and outer crevasse that surrounds the keep and leads into the mans clothes and carries a battered leather book
bailey respectively. The inner bailey is home to Lord gatehouse and the keep beyond. he uses to record visitors names and any weapons
Drysdale and his coterie of soldiers and advisors. A host of daunting obstacles greets anything that left with Fallek. He wears a holy symbol of Ioun on a
He dwells within a small fortress, the keeps final attempts to storm the gate. Guards armed with bows silver chain, but usually conceals it beneath his shirt.
line of defense, nestled against the northern wall. and crossbows watch the entrance from the towers At a young age, he received a strange blessing from
A large, open area between the fortress and the above, a portcullis provides an additional barrier Ioun. He has perfect recall of everything he sees and
interior wall hosts a parade ground and stables for against intruders, and arrow slits in the gatehouse hears, but will lose this gift if he ever speaks a word.
Drysdales cavalry. allow the guards to fire at creatures that make it past Instead, he commits the history of Restwell Keep, as
the drawbridge. he witnesses it, to his book.
Visitors to the keep must first provide names, pro- Syradon loves to hear stories of distant places.
fessions, and business in the keep to the guards. Only His quiet, unassuming nature causes other folk to
after hearing satisfactory answers do the guards lower underestimate him, and he keeps his gift of memory
the drawbridge. Security is a matter of life and death a secret. Strangers to the keep tend to think of him as
here. Flippant responses draw stony silence and a deaf and dumb, and he has overheard many interest-
tightly shut drawbridge. ing stories not meant for his ears.

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2. Towers light catapult. Ten warriors, whether drawn from the 2a. Bailiffs Tower
watch or the guard of the inner bailey, live in bar- Perched at the keeps southeast corner, this tower
In addition to the towers that f lank the gatehouse,
racks on the third f loor. The first and second f loors replaces the typical storage chambers found on the
seven others fortify the keeps walls. Four towers
have chambers for the storage of food, water, arrows, first two floors with personal space for the bailiff,
connected to the inner bailey are manned by war-
and other supplies. A few of the towers also house Kendon, and the scribe Syradon (see area 1). Offices
riors who serve Lord Drysdale, while the rest are
officers of the watch and guard, as noted in their for both can be found on the first floor, and their pri-
staffed with the mercenary warriors of the outer
descriptions below. vate apartments are on the second floor.
baileys watch. Each tower is 30 feet tall, crowned
by battlements, and equipped with a ballista and a Kendon Longstrider: A veteran warrior who
once served the Blades, Kendon is in charge of the
outer bailey. He commands the guard, serves as a
mediator between Lord Drysdale and the folk of the
outer bailey, and collects taxes from adventurers
and merchants. Nearly 60 years old, he keeps his
gray hair cut short and his long moustache carefully
waxed and trimmed.
Kendon is genuinely concerned by Lord Drysdales
2
rule. While he acknowledges the paladins good
2 intentions, he preferred the rule of the Blades. True,
2 14c
the Blades were criminals, but they left the people
11
14d of the keep alone and avoided arousing the ire of
the Chaos Scars monsters. Rumors abound that all
2b
9
14a
14
folk in the keep must soon convert to the worship of
10
7b Erathis, that Drysdale plans to press everyone into
8 an army he plans to march into the Scar, and that
13 14b
6 the keep will soon become little more than a military
7a
12
2
base for Drysdales crusade.
7 5 While these rumors are untrue, Drysdales aloof
7 nature and Benwicks machinations (see area 7b)
7 4 3 keep such stories alive. Kendon has also fallen under
2 Benwicks sway. At the priests urging, he has made
contact with the surviving Blades. They are eager to
avenge themselves against Lord Drysdale, and if the
1
2a situation becomes dire enough, Kendon might betray
the keeps lord.

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2b. Captains Tower Stumbling Giant (area 11). Rumors abound that, 3. Stables
The second floor of this tower serves as the private with his skill at stonework, he found a long-forgotten Stables are available here for the characters to keep
chambers of the captain of the watch, the dwarf secret chamber filled with the treasures of Greysen their horses, mules, and other mounts. Space on the
Gorn Hammerfall. Gorn serves as the bailiff s Ramthane. The truth is far worse. Gorn is Ramthanes roof is set aside for the occasional flying mount. The
second-in-command. last, living heir. He came to the keep long ago to find stables cost 2 sp per day per mount. A staff of six, all
Gorn Hammerfall: Gorn was elevated to the the hidden treasures and only recently unearthed a human, takes care of the mounts.
captains post for his skill in siegecraft and engineer- trap-filled cache directly beneath his tower. He recov-
ing. He is responsible for maintaining the catapults ered a small amount of the treasure, but several traps 4. Warehouse
and ballistae that protect the keep. In his free time, and mechanical guardiansand even more treasure Merchants and travelers with wagons filled with
he works to restore the keeps original stonework and remain untouched. goods keep their wares here while they remain in the
fortify its already formidable defenses. Unfortunately, Gorn chose to disclose his discov- keep. Fallek (area 1) has the key to the large, iron pad-
Gorn has recently come into some money, ery only to the priest Benwick. Gorn worried that lock used to secure the warehouses entrance.
although almost no one is aware of where or how. natives to the keep and anyone close to Lord Drysdale
He wears a jeweled ring and loves to gamble at the would insist on a share of the treasure. Benwick, as 5. Smithy
an outsider who intends to stay for but a short while This 20-foot-tall tower doubles as an interior redoubt,
longer, could be more easily bought off. Once he as the battlements on its roof allow archers to fire
leaves, Gorn believes his secret will be safe. Unfor- down upon intruders that manage to breach the outer
STATISTICS FOR KEEP tunately, Benwick insisted on a detailed tour of the bailey. The first floor is a smithy. While the smith,
keeps defenses as part of the agreement to keep his Bergen, typically crafts horseshoes and other goods,
RESIDENTS
silence, which the dwarf actually found flattering. As he is also a skilled weapon- and armorsmith. He and
Very few of the Keeps residents are likely to pose a a result, Benwick has learned much that could prove his family dwell in quarters on the second floor.
threat to the characters. That said, if the characters useful should the followers of Zehir he works for need Bergen: This slender, slight male human looks
do start a fight inside the keep, its likely to be with to besiege Restwell Keep at a future date. more like a scholar than a smith. A devotee of Mora-
Benwick or his acolytes, and will shortly thereafter The treasure horde beneath the tower is defended din, he relies on his knowledge of metals rather than
be likely to include the keeps guards. by traps and homunculi, and totals 1,000 gp in coins brute strength. He particularly loves a challenge, and
Use the snaketongue celebrant (Monster Manual, and gems. Gorn has recovered 200 gp worth of trea- he has a great knowledge of dwarven rituals and lore.
page 273) for Benwick, but drop Benwicks level to sure. When the time is right, Gorn and Benwick plan If given enough residuum, he can make any magical
8. This will reduce his attack and defense numbers to delve into the place to seize the rest. If Benwick can weapon or armor of up to level 10, subject to the DMs
by 3 each, and all his damage by 1. manage it, he plans to kill the dwarf, take the treasure permission.
Use the snaketongue warriors (Monster Manual, for himself, and conceal what he has learned of the
page 272) for Benwicks acolytes. keeps defenses. Gorns secrecy has worked against 6. Provisioner and Trader
Use the human guards (Monster Manual, page 162) him once more, as nobody suspects the two are These two buildings serve as the center of trade
for the typical town guard. linked as anything more than casual acquaintances. within the outer bailey. The eastern building houses
the provisioner Grelda, an elderly human woman
who deals in herbs, food, and other perishable goods.
She does much of her business with the few farmers
and homesteaders who live near the keep.

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The western half is given over to the trader, Bosco collectors in the larger towns to the south. He aggres- might then try to ally with them on an expedition to
Heldam. Bosco is an overweight human who is eager sively approaches adventurers new to the keep in the Chaos Scar. There, he would attempt to betray
to expand his business in the area. He deals almost hopes of buying such items from them. He can be and slay them.
exclusively with adventurers, and can offer almost a handy source of adventures, as he regularly sends Benwicks long-term plans are simple. A grow-
any mundane good of up to 100 gp at a 10% markup. messages to and from the civilized lands. He might ing contingent of lizardfolk dedicated to Zehir
Bosco and Grelda have something of a rivalry. seek out adventurers to find traces of a missing cara- gather near the keep. He plans on remaining here
Grelda has lived in the keep her entire life, and her van, commission the search for a specific type of gem for another few months, sowing discord and finding
shop has passed from one generation to the next. or item, and so forth. converts to his cause. When the time is right, he will
Bosco is a newcomer, an opportunist hoping to make return, rally the converts, and strike in the dead of
a killing selling gear to adventurers who venture into 7b. Traveling Priest the night as the lizardfolk launch their attack. With
the Chaos Scar. Their shops proximity makes shout- The itinerant priest Benwick, along with his two aco- any luck, he can seize the keep and convert it to a bas-
ing matches and arguments between the two a daily lytes, dwells here. Benwick has hosted many of the tion of Zehir in one blood-soaked night.
occurrence, leaving their befuddled customers caught important people of the outer bailey here, serving fine With this bastion in hand, Benwick plans to slowly
in the middle. Grelda has begun to import adventur- food and drink while discussing matters of Restwell expand his influence outward, gathering recruits
ing gear to muscle in on Boscos business, and she Keep and the Chaos Scar. He is charming, with a from the Chaos Scar and setting his sights on nearby
offers her goods without his markup. For his part, moon face, twinkling eyes, and round belly that cast settlements. With enough territory under his control,
Bosco has started speaking with Millen Silvereye at him as a mirthful friar. He plays up this act with per- he can found a kingdom dedicated to Zehir where the
the Crossroads about a possible business arrangement fect charm, using humor and self-deprecation to win yuan-ti and their allies can flourish.
that might allow Bosco to act as the tieflings agent his way into the trust of the outer baileys residents.
and partner in Restwell Keep. The folk of the keep believe that he is a priest of Seha- 8. Loan Bank
nine dedicated to wandering the land in search of The loan bank is an important part of the keeps
7. Private Apartments new experiences. In truth, he is an adept of Zehir who nascent economy. The banker, Ferdinand Ronnik, is a
A number of buildings within the outer bailey serve seeks to overthrow the keep and claim it as a fortress retired human adventurer who decided to pursue his
as private apartments. Adventurers, travelers, and for the snake cult. fortune by taking an economic, rather than physical,
merchants that visit the keep can rent an apartment Benwick: The evil priest represents perhaps the risk. He can loan up to 200 gp at a time, with a 10%
at a rate of 10 gp per week. Most of the apartments gravest, most immediate threat to the keeps secu- interest rate per week. Any loan requires collateral
consist of a bedroom, a sitting room, and a storage rity. He plans to slowly convert the folk of the outer worth at least the full value of the loan.
area, but a pair of larger ones have two stories, com- bailey to the worship of Zehir, primarily by playing Ferdinand Ronnik: An ex-thief who made a
plete kitchens, and two additional bedrooms. Both of on their anger toward Lord Drysdale. The most small fortune by looting a temple to Zehir, Ferdinand
the larger apartments are occupied, while the rest are ardent among them, those whose anger and hatred is short, slim, and wiry. He keeps a neatly trimmed
currently empty. show the most promise, will be inducted into the goatee and has black hair. Benwick knows of Ferdi-
inner cult. When the time comes, the rest will be nands robbery and hopes to avenge the loss by either
7a. Jewel Merchants either enslaved or slain. murdering Ferdinand or framing him for some crime
Apartment Benwick is utterly charming. He takes great pains against the keep. His current plan is to stoke unrest
The jewel merchant Quint Spiregleam dwells here. to maintain his cover, and if the party is alert or oth- in the keep by planting letters to an unnamed, evil
The young gnome is eager to buy up jewels and art erwise suspicious, he gives them a wide berth. If they power in the Chaos Scar, along with maps of the
objects recovered by adventurers and sell them to appear to pose a significant threat to his efforts, he keeps defenses, on Ferdinand shortly before alerting

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Kendon of the plot to destroy the keep. With Ferdi- 11. The Stumbling Giant for fear that they may overindulge in alcohol and
nand out of the way, Benwick can then sponsor one In contrast to the cheap, crude accommodations at embarrass themselves. Here, in the social heart of the
of his minions to take the bankers place, giving him the Travelers Inn, the Stumbling Giant is the social keep, their absence speaks volumes.
another way to bring the keep under his thumb. center of the outer bailey. Unfortunately, it is also a Most folk of the outer bailey can be found here
sign of the growing rift within the keep. Under direct at least once a week, gathered over mugs of Mother
9. Fountain Square orders of Lord Drysdale, the warriors of the inner Arans Stout and swapping tales, spreading gossip,
A large fountain stands in the middle of this cobble- bailey are not allowed to enter the Stumbling Giant and arguing about the topic of the day. A huge fire-
stone square. During holidays and at harvest time,
farmers and tradesmen from throughout the region
gather here to sell their wares. Merchants from dis-
tant lands also set up shop here while they dwell
within the keep, offering goods from across the
region. The square is also a popular meeting place for
adventurers, and many gather here to swap tales of
the Chaos Scar, sell magic items, or seek out compan-
ions for expeditions.
The fountain is one of the most important land-
marks in the keep. It has never run dry, and as far as
anyone can tell, it is a magical source of unlimited
water.

10. Travelers Inn


This long, low structure has five small, private rooms
for rent and a large common room that can fit up to
a dozen guests. A private room sleeps four and costs
1 gp per night, while a night in the common room
costs 1 sp.
Nerrin Silverhand: The innkeeper, a human
named Nerrin Silverhand, is cheap, greedy, and
easily angered. The beds are old, broken down, and
shoddy, while the blankets are full of holes. He has
a bad reputation for allowing the fires in the inn to
die down before midnight, leaving guests to resort to
their own gear to remain warm. He guards the stock
of firewood like a snarling dragon, but will gladly add
a log to the fire if paid a few silver.

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place heats the common room, while a few booths The Saruun mages have a sinister reputation in myriad of powers and effects. Thus, they send adven-
offer space for private discussions. town, but thus far they have yet to engage in any turers forth to return with samples of beasts, earth,
Mother Aran: Following in the footsteps of her actions remotely damaging to the keep. They pay a water, shards, and so on. A teleportation circle hidden
parents and their parents before her, Mother Aran hefty tax to Lord Drysdale, and at times have sup- in the cellars of the guildhouse allows for quick trans-
runs a tight ship at the Stumbling Giant. Her secret plied him with magical items useful for defending the portation to and from the orders headquarters in the
family recipes for both food and drink have kept resi- keep. Still, the mages keep to themselves. Drysdales Seven-Pillared Hall.
dents and visitors to the keep well fed for many years. detractors point to their presence in the outer bailey
Generous and friendly, she sees herself as a grand- as another sign that the paladin cares only for his own 13. Chapel of Avandra
mother to all who come into her tavern. business. After all, if he likes the mages so much, he For many years, the chapel to Avandra was the spiri-
Mother Aran serves to keep the folk of the keep could take them and their mysterious affairs into the tual center of the keep. Before Lord Drysdales arrival,
unified, despite their differences. She sees no evil inner bailey. and even before the Blades claimed this place, the folk
intent in Lord Drysdales actions and is one of his Citirian: This wizard wears a silver mask and of the keep paid respect to the goddess of freedom and
biggest supporters in the outer bailey. If anything hap- long, sky blue robes. He speaks in a tone barely louder adventure. Many of the people who settled in the keep
pened to her, the keep would be thrown into chaos than a whisper, while his similarly clad assistants were outcasts, wanderers, and refugees. They saw this
and suspicion. have never been known to speak. place as a safe harbor in a chaotic world.
If Citirian hears news of treasures brought out of That spirit of independence and adventure still
12. Saruun Guildhouse the Chaos Scar by adventurers, he dispatches one of thrives here, though Lord Drysdales more regi-
Hailing from the distant Seven-Pillared Hall, a settle- his assistants with a note inviting the adventurers to mented, orderly methods grate against the inhabitants
ment founded amid the dungeons of Thunderspire in dinner at the guildhouse. He lavishes his guests with of the outer bailey. The high priestess of Avandra, the
the Nentir Vale, the mages of Saruun are a secretive excellent food and at the end of the meal, makes an half-elf Chendera, is one of Drysdales loudest critics.
order of wizards that combines arcane knowledge offer to buy whatever item or object the explorers The chapel consists of a long stone building. Its
with trade and business acumen. The mages are found. These offers are usually 10% above the items interior consists of a single open chamber. A statue of
renowned for seeking trade with creatures of distant market price, but sometimes he offers far, far more Avandra, in her halfling form, stands at the far end of
or dangerous realms. None can guess at their ultimate than the baseline price. the structure. Most of the time, adventurers and other
goals, but their trade posts deal in rare, exotic, and At other times, Citirian uses a similar method to folk come here to offer sacrifices to Avandra and
profitable goods. commission expeditions to specific areas of the Scar. beseech her for good luck.
The guildhouse is a two-story building. The lower Such commissions are seen as easy money, as the During holy days, most notably the last day of the
floor features offices for the master of the guildhouse, mage usually asks only for samples of soil, plants, and year, the chapel becomes the center of activity in the
a mage named Citirian, and his two assistants. Four other mundane features from the Scar. outer bailey. Games of chance, most notably dice,
human mercenaries serve as guards, while a large, Citirians true secret is far less sinister than the take place in the chapel. Those who seek to curry
brass construct called a bronze warder stands guard folk of the keep suspect. In truth, a rotating series of Avandras favor for the year gamble away 10% of their
outside the guildhouse. At night, the warder walks a mages take on the role of Citirian, depending upon profits from the past year, sharing their good fortune
silent path around the place. the needs of their research. The mages have taken a in hopes of enticing more of it to come to them. The
The second floor has quarters for the mages, the keen interest in the Scar and wish to study it. They less fortunate attend in hopes of gaining Avandras
mercenaries, and a few spare rooms for visitors to the are especially interested in Chaos Shardsfragments attention and garnering better luck.
guildhouse. of the fractured meteor that purportedly have a

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The Keep on the Chaos Scar

Chendera: Short for a half-elf, with striking, long 14a. Inner Gatehouse 14b. Inner Courtyard
black hair, Chendera sees to the outer baileys spiri- The inner gatehouse is much like a miniature fortress This large, grassy field serves as a parade ground for
tual health. She spends much time at the Stumbling perched in the middle of the keep. Should invaders Drysdales forces. His men train here during the day,
Giant, and is usually found there or in the chapel. She breach the outer bailey, the inner gatehouse serves as working through weapon and formation drills to the
sees Lord Drysdale as an intruder and conqueror who another line of defense. It consists of an outer, south- tune of drummers and pipers.
is no better than the Blades. She is the one respon- ern wall that is 15 feet tall. The northern wall rises
sible for spreading rumors of forced conversions to to 30 feet in height. This arrangement allows archers 14c. Stables
the worship of Erathis. She and the others faithful perched along both the northern and southern walls Lord Drysdale plans on building up a formidable cav-
of Avandra have dubbed Drysdale and his followers to fire upon enemies that enter the outer bailey. alry force. He has built stables in the western side of
empire builders, more intent on their unfeasible A passage connecting the inner and outer baileys the inner courtyard, though they are only about half
crusades than in managing the day-to-day needs of runs through the middle of the gatehouse. Two heavy filled at this time.
the keep. doors, one on each end, are kept closed most of the
While Chendera has a good heart, at the root of time. It slopes steeply upward, while arrow slits along 14d. Fortress
her discontent is her fear of losing control of the keep. the passage allow the defenders to take a heavy toll on This heavily fortified structure is the final line of
She worked long and hard to mold the keep into its an attacking force. defense for the keep. Its towers reach 60 feet in
current form, and she would be crushed if it became The first floor of the gatehouse is an armory, while height, while the main door to this place is crafted of
an armed camp of Erathis worshipers. She responds the second floor consists of barracks. solid iron. The first floor consists of a great hall where
to Drysdale with anger and discontent in hopes of Garrick Blackoak: The sergeant of the guard, Lord Drysdale hosts meetings and feasts, along with
convincing him to keep his attentions focused on the Garrick is a tough veteran of many battles against evil. kitchens and living quarters for servants.
inner bailey. He is absolutely loyal to Lord Drysdale. His temper, The second floor has a number of private quarters,
Unfortunately for the keep, Chendera has fallen however, has proven his undoing. In the early days including several spare chambers for visitors.
in with Benwick. The priest provides a sympathetic of Drysdales rule, Garrick and his men frequented The third floor hosts Lord Drysdales private
ear, and his advice to her has only deepened the rift the Stumbling Giant. With his quick temper, Garrick quarters, along with the chambers of his second in
between the inner and outer bailey. He hopes to use touched off several brawls after overhearing insults command, the captain of the guard Elessan, and a
her as a driving force to sunder the keeps social order. against Lord Drysdale and his men. Since then, Gar- small temple to Erathis.
rick has suffered a miserable reputation among the The outer towers attached to the fortress, while
14. The Inner Bailey people of the keep, and Drysdales men are rarely impressive from a distance, serve a basic, defensive
The inner bailey is the seat of Lord Drysdales power. allowed free access to the outer bailey as a result. function. The guards assigned to the fortress have
It is divided into several areas, described below. Garrick usually questions those who seek entrance quarters there.
to the inner bailey. Rude and easily angered, he rarely A grand cellar beneath the fortress holds emer-
allows quick or direct access. At best, Garrick might gency reserves of food, weapons, and other supplies.
dispatch a messenger to Lord Drysdale to set up a If necessary, the keep can hold out for three months
meeting at a later date. without outside support.

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The Keep on the Chaos Scar

Lord Drysdale: The ruler of the keep, Lord Drys- Elessan: Drysdales second in command is an elf About the Author
dale is a nearly 50-year-old human paladin of Erathis. cleric of Erathis. A kind and just man, Elessan pro- Mike Mearls is the Lead Designer for the Dungeons &
Dragons roleplaying game. His recent credits include Play-
His iron gray hair and tanned, weathered skin point vides a useful foil to Drysdales militaristic nature. ers Handbook 3, Hammerfast, and Primal Power.
to many long years spent wandering the wilds in He understands the concerns of the folk of the outer
search of evil foes to defeat. In his old age, Drysdale bailey, and he sometimes moves among them dis-
has decided to settle down while continuing to do guised as a mercenary warrior. He distrusts the priest
what good he can. He sees the keep as a seed that, Benwick, but does not yet have any solid evidence of
with the right attention, can bloom into a gleaming his intentions.
bastion of civilization. He dreams of amassing enough Elessan is deeply troubled by the growing rift
warriors to draw settlers and merchants to the region. between the residents of the inner and outer bailey,
In time, he hopes to defeat the evil of the Chaos Scar but thus far he has yet to convince Lord Drysdale of
and turn the entire region into a civilized realm. the threat it poses. He worries that Drysdale will act
Drysdales key weakness lies in his long military too late to address the problem. He sometimes con-
experience. While an excellent warrior and a skilled tacts heroic adventurers via a messenger to arrange
tactician, he has little experience as a politician. The a meeting with them. He would love to set someone
concerns and worries of the folk of the outer bailey to spy upon Benwick, but he is worried that any open
strike him as mere complaints. If he could, he would move against the priest would only further the ten-
remove them from the keep and relocate them to sions within the keep. Ideally, a band of adventurers
a safer land. He cannot understand why such folk could insinuate themselves into Benwicks favor to
would want to dwell in the shadow of the Chaos Scar. keep tabs on him.
Lord Drysdale keeps a keen eye out for promis-
ing adventurers. As part of his long-term strategy for
reclaiming the region, he wants information on the
Chaos Scar. Adventurers that defeat evil creatures
within the Scar earn his respect. If such adventur-
ers prove themselves over time, he eventually invites
them into the fortress for a banquet. He asks many
questions of his guests, carefully sizing them up
before extending support to them. He can offer a
place to stay in the fortress, command of some of
his soldiers on missions, and information he has
uncovered about the Chaos Scar to set them against
increasingly powerful enemies.

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56
Stick
the Mud
in

A Chaos Scar Adventure


By Aeryn Blackdirge Rudel

illustrations by Drew Baker


cartography by Sean Macdonald

TM & 2009 Wizards of the Coast LLC All rights reserved.

Stick in the Mud is a short adventure for five 1st-level characters that takes place in the Chaos Scar, near the Kings Wall. It pits the
PCs against a tribe of evil bullywugs that have taken up residence in a long-ruined keep. The keep, once the abode of a goliath sorcerer,
holds a powerful magic item, the staff of earthen might. The staff has been damaged and is hemorrhaging magic. This leak has ripped
open a small portal to the Elemental Chaos. A tide of mud has been steadily flowing through the portal and into the cellars beneath the
ruins, creating a muddy wallow that is ideal for bullywugs.
For details on the Chaos Scar and its environs, read the Chaos Scar introduction and check out the map of the entire valley.

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Stick in the Mud

Background swamp drained away, leaving only a desolate, dry ruin the ruined keeps deterioration and damaged Vorans
in its wake. Only the ground floor of the keep and the staff of earthen might. The damaged staff has opened
Centuries ago, a powerful goliath sorcerer named laboratory beneath it escaped destruction, but even a small portal onto a sea of elemental mud in the
Voran Earthmane constructed a keep in the middle these meager remains were buried in the wake of the Elemental Chaos, allowing a steady tide of the muck
of a rank swamp where he could conduct his arcane meteorites fall. Voran himself escaped the oblitera- to fill the ruins.
research in peace. Voran conducted many experi- tion of his home, but with his lifes work in shambles, Over the past few weeks, the mud has filled much
ments in the laboratory beneath his keep, mostly he collected those of his belongings he could find and of the laboratory beneath the ruins with a thick layer
centered on the creation of magic items that har- departed the area for lands unknown, and his name of sludge; creating a sticky wallow that is ideal for
nessed the power of the Elemental Chaos. One of his and legacy faded into history. swamp-dwelling bullywugs. Content with their new
achievements was a staff that drew strength from A few weeks ago, a tribe of bullywugs called home, the bullywugs have begun to look to the lands
earth, and he called it the staff of earthen might. the Muckrakers, drawn by the evil siren song beyond the valley. A rich bounty of loot and murder
When the great meteorite fell from the heavens of the meteorite, uncovered the ruins of Voran lies just beyond the Kings Wall, and the rapacious
and plowed the Chaos Scar, it destroyed Vorans keep, Earthmanes keep and moved in. The bullywugs bullywugs will certainly not be able to resist such a
along with many other features of the terrain. The poisonous and corruptive inf luence has hastened temptation for long.

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Stick in the Mud

Getting the back to the warlock or 500 XP for harvesting the bile Getting Started
from all four bullywug types.
Players Involved Regardless of the hook you used to get the PCs into
Hook 3: Bullywug Bounty the Chaos Scar, read or paraphrase the following
Stick in the Mud takes place in the Chaos Scar. You The ruins of Voran Earthmanes keep are close when they reach the ruins of Voran Earthmanes
can use one of the hooks below to get the PCs into the enough to the Kings Wall that the bullywugs have keep:
valley and into the ruins of Voran Earthmanes keep. been attacking merchants and travelers. A local con-
These hooks also come with a minor quest that, if stable, Uther Ironhelm, hires the PCs to find and kill The barren stretch of valley before you suddenly becomes
completed, can net the PCs some extra experience. the marauding tribe of bullywugs, offering a 5-gp a chaotic jumble of shattered masonry. In the center of the
bounty on each bullywug killed. A survivor of the mess, on a low hill, stands the ruined foundation of a keep
Hook 1: Ancestors Legacy bullywug attacks can point the PCs in the general or tower. Only the lower section and a few walls still stand;
Oneus Earthmane, a local goliath sorcerer and a direction from which the bullywugs came. however, enough remains intact to cast ominous shadows
descendant of Vorans, believes he has discovered the Quest XP: 100 XP for killing at least half the bul- that could hide nearly anything.
location of his ancestors ancient abode. He hires the lywugs in the keep or 500 XP for killing them all.
PCs to find the ruined keep, and if possible, bring
back Vorans greatest creation, the staff of earthen Treasure Preparation
might. Oneus knows little about the valley, but can Stick in the Mud uses the treasure parcel system
give the PCs information on Voran, his keep, and the described in the Dungeon Masters Guide. The PCs
staff of earthen might (see Background, above). should gain a total of four treasure parcels in this
Quest XP: 500 XP for bringing the staff back to adventure. Listed below are the most likely places to
Oneus. find parcels and what those treasure parcels might
consist of. The magic items should come from the
Hook 2: Warlock Ritual players wish lists; do not count the staff of earth might
A local tief ling warlock, Nyron Darkspell, needs a +1 as part of the treasure in this adventure.
sample of bullywug mud for a ritual. He believes
that by virtue of being surrounded by the mud of Parcel Item
their wallow, bullywugs impart certain properties Parcel 1: The Ruins One level 2 magic item
to the mud that cakes onto their skinproperties he Parcel 2: The Study 100 gp in gems and
believes will aid him in his ritual research. He knows one level 1 scroll
that a tribe of the humanoids lives in the Chaos Scar, Parcel 3: Chamber of the Frog 100 gp and two potions
not far from the Kings Wall. He hires the PCs to of healing
bring back some mud samples, offering a bounty of Parcel 4: Vault of the Staff One level 3 magic item
30 gp each for a sample of croaker, mucker, twitcher,
or mud lord mud.
Quest XP: 100 XP for harvesting the mud from
at least two of the four bullywug types and bringing it

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Stick in the Mud

A1: The Ruins When the PCs enter the ruins, read:
A soggy gloom fills the crumbling ruins of this keep. The
Encounter Level 1 (XP 526) few intact walls cast thick pools of shadows that obscure the
jumbled mess of debris that covers the spongy wooden floor.
Setup A wet, boggy stench saturates the interior of the ruins, likely
2 bullywug croakers (C) from the thick pits of mud that bubble up from some hidden
2 bullywug muckers (M) reservoir below, creating wallows of slimy muck.
2 bullywug twitchers (T)
When the PCs see the bullywugs, read:
The PCs enter the ruined ground floor of the ancient Squatting in muddy wallows amid the ruined keep are
keep and must find their way into the remains of half a dozen froglike humanoids. Some of them grip crude
the laboratory below. The PCs can enter the ruins spears and javelins, while the others are naked save for
through the intact main doors or can attempt to sneak a coating of filthy mud. A chorus of deep, reverberating
through one of the many gaps in the walls. The bul- croaks echoes off the walls of the ruins when the creatures
lywugs in this area are not taking great pains to hide, see you.
but the partially intact walls, rubble, and the various
2 Bullywug Croakers (C) Level 3 Minion Brute
mud wallows in the ruins grant them some conceal-
Medium natural humanoid (aquatic) XP 38 each
ment from intruders. Initiative +3 Senses Perception +0
Lazy, inattentive, and confident, the bullywugs Rancid Air (Poison) aura 2; each enemy that spends a healing
might not notice the PCs approaching if the heroes surge within the aura is weakened until the end of its next
turn.
exercise some caution and attempt to sneak up to HP 1; a missed attack never damages a minion.
the ruins. However, if the bullywugs catch sight of AC 14; Fortitude 12, Reflex 14, Will 12
the PCs (the PCs can attempt a group Stealth check Resist 5 poison
Speed 6 (swamp walk), swim 4
if they approach together, opposed by the bullywug
m Claw (standard; at-will)
twitchers passive Perception of 13), they attempt to +6 vs. AC; 7 damage.
ambush the heroes. In the latter case, make Stealth C Foul Croak (standard; at-will) Poison
checks for each of the bullywugs and compare them Close blast 2; +4 vs. Fortitude; 4 poison damage.
Natures Release Healing
to the PCs passive Perception checks. Any attacker who scores a critical hit against a bullywug
croaker regains 3 hit points.
Alignment Chaotic evil Languages Primordial
Skills Athletics +6
Str 10 (+1) Dex 14 (+3) Wis 10 (+1)
Con 14 (+3) Int 6 (1) Cha 5 (2)

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Stick in the Mud

2 Bullywug Muckers (M)


Medium natural humanoid (aquatic)
Level 1 Brute
XP 100 each
2 Bullywug Twitchers (T)
Medium natural humanoid (aquatic)
Level 2 Skirmisher
XP 125 each
Features of the Area
Initiative +2 Senses Perception +0 Initiative +7 Senses Perception +3 Illumination: Exposed to the elements, the ruins
Rancid Air (Poison) aura 2; each enemy that spends a healing Rancid Air (Poison) aura 2; each enemy that spends a healing are brightly lit in most areas. However, the intact
surge within the aura is weakened until the end of its next surge within the aura is weakened until the end of its next
walls do cast long shadows that provide areas of dim
turn. turn.
HP 34; Bloodied 17 HP 34; Bloodied 17 light.
AC 12; Fortitude 12, Reflex 12, Will 10 AC 16; Fortitude 13, Reflex 14, Will 13 Collapsed Walls/Rubble: These piles of stone
Speed 6 (swamp walk), swim 4 Speed 7 (swamp walk), swim 5 and debris are difficult terrain.
m Spear (standard; at-will) Weapon m Javelin (standard; at-will) Weapon
Mud Wallows: The mud here is roughly knee-
+4 vs. AC; 1d8 + 3 damage. +6 vs. AC; 1d6 + 3 damage.
M Bullywug Rush (standard; usable only in place of a melee r Javelin (standard; at-will) Weapon deep to a Medium creature, and the wallows are
attack when charging; recharge 5 6) Ranged 10/20; +8 vs. AC; 1d6 + 3 damage. considered difficult terrain. The bullywugs swamp
+5 vs. Fortitude; 2d6 + 4 damage, and the target is M Spasmodic Hop (standard; encounter) Reliable, Weapon
walk ability allows them to move through the mud
knocked prone. Miss: The bullywug mucker takes 3 Marks on the bullywug twitcher end, and it shifts 4
damage and is knocked prone. squares before the attack: +7 vs. AC; 2d6 + 3 damage, and wallows without hindrance.
Bully the target takes a 4 penalty to attack rolls against the Trapdoor: Obscured by rubble and debris, this
A bullywug muckers attacks deal 1d6 extra damage twitcher until the end of the twitchers next turn. trapdoor opens onto a stairwell leading down into the
against prone targets. Natures Release Healing
laboratory beneath the ruins. The trapdoor can be
Natures Release Healing Any attacker who scores a critical hit against a bullywug
Any attacker who scores a critical hit against a bullywug twitcher regains 4 hit points. found with a DC 12 Perception check.
mucker regains 3 hit points. Alignment Chaotic evil Languages Primordial
Alignment Chaotic evil Languages Primordial Skills Athletics +8
Skills Athletics +8 Str 14 (+3) Dex 18 (+5) Wis 14 (+3)
Str 16 (+3) Dex 14 (+2) Wis 10 (+0) Con 10 (+1) Int 10 (+1) Cha 8 (+0)
Con 14 (+2) Int 6 (2) Cha 8 (1) Equipment 5 javelins
Equipment leather armor, spear
with thrown javelins. The twitchers try not to engage
Tactics the PCs in melee outside of a mud wallow if possible,
The bullywugs have no goals in this encounter preferring to draw heroes into the mud where their
beyond killing the PCs and looting their corpses. In swamp walk ability gives them an advantage. The
addition, being very chaotic and fairly greedy, they do twitchers save spasmodic hop to finish off a wounded
not even bother to warn the rest of their tribe in the PC; they can reach a PC up to 11 squares away with
laboratory below the ruins if combat breaks out here. this attack.
Once combat begins, the bullywug croakers and
muckers charge into melee. The bullywug muckers
making use of bullywug rush in the opening round of
combat, and the bullywug croakers fire off foul croak
whenever they can catch two or more PCs in the
blast, even if it means hitting one of the muckers.
The bullywug twitchers each move to the center of
a mud wallow and support the croakers and muckers

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Stick in the Mud

A2: The Study 3 Bullywug Muckers (M)


Medium natural humanoid (aquatic)
Level 1 Brute
XP 100 each
Bullywug Twitcher (T)
Medium natural humanoid (aquatic)
Level 2 Skirmisher
XP 125
Initiative +2 Senses Perception +0 Initiative +7 Senses Perception +3
Encounter Level 1 (XP 550) Rancid Air (Poison) aura 2; each enemy that spends a healing Rancid Air (Poison) aura 2; each enemy that spends a healing
surge within the aura is weakened until the end of its next surge within the aura is weakened until the end of its next
Setup turn. turn.
HP 34; Bloodied 17 HP 34; Bloodied 17
3 bullywug muckers (M)
AC 12; Fortitude 12, Reflex 12, Will 10 AC 16; Fortitude 13, Reflex 14, Will 13
1 bullywug twitcher (T) Speed 6 (swamp walk), swim 4 Speed 7 (swamp walk), swim 5
1 hidden quagmire hazard m Longspear (standard; at-will) Weapon m Javelin (standard; at-will) Weapon
Reach 2; +4 vs. AC; 1d10 + 3 damage. +6 vs. AC; 1d6 + 3 damage.
M Claw (standard; at-will) r Javelin (standard; at-will) Weapon
The PCs move down a stone staircase into the first +4 vs. AC; 1d6 + 3 damage. Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
room of the ruined laboratory beneath the ruins. M Bullywug Rush (standard; usable only in place of a melee M Spasmodic Hop (standard; encounter) Reliable, Weapon
This room once served as a Voran Earthmanes study, attack when charging; recharge 5 6) Marks on the bullywug twitcher end, and it shifts 4
+5 vs. Fortitude; 2d6 + 4 damage, and the target is squares before the attack: +7 vs. AC; 2d6 + 3 damage, and
although time and the deleterious presence of the
knocked prone. Miss: The bullywug mucker takes 3 the target takes a 4 penalty to attack rolls against the
bullywugs have left little but a mud-choked ruin. The damage and is knocked prone. twitcher until the end of the twitchers next turn.
mud in this room can be treacherous, and the shal- Bully Natures Release Healing
A bullywug muckers attacks deal 1d6 extra damage Any attacker who scores a critical hit against a bullywug
low pit in the center of the room appears as just more
against prone targets. twitcher regains 4 hit points.
mud-covered stone, making it hard to detect and Natures Release Healing Alignment Chaotic evil Languages Primordial
avoid. Any attacker who scores a critical hit against a bullywug Skills Athletics +8
The bullywugs in this room are not on alert, and mucker regains 3 hit points. Str 14 (+3) Dex 18 (+5) Wis 14 (+3)
Alignment Chaotic evil Languages Primordial Con 10 (+1) Int 10 (+1) Cha 8 (+0)
are unlikely to be prepared to ambush the PCs. If the
Skills Athletics +8 Equipment 5 javelins
PCs move quietly, they might be able to sneak up on Str 16 (+3) Dex 14 (+2) Wis 10 (+0)
the bullywugs and gain a surprise round. Combat in Con 14 (+2) Int 6 (2) Cha 8 (1) Perception DC 15
this room does alert the mud lord in the next room; Equipment leather armor, spear You also notice that the mud in the center of the room
however, the mud lord doesnt send any of the giant seems much deeper and stickier than that in the rest of the
When the PCs enter this room, read:
frogs or croakers that serve it to aid the bullywugs in chamber.
This stone chamber is bathed in a greasy, yellow glow from
the study, preferring instead to set its own ambush for
a pair of smoking braziers in the northwest and southeast
the heroes. Tactics
corners of the room. The floor is covered in a thick viscous
The bullywugs here are aware of the hidden quagmire
mud that adds a swampy stink to the pungent smoke
hazard in the center of the room and attempt to use it to
issuing from the braziers. Toppled tables, bookshelves, and
their advantage. The bullywug twitcher begins combat
other bits of furniture thrust up from the muck in various
by throwing javelins at the PCs, while the bullywug
places like islands in a muddy sea. Four loathsome, froglike
muckers hang back and hurl bits of debris (harmless)
humanoids squat in the mud on the east end of the room,
and taunt the PCs in Primordial. The bullywugs hope
near a pair of double doors that are slightly ajar.
to lure the PCs into the quagmire hazard, so that the
muckers can use longspears they keep nearby to stab at
heroes that become stuck in the mud.

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Stick in the Mud

When one or more PCs becomes immobilized in Features of the Area


the quagmire, the bullywug muckers use bullywug Illumination: A pair of braziers burning a pun-
charge to dash forward and attack a trapped PC with- gent fungus provides illumination in this room. The
out entering the quagmire themselves. The muckers braziers provide bright illumination out to 4 squares,
continue to stab trapped PCs, focusing on those with spaces beyond this ranged counting as dim light.
knocked prone by bullywug charge. If forced into close Ceiling: The ceiling in this area is 15 feet high.
melee combat, the muckers drop their longspears and Bookshelves/Tables: A character can jump onto
attack PCs with their claws. a toppled bookshelf or the table with a DC 20 Athlet-
The bullywug twitcher continues to use its javelins ics check (remember the 2 penalty to Athletic checks
at range during the combat, targeting PCs trapped in imposed by the muddy squares). Anyone under the
the quagmire at first, and then switching to those that table has superior cover (5 penalty to attack rolls
escape or avoid the hazard. It prefers to stay out of against him). A character can flip over the table or
melee combat as long as there are two or more muck- topple one of the standing bookshelves with a DC 12
ers still standing. When only one mucker remains, Strength check; both can be tipped over to provide
the twitcher uses spasmodic hop to enter melee, target- cover.
ing a wounded PC if possible. Braziers: If tipped over, each brazier creates a
Hidden Quagmire Hazard Level 2 Obstacle
Hazard XP 125 burst 1 zone of greasy smoke that provides total con-
A shallow pit filled with thick mud blends in with the muddy cealment to those within it. The zone lasts until the
stone floor of the study. end of the creatures turn that tipped over the brazier.
Hazard: The 2 x 4 section of the muddy floor hides a shallow Muddy Squares: Although not deep enough to
pit filled with thick mud. hinder movement, the elemental mud that covers
Perception
DC 15: The character notices that the mud is much deeper
these squares is treacherously slick. Any Acrobatics,
in this area. Athletics, or Stealth checks made in a muddy square
Trigger: When a creature enters or begins its turn in one of the take a 2 penalty. Bullywugs and any creature with
hazards 8 squares, the hazard attacks that creature.
swamp walk do not take the penalty to skill checks.
Immediate Reaction Melee
Targets: The creature that triggered the trap.
Attack +5 vs. Reflex
Hit: The target is immobilized (save ends).
Countermeasures:
A character who makes an Athletics check (DC 11, or DC
21 without a running start) can jump over the pit.

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Stick in the Mud

A3: Chamber When the PCs enter this room, read: 3 Giant Frogs (F)
Medium natural beast (aquatic)
Level 3 Controller
XP 150 each
This large room is lit by more of the stinking, smoky
of the Frog braziers and seems to be even muddier than the previous
Initiative +5
HP 44; Bloodied 22
Senses Perception +6

room. A pair of large, L-shaped tables and a number of tall AC 18; Fortitude 15, Reflex 16, Will 13
Encounter Level 2 (XP 676) bookshelves, all made of stone and strewn with the broken Speed 4 (swamp walk), swim 6
m Bite (standard; at-will)
remains of ancient alchemical equipment, mark this room
Setup as having once been some kind of laboratory. The center of
+8 vs. AC; 1d6 + 3 damage, and a Medium or smaller
target is swallowed. A swallowed target is stunned, takes
1 bullywug mud lord (L) the room is taken up by a shallow pit filled with thick mud, ongoing 5 damage, and cant be targeted by any effect
3 giant frogs (F) and within this filthy wallow are two of the most enormous (save ends all effects). A giant frog can have only one target
2 bullywug croakers (C) swallowed at a time and cannot make bite attacks as long
frogs you have ever seen. as the swallowed target is alive.
R Grasping Tongue (minor; at-will)
This area was once the main alchemical and magical Perception Ranged 3; +7 vs. Reflex; the target is pulled 2 squares.
laboratory of Voran Earthmane. The large L-shaped DC 10: There is a bulky stone door, barred and shut, in the
Prodigious Leap (move; at-will)
The giant frog shifts 4 squares. It can shift through enemy
stone tables and tall book shelves were magically south wall. A steady river of thick mud flows from beneath squares as long as it ends its movement in an unoccupied
hewn from the surrounding stone, and thus have the door. space.
withstood the march of centuries and the residence of Alignment Unaligned Languages
the bullywugs far better than those in the study. The 2 Bullywug Croakers (C) Level 3 Minion Brute Skills Athletics +8, Stealth +9
Medium natural humanoid (aquatic) XP 38 each Str 14 (+3) Dex 17 (+4) Wis 11 (+1)
ruins and shards of old alchemical equipment can be
Initiative +3 Senses Perception +0 Con 12 (+2) Int 2 (3) Cha 6 (1)
found scattered on the tables and the floor here. Rancid Air (Poison) aura 2; each enemy that spends a healing
The noise of the combat in area 2 alerts the bully- surge within the aura is weakened until the end of its next
wug mud lord and its giant frogs and croaker minions turn.
HP 1; a missed attack never damages a minion.
in this room. When the PCs enter the room, the giant
AC 14; Fortitude 12, Reflex 14, Will 12
frogs are in the mud wallow, while the croakers and Resist 5 poison
the mud lord hide beneath the large stone tables that Speed 6 (swamp walk), swim 4
m Claw (standard; at-will)
dominate the center of the room. Make Stealth checks
+6 vs. AC; 7 damage.
for the croakers and mud lord and compare them C Foul Croak (standard; at-will) Poison
with the PCs passive Perception checks. Close blast 2; +4 vs. Fortitude; 4 poison damage.
Natures Release Healing
Any attacker who scores a critical hit against a bullywug
croaker regains 3 hit points.
Alignment Chaotic evil Languages Primordial
Skills Athletics +6
Str 10 (+1) Dex 14 (+3) Wis 10 (+1)
Con 14 (+3) Int 6 (1) Cha 5 (2)

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Stick in the Mud

Bullywug Mud Lord (L)


Medium natural humanoid (aquatic)
Level 3 Artillery
XP 150
Tactics concealment to those within it. The zone lasts until
The giant frogs attack as soon as the PCs enter the the end of the creatures turn that tipped over the
Initiative +2 Senses Perception +9
Rancid Air (Poison) aura 2; each enemy that spends a healing room. Each frog uses grasping tongue to snare the clos- brazier.
surge within the aura is weakened until the end of its next
est PC and pull him into its maw. Once a giant frog Vault Door: The large stone door in the south wall
turn. leads to the vault containing the malfunctioning staff
HP 39; Bloodied 19 has swallowed a PC, it uses prodigious leap to escape
any further combat; however, if cornered, it continues of earthen might. It is not locked, but the door is heavy
AC 16; Fortitude 14, Reflex 14, Will 16
Speed 6 (swamp walk), swim 5 to attack. and the thick mud flowing beneath it makes it dif-
m Quarterstaff (standard; at-will) Weapon ficult to open. A DC 15 Strength check is required to
The bullywug croakers and mud lord wait until
+8 vs. AC; 1d8 + 1 damage.
the PCs engage the giant frogs before unleashing push open the vault door.
C Electric Reflux (standard; recharge 6) Cold, Lightning
Close blast 3; +6 (+8 with necessary sacrifices) vs. Reflex; their own attacks. Directed by the mud lord, the Mud Wallow: The mud here is roughly knee-deep
2d6 + 4 cold and lightning damage, and the target is dazed
croakers move in close and unleash their foul croaks to a Medium creature, and the wallow is considered
until the end of the bullywug mud lords next turn. Miss: difficult terrain. The bullywugs and giant frogs
Half damage. en masse, attempting to catch as many PCs as pos-
A Fiery Croak (standard; at-will) Fire, Thunder sible in the blasts. The bullywug mud lord augments swamp walk ability allows them to move through the
Area burst 1 within 20; +6 (+8 with necessary sacrifices) vs. this assault with fiery croak, trying to catch at least one mud wallow without hindrance.
Reflex; 1d10 + 4 fire and thunder damage.
of the croakers or giant frogs in the burst to gain the Muddy Squares: Although not deep enough to
Necessary Sacrifices
benefit of necessary sacrifices. hinder movement, the mud that covers these squares
If a bullywug mud lord includes at least one ally in the area
of its area or close attacks, each of its rolls with that attack The bullywug croakers continue to use foul croak is treacherously slick. Any Acrobatics, Athletics, or
gains a +2 power bonus.
until engaged in melee by a PC. The mud lord moves Stealth checks made in a muddy square take a 2 pen-
Natures Release Healing alty. Bullywugs and any creature with swamp walk do
Any attacker who scores a critical hit against a bullywug around the room, using the mud wallow to keep the
PCs from closing with it, and using fiery croak each not take the penalty to skill checks.
mud lord regains 5 hit points.
Alignment Chaotic evil Languages Primordial round. It saves electric ref lux for when one or more PCs Tables: A character can jump onto a table with
Skills Arcana +6, Nature +9
engage it in melee. a DC 20 Athletics check (remember the 2 penalty
Str 12 (+2) Dex 14 (+2) Wis 16 (+4) to Athletic checks imposed by the muddy squares).
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment quarterstaff Features of the Area Anyone behind a table has cover (2 penalty to attack
Illumination: A trio of braziers burning a pun- rolls against him) and anyone beneath the table has
gent fungus provides illumination in this room. The superior cover (5 penalty to attack rolls against him).
braziers provide bright illumination out to 4 squares, The tables are solid stone and are bolted to the floor;
with spaces beyond this ranged counting as dim light. they cannot be tipped over.
Ceiling: The ceiling is 15 feet high.
Bookcases/Shelves: The large bookcases and
shelving units in this room are 10 feet high and have
been magically shaped directly from the surrounding
stone of the walls. They cannot be toppled over, but
they can be climbed with a DC 15 Athletics check.
Braziers: If tipped over, each brazier creates
a burst 1 zone of greasy smoke that provides total

October 20 09 | D u n g e o n 17 1
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Stick in the Mud

Area 4: When the mud men attack, read:


Suddenly, the roiling mud rises up in vaguely
Vault of the Staff anthropomorphic shapes that flail and batter at you with
lashing, muddy appendages.
Encounter Level 3 (XP 750)
4 Mud Men Level 2 Brute
Setup Small elemental magical beast (earth, water) XP 125 each
Initiative +2 Senses Perception +7
Staff of earthen might skill challenge (S) HP 43; Bloodied 21
4 mud men AC 14; Fortitude 15, Reflex 13, Will 13
Immune disease, poison
Speed 5
The large chamber was once a storage room where
m Slam (standard; at-will)
Voran kept his creations, including the staff of earthen +5 vs. AC; 1d10 + 3 damage. Tactics
might. While poking around in here, one of the bul- R Mud Ball (standard; at-will)
Ranged 10; +3 vs. Reflex; the target is slowed (save ends). The mud men do not attack until a PC moves into the
lywugs cracked the staff, opening the rift to the
If the target is already slowed, it is instead immobilized thick mud around the staff, at which time they rise
Elemental Chaos. The staff has been spewing mud (save ends). up and attack the nearest intruder. When combat
from the Elemental Chaos for weeks now, and the Amorphous Body (immediate reaction, when hit by a melee
attack; encounter) begins, two mud men attack any PCs in the thick
area around the staff is a swirling mire of churning
The mud man shifts 3 squares. mud around the staff with slam attacks, while the
mud. The bullywugs avoid this room because it has
Relentless Assault other two use mud ball to keep the other PCs at bay.
recently become the lair of four mud men, minor The mud man gains a +2 bonus to attack rolls against
After the first round of combat, the mud men focus
elementals whose malleable body allowed them to slowed or immobilized creatures.
Alignment Unaligned Languages Primordial their melee and ranged attacks on any creature that is
squeeze through the tiny portal to the Elemental
Skills Stealth +7 slowed or immobilized to take advantage of relentless
Chaos opened by the staff of earthen might. The mud Str 16 (+4) Dex 13 (+2) Wis 13 (+2) assault.
men are within the thick mud around the staff, and Con 13 (+2) Int 6 (1) Cha 8 (+0)
The mud men do not use any sophisticated tac-
are, for all intents and purposes, invisible to the PCs
tics beyond those described above and fight to their
until they attack.
destruction to protect their new home.
In order to retrieve the staff of earthen might, the
PCs need to defeat the mud men and complete a skill
challenge to close the portal to the Elemental Chaos.

When the PCs enter this room, read:


This stone vault is lined with shelves holding many strange
devices. Some of them even appear to be intact and might
be valuable. However, your most pressing concern lies at the
southern end of the room, in a small alcove, where a thick,
stone staff juts out from a swirling vortex of mud and spews
forth a steady deluge of elemental muck.

October 20 09 | D u n g e o n 17 1
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Stick in the Mud

Stem the Muddy Tide


Skill Challenge
Level 2
XP 250
Features of the Area Appendix:
Illumination: The staff glows with a dull yellow
Your skill and knowledge are required to close the portal to
Elemental Chaos. light, providing dim light.
New Magic Item
The PCs must use their knowledge of the arcane arts and Ceiling: The ceiling is 15 feet high.
the natural world to close the portal to the Elemental Muddy Squares: Although not deep enough to Staff of Earthen Might Level 3+
Chaos that has been opened by the malfunctioning staff of hinder movement, the elemental mud that covers This staff channels the power of the earth to add strength to
earthen might.
these squares is treacherously slick. Any Acrobatics, your limbs and weight to your blows.
Complexity
2 (requires 6 successes before 3 failures). Athletics, or Stealth checks made in a muddy square Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Primary Skills take a 2 penalty. Bullywugs and any creatures with Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Arcana, Nature. Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
swamp walk do not take the penalty to skill checks.
Arcana (DC 15, standard action, 1 success, no maximum) Implement (Staff )
With practiced gestures and muttered arcane phrases, you seek Shelves: The large shelving units in this room are Enhancement: Attack rolls and damage rolls
to exert your will over the malfunctioning magic item and close 10 feet high, have been magically shaped directly Critical: +1d6 damage and the target is knocked prone.
the portal to the Elemental Chaos. from the surrounding stone of the walls, and cannot Property: When you are standing on a surface of stone or
Nature (DC 15, standard action, 1 success, no maximum) earth, you gain a +2 item bonus to Athletics checks and
be toppled over. However, they can be climbed with a Strength ability checks (but not Strength-based attacks).
Your knowledge and control over the natural world extend into
the primordial realm of the Elemental Chaos. You exert your DC 15 Athletics check. Power (Daily): Free Action: Use this power when an attack
will over the staff of earthen might in an attempt to seal of the Thick Mud: The squares around the staff are with this implement hits. The target feels as if its weight
portal it has opened. has tripled, and it is slowed until the end of your next turn.
filled with thick mud and are challenging terrain. A
Secondary Skills
skill check is not required to move into a square with
Acrobatics, Athletics. About the Author
Acrobatics (DC 10, move action, or no action if made as part of thick mud; however, it requires a DC 10 Athletics Aeryn Blackdirge Rudel is a staff writer and editor for
a move, no successes) check to move out of a square with thick mud; a failed Goodman Games, a freelance writer and RPG designer, and
Your natural agility allows you to keep firm footing in the thick the editor-in-chief of the 4E magazine Level Up. He has been a
check means the PC is immobilized (save ends).
mud, making the task at hand easier to accomplish. You gain a professional game designer since 2005, and his recent author
+2 bonus to your next Arcana or Nature check made as part of Treasure: If repaired and retrieved, the staff is a credits include Blackdirges Dungeon Denizens, Critter Cache:
this skill challenge. staff of earthen might +1. D Daemons, and Heros Handbook: Tief ling. Aeryn currently lives
Athletics (DC 10, move action, or no action if made as part of a in Modesto, California with his wife Melissa, a non-gamer
move, no successes) whose tolerance for her husbands geekery borders on the
You might not be skilled in esoteric knowledge, but you can use supernatural.
the strength of your body to brace your companion against the
slick tide of elemental mud. You grant a +2 bonus to one allys
next Arcana or Nature check made as part of this skill challenge.
Success
The PCs close the portal to the Elemental Chaos by repairing
the staff of earthen might, which can then be retrieved.
Failure
The flow of mud from the Elemental Chaos continues. You
cannot retrieve the staff until it is closed. In addition, if the
flow continues unabated it could submerge the ruins in
elemental mud and allow more mud men to pass through,
as well as larger, more dangerous creatures from the
Elemental Chaos. You can attempt the skill challenge again
after a short rest.

October 20 09 | D u n g e o n 17 1
14
A Chaos Scar Adventure
By Rob Heinsoo

Den illustrations by Drew Baker F cartography by Sean Macdonald

the Slavetakers
TM & 2009 Wizards of the Coast LLC All rights reserved.

of

Den of the Slavetakers is a short adventure for five 1st level


characters that takes place in the Chaos Scar. Aslavetaking
operation run by a one-armed gnoll turns out to have a
truly sinister purpose: victim-gathering for death rituals
performed by an underground cult of Torog. The priest of
the temple on the far side of the cavern, a female halfling
named Morgana, uses a small shard of the meteor to draw
mutated homunculus servants out of the valleys rock. Not
content with homunculus servants, she is now using gnoll
magic borrowed from her henchman to turn halfling victims
into flawed but deadly witherlings. In the mushroom-choked
depths of the central chamber, myconids prepare for an
assault on the temple to take the meteorite from whoever is
left standing after the PCs interrupt the cultists rituals.
For details on the Chaos Scar and its environs, read the
Chaos Scar introduction and check out the map of the
entire valley.

October 20 09 | D u n g e o n 17 1
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Den of the Slavetakers

Background survivor with an elaborate escape plan. The PCs may Hook 2:
end up facing the myconids even if Morgana escapes Smite the King that Crawls
The pivotal figure in the secret Torog cult is a female with the shard. Its said that a cult devoted to Torog operates some-
halfling magician who took the name Morgana when where in the valley near the Kings Wall. A nearby
she entered Torogs service. Having come into posses- Getting the Players temple of Avandra has never been able to cope with
sion of a shard from the meteor, Morgana took over a the worst problems presented by the Chaos Scar,
previously occupied underground lair and set it up as Involved but it certainly understands how to deal with Torog.
a well-defended underground temple where she could The temple announces that it will pay anyone who
Den of the Slavetakers takes place in the Chaos
pursue experiments to learn the extent of the shards can find and eliminate the temple 300 gp. As a start,
Scar. Use one of the hooks below to get the PCs into
powers. Avandras followers point the heroes toward the area
the valley and on the slavetakers trail. These hooks
Morgana has two main lieutenants: a human tor- in which the Hand of Torog operates.
also come with a minor quest that can provide the
turer named Scalpel and a one-armed elderly gnoll Quest XP: 50 XP for finding the temple, another
PCs with some extra experience.
known as the Hand of Torog. Scalpel, a heavily mus- 250 XP for erasing the temple from existence, and
cled and tattooed degenerate who sleeps hanging from
Hook 1: A Family Kidnapping 200 XP for making sure that none of its priests or ser-
hooks in his cell in the temple, gets his name from his vants escape.
Four members of Jangi Blackstreams family were kid-
favorite tool. The Hand of Torog fled a chief s challenge
napped last week, in two separate incidents. Jangi, a
in his pack instead of fighting to the death. Faith in
halfling trader who operates near the valley, is desper-
Treasure Preparation
Torog gave him new purpose, and Morgana gave him Den of the Slaves uses the treasure parcel system
ate to recover his kin: Nebin, Wayan, Shaena, and Lani.
a home on the front line of her defenses. The Hand described in the Dungeon Masters Guide. The PCs
Survivors of one of the kidnappings, which turned into
doesnt have the social perspective to understand that should gain a total of four treasure parcels in this
a short and almost lethal brawl, reported that the Black-
his name is more sardonic wit than an honorific. adventure, though parcel 3 below is deliberately
stream cousins were taken by flying blue demons and a
As the adventure begins, the Hand of Torog and small. Listed below are the most likely places to find
one-armed gnoll. Jangi has no solid information on what
cultist accomplices have succeeded in taking six new parcels and what those treasure parcels might consist
has happened to his relatives, but he has a nasty hunch.
slaves, two male humans and four halflings, two male of. The magic weapon should come from the players
Some years ago, another family member discarded her
and two female. Seven human Torog worshipers have wish lists.
old name (Nedda Blackstream), renamed herself Mor-
preceded the PCs into the area, arriving for a ritual in
gana, and moved into the Chaos Scar, if such a thing can
which Morgana has promised great pain, great plea- Parcel 1: The Hands Arsenal One level 4
be believed. Jangi thinks that Nedda/Morganas vindic-
sure, and magic that draws on the power of the Chaos magic weapon
tive streak might explain an otherwise inexplicable (not a battleaxe)
Shard to create more homunculus and undead servi-
assault on the Blackstream family, and he knows she is Parcel 2: Cultists Bodies 20 gp
tors for the temple.
somewhere in the area of the valley that contains the Parcel 3: Treasure Heap 220 gp and 800 sp
Beneath the temple in a great mushroom chamber,
temple. Jangi will pay 50 gp and provide a 25% discount Parcel 4: Morganas Desk Two 100-gp gems
a circle of myconids drawn toward the Chaos Shards
on two 1st- through 5th-level magic items if the PCs can and alchemical
energies are secretly creating a great fungal tower that
follow-up on his hunch. formulae (see below)
will enable them to climb to the top of the cavern and
Quest XP: 100 XP for finding Morgana, 100 XP
take Morganas shard as their own. Although unaware
for finding the missing Blackstreams, and another
of the myconids plans, Morgana is a dedicated
300 XP for rescuing one or more halflings alive.

October 20 09 | D u n g e o n 17 1
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Den of the Slavetakers

Getting Started
Regardless of the hook used to get the PCs into the
Chaos Scar, read or paraphrase the following when
they reach the vicinity of the slavetakers lair.

A depression in the valley floor leads to a wide cavern that


slopes gently downward. You dont have to be a tracker to
tell that many people have walked in and out of this cavern
recently, following a single-file trailtracks from boots and
tracks from small feet, likely children or halflings. The
cavern slopes gently down, turning into a wide corridor.

Conclusion
If the PCs obtained the Chaos Shard, will they
destroy it or keep it to find out if they can use it later
on? A DC12 Arcana check reveals that the meteor
shard might have properties that would make it useful
later on, when the PCs have more power and are con-
fronting other beings possessing shards. But the same
check also reveals that the shard could be pounded
into dust and destroyed with no ill side effects, and
that the world would probably be a better place.
Does the mushroom forests trail lead to a myconid
stronghold, or some weirder cavern?
If the Hand of Torog escapes, theres no telling
where hell turn up next.
And if Morgana escapes, she is likely to join a band
of murderous halflings who infest a cave nearby in
the valley.

October 20 09 | D u n g e o n 17 1
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Den of the Slavetakers

S1: Entryway and The keys to running this encounter are: 2 Clay Scouts (C) Level 2 Lurker
Small elemental animate (construct, homunculus) XP 125
F Flit the clay scouts between the arrow slits and
theFirst Cave then out of sight as they use their mind touch
Initiative +7 Senses Perception +6;
darkvision
attack from behind the arrow slits superior HP 31; Bloodied 15
Encounter Level 1 (550 XP) cover. AC 16; Fortitude 13, Reflex 14, Will 15
Immune disease, poison
F Remember to let PCs roll an Acrobatics or
Setup Perception check to treat the rubble-strewn entry
Speed 6, fly 3 (clumsy)
m Bite (standard; at-will) F Poison
2 clay scouts (C) room as clear terrain that round, rather than as +3 vs. AC; 1d6 + 3 damage, and the homunculus makes
Hand of Torog (H) difficult terrain. a secondary attack against the same target. Secondary
Mutant arbalester (M) Attack: +2 vs. Fortitude; the target is slowed (save ends)
F Choose a dramatic moment for the Hand of R Mind Touch (standard; at-will) F Psychic
Torog to get the inner door open to provide the Ranged 10; +5 vs. Reflex; 1d6 + 3 psychic damage, and the
The area marked as the entryway is the end of a chained-up mutant arbalester with a clear shot target is dazed (save ends)
tunnel that runs for another hundred feet or so to the into the entryway.
Guard Object
The clay scout gains a +4 bonus to attack rolls against
cavern at the surface. Light filters in from the surface
targets adjacent to or carrying its guarded object.
and from holes in the ceiling. When the PCs approach the outer door and trig- Limited Invisibility F Illusion
Two of the arrow slits (marked in red on the ger the clay scouts, read: The clay scout is invisible to dazed creatures.
map on page 25) looking out into the entryway are Redirect (immediate interrupt, when targeted by a melee or
You see a flash of motion from the arrow slit and a probe of ranged attack; at-will)
guarded by clay scout homunculi created by Morga- psychic energy erupts in your mind as a misshapen winged The clay scout makes an attack against the attacker: +4 vs.
nas meteor-twisted rituals. The homunculi dont stir creature made of blue stone tries to catch your eyes and pry Will; the triggering attack targets a creature adjacent to
or attack until someone comes within 3 squares of the into your mind.
the clay scout instead (as chosen by the clay scout).
door. Alignment Unaligned Languages
Skills Stealth +8
As indicated in the tactics notes, the mutant When the PCs first get a good look at the clay Str 10 (+1) Dex 15 (+3) Wis 10 (+1)
arbalester is chained up beside the inner door and is scouts, read: Con 13 (+2) Int 10 (+1) Cha 16 (+4)
unable to move. Meanwhile the Hand of Torog is out Theres something wrong with these homunculi. Theyve
of position, running across from the other side of the been altered by weird magicthey glow with blue light and
rope bridge. their parts dont fit together properly.

When the inner door opens and the PCs can see
the mutant arbalester chained to the wall ahead
of them, read:
(Read the first sentence only if the Hand opens the
door.)
A gnoll opens the door at the end of the chamber and
dodges aside. Behind him, you see a twisted construct made
of glowing blue rock. It looks like a giant crossbow on wheels
and it seems to be screaming as it looses a bolt.

October 20 09 | D u n g e o n 17 1
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Den of the Slavetakers

The Hand of Torog (H)


Medium natural humanoid, gnoll
Level 3 Brute
XP 150
Tactics The Hand enters initiative the round after the
alarm bell is rung (most likely to be round 2 of
Initiative +2 Senses Perception +4; low-light vision When the clay scouts see a hero approach within 3
HP 52; Bloodied 26 combat). His first order of business is to reach the
squares of the door, one of the scouts attacks the PCs
AC 14; Fortitude 15, Reflex 12, Will 12 mutant arbalester. The arbalester remains chained to
with mind touch while the other flies to ring the alarm
Speed 6 the wall, but undoing the locks that bind the arbales-
m Battleaxe (standard; at-will) F Weapon bell (marked b on the map) and rings it (a standard
ters firing mechanism requires a standard action on
+7 vs. AC; 1d8 + 5 damage, or 1d8+8 while bloodied. action). On its next turn, that clay scout returns to an
M Quick Bite (at-will; free, when gnoll marauder hits a bloodied the Hands part, consuming his actions in the second
arrow slit, where it has superior cover against attacks
enemy with a melee attack) round of the fight.
The Hand of Torog makes a bite attack against the same from outside, joining its comrade and attacking the
Cursing loud enough to be heard through the thin
target; +4 vs. AC; 1d6 + 1 damage, or 1d6+4 damage intruders with mindtouch.
while bloodied. doors, the Hand uses his next turn to throw open the
The clay scouts arent smart enough to execute a
Desperate Loner inner door, hoping to give the mutant arbalester an
perfect defense. They stall enemies by dazing them
The Hand of Torog deals 5 extra damage on melee attacks enemy target. If there are no enemies in the entry
when 2 or more enemies are adjacent to it. with mind touch and use redirect whenever possible.
room yet, the Hand leaves the door open so the arbal-
Alignment Chaotic Evil Languages Abyssal, Common The clay scouts are assigned to guard the Hand of
Skills Endurance +7, Intimidate +5 ester has an open field of fire and dodges back toward
Torog. If he shows himself through the inner door, the
Str 18 (+5) Dex 12 (+2) Wis 12 (+2) his quarters out of the arbalesters sight while it deals
Con 12 (+2) Int 7 (1) Cha 5 (2) surviving clay scouts fly to his side, so long as they can
with enemies.
Equipment leather armor, battleaxe do so without taking attacks of opportunity.
Unlike savage gnolls addicted to the frenzy of the
Penetrating the caves defenses would be much
Mutant Arbalester (M) Level 3 Artillery pack, the Hand is a survivor first. When bloodied, he
harder for the PCs if the Hand of Torog hadnt aban-
Medium immortal humanoid (construct, homunculus) X P 150 tries to escape. If he still has over 25% of his hit points
Initiative +4 Senses Perception +8; doned his post to bask in the sounds and smells of
when he gets clear, he runs back through the open
darkvision worship. The one-armed gnolls assigned role during
HP 36; Bloodied 18 doors into the main cavern and across the bridge,
the ceremonies is to guard the entryway alongsidethe
AC 15; Fortitude 14, Reflex 13, Will 14 where he gathers the forces from the second encoun-
Immune disease, poison (and push, pull, slide when chained)
clay scouts and the mutant arbalester. Going bythe
ter by running to the door of the temple, before the
Speed 6 (0 when chained) book, hes supposed to lead the fight against any
m Slam (standard; at-will) PCs have a chance to take a short rest or fully search
intruders or hapless travelers, while sending one of
+10 vs. AC; 1d6 + 3 damage that side of the cavern. If he is already below 25% hit
the clay scouts to the temple to warn Morgana. But
r Bolt (standard; at-will) points when he runs, the Hand abandons all thoughts
Ranged 20/40; +10 vs. AC; 1d10 + 3 damage because the Hand was lurking with his ears pressed
of continuing the fight, runs south past the double
R Perverse Double Shot (standard; recharge 4 5 6) to the temple wall, he runs for the entryway upon
The arbalester makes two bolt attacks, each against a doors leading to the rope bridge, and plunges through
hearing the alarm bell without revealing his derelic-
different target. The targets must be within 5 squares of the curtain of dried mushrooms (marked e on the
each other. If an ally of the mutant arbalester is within 5
tion by warning those within the temple.
main map, page 25) leading to his privy/bolthole
squares of its first target, there is a 50% chance that it will
target that ally with its second shot.
(marked f on the map, page 25). After diving
Guard Self through, he tries to take his chances cutting away
At the start of the arbalesters turn, if an enemy is within 2 from the cavern along the strip of mushroom forest,
squares, the arbalester recharges its double shot power.
but see the notes on the privy below.
Alignment Unaligned Languages
Str 14 (+3) Dex 17 (+4) Wis 14 (+3)
Con 12 (+2) Int 4 (2) Cha 7 (1)

October 20 09 | D u n g e o n 17 1
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Den of the Slavetakers

Features of the Area Inner Door: If the Hand doesnt manage to get
to the door himself, this rickety wooden door can
Clay Scout Overlook: The east end of the entry
be opened with either a DC10 Thievery check or a
room has a 10-foot wall, easily scalable (DC5 Ath-
DC5 Strength check.
letics check) that leads to a 6-foot-tall section where
Privy and Bolthole: Anyone living (other than
the clay scouts fly to use the arrow slits. The scouts
the Hand) must make a DC15 Endurance check
arent quite smart enough to retreat there on their
to venture any portion of their body into the pit.
own, but the Hand can order them to do so if he
Its large enough to offer a slimy slip-and-slide
can see them.
down into the mushroom cavern detailed in area 2.
Double Doors: The double metal doors are
Barring unusual circumstances, any creature pass-
presently wide open so that the Hand can hear the
ing through this bolthole lands in the mushroom
alarm bell.
forest below, unharmed, except for the 1d6 poison
Outer Door: This poorly-made wooden door
damage for landing in the mushroom forest. Cov-
is barred on the inside with an iron wedge made
ered in filth, the creature suffers a 5 penalty on
of rusty old swords. If Morgana paid attention to
The Hands Arsenal: This is a collection of cast- all Charisma-based skills for the remainder of the
the outside world, she would have noticed that the
off and leftover weapons. The disturbing genius of the encounter.
door is no longer up to the standards of her defense
collection is that the Hand contrives to arrange each If the Hand has fled here, its possible hes
plans, but the Hand of Torog is left to handle such
of the dozen or so weapons in his collection so that already under attack by myconids as soon as he
maintenance tasks. The door cant be opened with
they rest in the dismembered hand of a victim of the lands in the mushroom forest. Its up to you to
Thievery, but a DC10 Strength check will smash it
temple. The Hand doesnt actually use any of these decide whether the myconids ignore the fleeing
open enough for small characters to slip through,
weapons, so the collection is something of an art Hand (theyre used to his smell) or leave hiding and
while a DC15 Strength check will force it all the
installation. Its also a guilty secret. Morgana doesnt try to kill him.
way open.
Chokepoint Rubble: The entryway is full know about it, hence the possibility that a garbage-
of jumbled rocks and rubble, but regular trips crusted but otherwise splendid magic weapon (but
through by the slavetakers and cultists have not a magical battleaxe) rests in the skeletal hand of
resulted in more stable footing and a couple of well- one of the temples victims (Treasure Parcel 1).
worn tracks. As a free action at the start of their The Hands Furs: These lice-ridden sleeping furs
turn, a PC can attempt his or her choice of a DC10 sit next to a keg of nasty liquor, both of which could
Acrobatics check or a DC15 Perception check. be induced to burst into flames if theyre subject to
Success allows the PC to move in the room as if it any fire damage. The only unusual items are piles of
was normal terrain until the start of his or her next hyena skulls and antelope horns, jumbled together in
turn. Failure means the floor counts as rubble for heaps around the furs. If the furs catch fire, a crea-
the PC until the start of his or her next turn. ture in the area or an adjacent square is subject to an
attack: +4 vs. Reflex, 1d6+1 fire damage.

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Den of the Slavetakers

S2: Mushroom Cavern Setup When the PCs first look out across the cavern,
read the following:
The dividing line between these two encounter areas
& Rope Bridge is more a matter of pacing than of physical space. The
The symbol of Torog glares at you from the other side of
a large cavern. Painted on the wall in dark pigment, this
Encounter Level 1 (350 XP) doors to the cavern are wide open, and nearby, the
15-foot-tall symbol graces the stone wall of a building.
PCs can find an arrow slit (marked in red on the map)
Theres no sign of motion in the cavern, except for the
Clay scout (C) to peer through first if theyre leery of hanging out
pulsing green light that comes from the bottom of the
Stonefist defender (S) near the open doors.
chasm filling the cave. From what you can see, the chasm is
4 cultist archers (A) The monsters in the main cavern have no immedi-
filled with mushrooms of all sizes, many of them glowing
ate interest in crossing over or climbing up to confront
with phosphorescence. It smells terrible. As you peer across,
In addition, the heroes have a chance to trigger an the PCs. The cultists are busy with a torture ritual to
you hear a muffled scream from the building featuring the
additional encounter create new homunculi and botched witherlings. The
symbol of Torog. It has no doors or windows you can see,
myconids are planning a later assault to capture the
but a coarse rope bridge stretches across the chasm.
Encounter Level 1 (500 XP) meteor fragment. One likely course of events is that
the PC search this side of the cavern thoroughly and
When the PCs first step onto the wooden plat-
Myconid rotpriest (R) take a short rest before determining how to cross to
form above the cavern, read:
2 myconid guards (M) the other side of the cavern. If the PCs surprise you,
Now that youre closer, you can see pieces of corpses and
use the elements of the encounters that follow to
skeletons scattered on and through the mushrooms at the
improvise.
base of the far wall, as if someone had thrown bodies off
The fight with the cultist minions and a couple
the edge.
homunculi isnt meant to be particularly challenging
if the PCs cross using the bridge to confront the cult-
After a PC gets halfway across the bridge, or sets
ists directly.
foot on the temple-side of the cavern after climb-
If the PCs make things difficult for themselves
ing the walls, read the following:
by avoiding the rope bridge and crossing the floor of
You hear a scrape from the south side of the rough stone
the cavern, theyre likely to encounter the myconids,
building with the Torog symbol burned on it. Another
which might or might not lead to a fight.
blue homunculus flaps awkwardly into view, along with
The myconids warn the PCs away, gesturing that
a lurching blue creature made entirely of blue stone, all
the PCs should go back and come no further. If the
making directly for you. Humans in blood-splattered gray
PCs ignore the warning and advance closer to the
robes bearing the symbol of Torog follow around the south
hidden fungal tower, the myconids attack. If the PCs
corner of the building, carrying longbows. One screams,
end up fighting the myconids, they also have to deal
Turn back fools! Torog gives us strength, and you can never
with the cultists in the middle of the myconid fight.
defeat our might. We are invinc
If the PCs do fight with the myconids, skip encoun-
ter 5 later in the adventure.

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Den of the Slavetakers

If the PCs havent alreadyinterrupted and killed the Clay Scout (C) Level 2 Lurker Stonefist Defender (S) Level 2 Skirmisher
Small elemental animate (construct, homunculus) XP 125 Small elemental beast (construct, homunculus) XP 125
screaming cultist, another gray-robed figure cuffs his
Initiative +7 Senses Perception +6; Initiative +6 Senses Perception +4; darkvision
fellow, taking a moment to yell Shut up! Just shut up! darkvision HP 38; Bloodied 19
before firing his own bow at the PCs. HP 31; Bloodied 15 AC 16; Fortitude 13, Reflex 14, Will 14
AC 16; Fortitude 13, Reflex 14, Will 15 Immune disease, poison
Immune disease, poison Speed 8
If a PC climbs or falls to the mushroom f loor and m Spiked Fist (standard; at-will)
Speed 6, fly 3 (clumsy)
enters a square within 3 squares of one of the m Bite (standard; at-will) F Poison +7 vs. AC; 1d8 + 5 damage.
concealed myconids positions, read: +3 vs. AC; 1d6 + 3 damage, and the homunculus makes Guard Creature
a secondary attack against the same target. Secondary A stonefist defender gains a +2 bonus to attack rolls
A large mushroom ahead of you shakes itself back and
Attack: +2 vs. Fortitude; the target is slowed (save ends) against any enemy adjacent to its guarded creature (see
forth, throwing off the debris that covered it. It rises to R Mind Touch (standard; at-will) F Psychic Tactics, below).
reveal arms and legs. Once on its feet, it lifts its arms and Ranged 10; +5 vs. Reflex; 1d6 + 3 psychic damage, and the Synchronized Flank
gestures that you should go back the way you came. target is dazed (save ends) While a stonefist defender is flanking an enemy with
Guard Object its guarded creature, its attacks deal 1d6 extra damage
The clay scout gains a +4 bonus to attack rolls against against the flanked enemy.
If the PCs turn around, away from the fungal tower, targets adjacent to or carrying its guarded object. Tumble (move; at-will)
the myconid that gave the warning watches them go Limited Invisibility F Illusion The stonefist defender shifts 3 squares.
The clay scout is invisible to dazed creatures. Alignment Unaligned Languages
and then returns to hiding. If a fight starts, the other
Redirect (immediate interrupt, when targeted by a melee or Skills Acrobatics +9
two myconids emerge and attack. See encounter S3 ranged attack; at-will) Str 12 (+2) Dex 17 (+4) Wis 17 (+4)
for the myconids statistics. The clay scout makes an attack against the attacker: +4 vs. Con 14 (+3) Int 11 (+1) Cha 7 (1)
Will; the triggering attack targets a creature adjacent to
If a PC enters a space adjacent to the hidden
the clay scout instead (as chosen by the clay scout). 4 Archer Cultists (A) Level 1 Minion Artillery
Alignment Unaligned Languages Medium natural humanoid, human XP 25
fungal tower, read: Skills Stealth +8 Initiative +3 Senses Perception +0
Theres something buried in the debris heresome sort Str 10 (+1) Dex 15 (+3) Wis 10 (+1) HP 1; a missed attack never damages a minion.
of structure, lying on its side, which appears to have been Con 13 (+2) Int 10 (+1) Cha 16 (+4) AC 13; Fortitude 13; Reflex 14; Will 13
Speed 6
constructed of mushrooms. Still under construction, it r Shortbow (standard; at-will) F Weapon
seems to be a tower waiting to be raised. Ranged 15/30; +8 vs. AC; 3 damage, or 5 damage if an ally
is adjacent to the target.
m Shortsword (standard; at-will) F Weapon
+6 vs. AC; 3 damage.
Archers Dodge
The archer cultist has +4 to AC vs. opportunity attacks.
Alignment Unaligned Languages Common
Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)

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Den of the Slavetakers

Tactics Features of the Area Rope Bridge: At its central and lowest point, the
rope bridge hangs only 20 feet above the floor of the
Cultist Fight: The two homunculi focus mindlessly Illumination: Sickly green light from the mush-
mushroom forest. Consider rope bridge squares to
on the nearest enemies. The stonefist defender is cur- rooms fills the cavern. It counts as normal light.
be difficult terrain. The bridge is anchored solidly
rently guarding the clay scout, so the two fight near Central Cavern: The floor of the central cavern
at either side by deep-set wooden posts. The quick-
one another. The defender tries to stay near the clay is 35feet below the ledges and cavern floors on either
est way to destroy the bridge would be to cut it apart
scout, which prefers to use mind touch over its bite, but side. A fall from either side of the cavern to the floor
on one side. Each of the thick ropes supporting the
will engage if provoked by ranged attackers. At that below deals 3d10 damage, and subjects the creature
bridge has an AC of 5 and 30 hp on each end. The
point, the clay scout moves with it, flying and landing to an attack for falling into the poisonous mushrooms:
bridge wont collapse until two ropes were cut. The
to stay near the defender. Clever PCs might have no +4 vs. Fortitude, 1d6 poison damage (see the mush-
cultists have no interest in cutting themselves off by
trouble luring the stone defender onto the bridge or room forest below). The walls are moderately difficult
destroying the bridge.
near the edge where it could be pushed off into the to climb, a DC10 Athletics check.
Anyone on or adjacent to the bridge can use the
mushroom cavern. Fungal Tower: Until later in the adventure, the
following at-will terrain attack.
The archers have no intention of closing to melee; myconids fungal tower lies lengthwise along the west
they spread out as best they can around the temple. edge of the cavern, waiting to be raised when the
Shake the BridgeAt-Will Attack
They might try to retreat after loosing a couple arrows myconids are ready to assault the temple to seize the
This rickety bridge spans a deep gap. One sudden move, and it
apiece, but they find the door they emerged from shut meteor shard. sways perilously, threatening to put anyone on it over the side.
against them. The Mushroom Forest: Dank and poisonous Standard Action
mushrooms ranging from normal size to man-sized Requirement: You must be on or adjacent to the bridge.
Myconid Fight: The three myconids concentrate giants sprout everywhere on the floor of this cavern. Check: Athletics check (DC10) to sway the bridge.
Success: The bridge sways.
their attacks, when possible, on the PC who is nearest If you move carefully in the mushroom forest, treating
Target: Each creature standing on the bridge (including you, if
their hidden fungal tower. If all the PCs manage to the ground as difficult terrain, you can avoid brush- applicable)
climb or ascend back to the temple level, the myco- ing against poisonous mushrooms and their drifting Attack: Level + 3 vs. Reflex
nids break off combat and return to hiding, biding spores. Any non-plant creature that moves faster is Hit: The target is knocked prone.

their time for their later assault. subject to an attack: +4 vs. Fortitude, 1d6 poison
If the PCs begin fighting the myconids, wait a damage. A creature can only provoke this attack by
couple turns, then bring the bow-armed cultists to the moving, but is subject to it only once per turn.
edge of the cavern. The cultists aim mostly at the PCs
instead of the myconids, though they may take a shot
at a myconid or two. The two homunculi do not join
the fight until PCs come to the level of the temple,
either by climbing or taking the rope bridge.

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Den of the Slavetakers

S3: The Lower Temple The main feature of this fight is the bizarrely low
ceiling that honors the King Who Crawls, so that
Encounter Level 1 (XP 525) all who come into Torogs presence must crawl like
the god. The low ceiling forces most creatures to
Setup fight hunched over or kneeling. See the jagged ceil-
Morgana, half ling priestess of Torog (M) ing feature in Features of the Area. The witherlings
Scalpel, human torturer (S) deal more damage to any creature they have combat
2 botched witherlings (B) advantage against, so the low ceiling is potentially
3 evil ritualists (E) lethal, rather than just a nuisance. The other ongoing
feature of the fight is the eddying smoke (again, see
Opening the door to the inner temple isnt difficult Features of the Area).
(DC10 Thievery or Strength check), though the Most of the creatures in the temple fight to the
cultists inside wont open it themselves. They have death, but Morgana bolts through the door at the At some point during the fight, read:
attempted to finish their ritual, but they are ready to top of the stairs toward her escape route, lugging the Two male human slaves appear to be dead, shoved in a
be attacked. They prefer to fight inside the temple, boulder with her, as soon as one of the nonminions corner. Of the halflings who were taken as slaves, one is
where the terrain suits them, but only Morgana has in the fight is eliminated, she is bloodied herself, or cowering in a cell on the west wall and one is half-dead and
ranged attacks that can pull PCs inside, so if the PCs when two of the nonminions in the fight are bloodied. chained in to the floor by the stairwell. The other two seem
try to fight from outside, they might eventually get to have been turned into the hyena-headed monsters that
their wish. When the PCs first look inside the temple, read: are attacking you.
The ceremony underway in the temple is slightly The inside of the building is a macabre murder scene.
more than a sadistic torture session, thanks to The ceiling is jagged and low, so that anyone taller than Once the PCs are fully in the room they can make
the power of the meteor fragment embedded in a a halfling must stoop or kneel. Hunched in the flickering Perception checks to notice one more feature.
30-pound boulder Morgana lugs with her as she light of torches on the walls are a motley collection of
moves about the room. Of the six slaves who were thickly tattooed humans with long daggers, glowing blue Perception (DC10):
brought into the room, the two humans are dead monsters, and prone victims. Two of the creatures are The floor here is unsteady, and youve just realized why.
and piled in a corner. Two of the halflings survive. horrid, featuring the skulls of hyenas stitched onto the still Chunks of the floor are missing, magically pulled straight
One is locked into a small cell on the west side of the bloody shoulders of recently slain halflings. The creatures from the solid rock. Looking closer, you realize each missing
building. eyes, and their bodies where skull meets neck, glow the same piece is the exact shape of one of the small constructs you
weird blue as the homunculi you killed earlier and the fought earlier.
same blue as the big chunk of rock in the arms of the female
halfling in red robes on stairs at the back of the room. She
booms Kill them quickly, blessed ones! in a bass voice that
must be augmented by magic, since it shakes the walls and
makes the thick, toxic-smelling smoke that eddies around
the room surge forward.

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Den of the Slavetakers

Morgana, Priest of Torog (M) Level 3 Controller Scalpel, Human Torturer (S) Level 1 Brute 3 Evil Ritualists (E) Level 1 Minion Skirmisher
Small natural humanoid, halfling XP 150 Medium natural humanoid XP 100 Medium natural humanoid, human XP 25
Initiative +1 Senses Perception +1 Initiative +1 Senses Perception +0 Initiative +5 Senses Perception +0
HP 43; Bloodied 21 HP 32; Bloodied 16 HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 15, Will 16 AC 13; Fortitude 14, Reflex 13, Will 12 AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6 Speed 6 Speed 6
m Dagger (standard; at-will) F Weapon m Scalpel (standard; at-will) F Weapon m Sacrificial Dagger (standard; at-will)
+8 vs. AC; 1d4 + 3 damage. +4 vs. AC; 1d4 + 3 and ongoing 5 damage (save ends). +6 vs. AC, 4 damage
A Blinding Bomb (standard; at-will) F Weapon Alignment Evil Languages Common Unholy Vigor (free action)
Area burst 1 within 10; +6 vs. Reflex; the target treats all Skills Acrobatics +6, Intimidate +5 When an evil ritualist, or an ally within 5 squares, scores a
nonadjacent creatures as having concealment until the end Str 16 (+3) Dex 12 (+1) Wis 10 (+0) critical hit, this creature makes an immediate melee basic
of your next turn. Creatures that do not rely on sight to Con 12 (+1) Int 10 (+0) Cha 10 (+0) attack against an adjacent enemy.
detect other creatures are immune to this effect. Equipment scalpel Alignment Unaligned Languages
R Torogs Wrath (standard; at-will)) F Necrotic Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Ranged 5; +7 vs. Reflex; 1d10 + 3 necrotic damage, and the 2 Botched Witherlings (B) Level 1 Skirmisher Con 10 (+0) Int 10 (+0) Cha 10 (+0)
next attack made against the target has a +2 bonus. Small elemental magical beast (undead) XP 100
C Kneel Before Torog (standard; recharges when bloodied) F Initiative +5 Senses Perception 1; low-light vision
Psychic HP 30; Bloodied 15
Close blast 3; +8 vs. Will; 1d8 + 3 psychic damage and the AC 15; Fortitude 12, Reflex 14, Will 12
target is knocked prone Speed 6, climb 6
Sacrifice Underling (immediate interrupt, when Morgana takes m Claw (standard; at-will)
damage from an attack, and only while she is adjacent to +6 vs. AC; 1d6 + 1 damage, and the target is slowed (save
her meteorite shard; recharge 4 5 6) ends)
Morgana takes half the damage of the attack, and an ally M Double Attack (standard; usable only while bloodied; at-will)
within 5 squares takes the rest of the damage. The witherling makes two claw attacks
Alignment Evil Languages Abyssal, Common Combat Advantage
Skills Intimidate +9, Religion +6 A witherling deals 1d6 extra damage on attacks against
Str 11 (+1) Dex 11 (+1) Wis 11 (+1) any creature granting combat advantage to it.
Con 11 (+1) Int 11 (+1) Cha 17 (+4) Blood Dance (minor; usable only while bloodied; at-will)
Equipment robes, Chaos Shard (sliver of the meteor), 6 The witherling shifts 2 squares.
blinding bombs Pack Attack
A witherlings melee attacks deal 2 extra damage against
any enemy that has two or more of the witherlings allies
adjacent to it.
Alignment Evil Languages Abyssal, Common
Str 9 (1) Dex 17 (+3) Wis 9 (1)
Con 14 (+2) Int 5 (3) Cha 10 (+0)

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Den of the Slavetakers

Tactics Features of the Area Stairs and Door: The stairs (and ceiling) rise 10
feet to a door that locks.
Unlike the half-hearted minions who fought outside, Illumination: The temple is lit by the glow of the
Sacrificial Victim: The other still-living halfling
Scalpel and his similarly tattooed evil ritualist min- meteorite, torches on the walls, and luminous blood
in the room will not remain that way for much longer.
ions are crazed with a lust for blood. They fight to the stains sprayed on the walls and floor.
Hes bleeding from the wounds of Scalpels ministra-
death, gloating over damage they deal, particularly if Eddying Smoke: The torches on the wall put out
tions, and will die in 3 rounds unless stabilized with
one of their number lands a critical hit. belches of foul smoke, stoked to toxicity by some of
a DC10 Heal check. A creature who makes a DC15
The witherlings focus on characters who are pro- Morganas herbs. The smoke surges out of the temple
Perception or Heal check (a free action) from the
viding the creatures with combat advantage. and covers nine squares outside the south wall of the
entrance realizes that the halfling is still alive and
As mentioned above, Morgana flees when things go temple. Any creature that ends its turn in one of those
can be saved.
bad, but until then she fights all-out. Once Morgana squares takes 2 damage from the toxic smoke.
runs, she heads through the door at the top of the Jagged Ceiling: In honor of the King Who
stairs, pauses to open the door to the garden room Crawls, the lower temple has a low and jagged ceil-
if she has time, then runs for her chambers and the ing that forces Medium or larger creatures to fight
secret door. She might pause to throw a blinding hunched over or on their knees. Such creatures grant
bomb or two from the top of the stairs as a final part- combat advantage to all attackers unless they make a
ing gift, but only if some of her allies are still standing. DC15 Acrobatics check at the start of their turn as a
free action.
Blinding Bomb Scalpels Room: The door to Scalpels disgusting
When thrown, this fist-sized ceramic sphere explodes in a den does not lock. Torture implements festoon every
blinding flash.
surface. He sleeps dangling from some of his hooks.
Level: 3
Small Cells: These cells are more like cages with
Price: 30 gp
Alchemical Item narrow bars and doors that lock with keys that Scal-
Power (Consumable): Standard Action. Make an attack: Area pel carries. One door is locked, containing the intact
burst 1 within 10; +6 vs. Fortitude; on a hit, the target halfling kidnap victim. The other doors are open.
treats all nonadjacent creatures as having concealment
until the end of your next turn. Creatures that do not rely Attacks through the bars of the cages are possible, but
on sight to detect other creatures are immune to this effect. grant targets on the other side cover.

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Den of the Slavetakers

S4: The Upper Temple If the PCs get control of the rock containing the
shard, read:
Encounter Level 0 or 1 (XP 0 or 100) The shard is a chunk of blue rock about the size of a
fist protruding from a black boulder. You can sense
Setup immediately that the shard is a source of potent magicand
1 botched witherling (B) equally potent evil.

Unless other fights spill into this area, the upper


Botched Witherling (B) Level 1 Skirmisher
temple isnt likely to be the sight of a long fight. Mor-
Small elemental magical beast (undead) XP 100
gana attempts to flee through here with her meteor Initiative +5 Senses Perception 1; low-
shard. Escaping means a lot more to her than winning light vision
the fight, so she only attacks as a last resort. HP 30; Bloodied 15
AC 15; Fortitude 12, Reflex 14, Will 12
Speed 6, climb 6
If Morgana died in the room below, when a PC m Claw (standard; at-will)
enters or looks through the door at the top of the +6 vs. AC; 1d6 + 1 damage, and the target is slowed (save
ends)
stairs, read:
M Double Attack (standard; usable only while bloodied; at-will)
You see a door to your left and a door straight ahead. To The witherling makes two claw attacks
your right, you also see a pile of gold and other coins spilled
out on the floor in a heap.
Combat Advantage
A witherling deals 1d6 extra damage on attacks against
Features of the Area
any creature granting combat advantage to it. Illumination: The upper temple area, and Mor-
Blood Dance (minor; usable only while bloodied; at-will) ganas room, are both lit with candles. The escape
If Morgana preceded the PCs up the stairs, read: The witherling shifts 2 squares.
Pack Attack tunnel is dimly lit by small glowing pebbles that Mor-
Bright sunlight spills out of a door on the left. The room is
A witherlings melee attacks deal 2 extra damage against gana would normally pick up as she goes, but with the
full of plants in pots and in long planters. When you can
any enemy that has two or more of the witherlings allies meteor boulder in her arms she cant take the time
pry your eyes away from the sunlight, you see another door adjacent to it.
to pick them up. The blue meteorite provides light as
straight ahead. And on your right, down the corridor, are Alignment Evil Languages Abyssal, Common
Str 9 (1) Dex 17 (+3) Wis 9 (1) well, depending on how far the PCs are behind the
piles of gold coins, just heaped up on the floor.
Con 14 (+2) Int 5 (3) Cha 10 (+0) priest.

If the PCs open the secret door while pursuing


Morgana, read:
Tactics
As mentioned earlier, when Morgana gets to the top
A small figure with claws reaches for your throats. Its
of the stairs, she first opens the door to the Garden
another of the twisted little witherlings, crouched behind
Room. Then she lugs the meteorite toward her room
the door waiting for you.
and the escape tunnel behind the secret door.

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Den of the Slavetakers

The Escape Tunnel: The tunnel behind the secret Morganas Escape Sled: Morgana intends to Greenbane Level 4+
door eventually leads up to the surface of the valley. speed down this difficult slope on a sled she has set This stick of fast-burning incense creates a haze of smoke that
Somewhere near the first bend in the tunnel, Mor- on rails. The rocky slope on the other side of the keeps plant creatures from closing on the user.
gana has set up a panel on the wall and seven buried sleds rails is difficult terrain for anyone else. When Lvl 4 160 gp Lvl 19 9,400 gp
Lvl 9 320 gp Lvl 24 42,000 gp
spearpoints thrusting up from the ground slightly Morgana moves into the square containing her sled,
Lvl 14 1,600 gp Lvl 29 210,000 gp
covered by dirt. A passive Perception check (DC10) she ends her move action boarding it. Her next minor Alchemical Item
reveals what looks like a spear trap. An active Percep- action takes her all the way down the slope. She Power (Consumable F Zone): Standard Action. Make an
tion check (DC15) reveals that the supposed trap is makes a DC10 Acrobatics check to land on her feet at attack: Close burst 1; targets beasts only; +10 vs. Fortitude;
the burst creates a zone, and targets that are hit slide to
entirely fake, nothing more than spearpoints in dirt the bottom; otherwise she is prone in the square past the closest square outside the zone. The zone lasts until the
and a metal panel attached to the wall. Speeding over the rails. If Morgana can get off the map, she enters end of the encounter, and beasts that move into an affected
the trap may not reveal it as fake, but the trap wont a maze of corridors too small for Medium creatures, square or begin their turn in an affected square are subject
to the same attack from the beastbane.
fire. which should enable her to escape and reach the sur-
Level 9: +15 vs. Fortitude.
Garden Room: This small room is full of rows of face without further risk of being caught. Its an area Level 14: +20 vs. Fortitude.
herbs and flowers and edible plants in pots, all bask- the PCs probably shouldnt be interested in exploring Level 19: +25 vs. Fortitude.
ing in the light of three sun rods, so that light shines unless they all attempt to run away from the myco- Level 24: +30 vs. Fortitude.
Level 29: +35 vs. Fortitude.
out of the door glaringly when the door is opened nids in encounter 5, and even then the size of the
into the much darker upper temple. If Morgana has tunnels makes this escape route awkward.
Secret Door: Spotting the door takes a DC15
escaped past the room and opened the door, the light Morganas Desk: This desk is a sophisticated,
Perception check. If Morgana is in the act of escaping,
spilling out might be distracting, and will certainly darkwood, halfling-sized desk. The papers include
model the frenzy of the chase by letting the PC with
illuminate the sizeable pile of gold down at the south the alchemical formula for a blinding bomb like the
the highest Perception roll every round, with a +1 for
end of the chamber. one that Morgana likely threw earlier (see Adventurers
every PC helping.
If you like, and one of the characters expresses Vault 2, page 26) and the formula for a new alchemi-
The first surprise in the tunnel is a final botched
an interest in going through the plants to find out if cal item called greenbane that Morgana used to keep
witherling, made in a previous batch, waiting on the
theres anything useful, you could reward their dili- the creatures from the lower cavern at bay (worth
other side of the secret door to attack anyone who
gence with a couple species used to make the blinding 160 gp). If the PCs search the desk at their leisure,
comes through. Roll initiative rather than using a sur-
bombs and greenbane whose formulas are located in the discovery of the greenbane formula could be fol-
prise round.
her desk. Those plants might be worth 20 gp if taken lowed immediately by the schlurping sound of the
Treasure: Morgana leaves her gold lying around,
back to civilization or an herbalist. Otherwise, the myconids fungal tower coming up to the temple level,
figuring that some assailants might be distracted by
room is simply an expression of Morganas fondness triggering encounter S5.
money. The heap contains 220 gp and 800 sp.
for gardening and fresh vegetables.
Morganas Bed: This is a halfling-sized bed with
fur blankets. The secret door is located above the bed
on the wall where someone normal might have hung
a work of art.

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Den of the Slavetakers

S5: Rise of the moving at their normal speed and do their best to Myconid Rotpriest (R)
Medium fey humanoid (plant)
Level 3 Brute (Leader)
XP 150
take or pursue the fragment of the meteorite. Along
Fungal Tower the way, any PCs who approached within 3 squares
Initiative +2 Senses Perception +3; tremorsense 10
HP 48; Bloodied 24; see also life burst
of the meteorite within the past hour are treated as Regeneration 5
Encounter Level 1 (XP 500) potential meteorite holders. PCs who avoided coming AC 15; Fortitude 16, Reflex 13, Will 16
Vulnerable radiant (if the myconid rotpriest takes radiant
within 3 squares of the meteorite might be ignored,
Setup provided they dont attack the myconids.
damage, regeneration does not function until the end of
the rotpriests next turn)
2 myconid guards (M) Negotiating with the myconids isnt likely. If the Speed 5
Myconid rotpriest (R) PCs possess the meteorite, drop it where the myco- m Stipe Staff (standard; at-will) F Weapon
+6 vs. AC; 2d10 + 3 damage.
nids can get it, and back off, the myconids will pick it C Decomposing Spray (standard; at-will) F Necrotic
up and seek to withdraw to their cavern. Any subse- Close burst 3; +6 vs. Fortitude; 1d10 + 3 necrotic damage.
quent attacks will result in a fight to the death. C Life Burst (when reduced to 0 hit points) F Healing
Close burst 1; targets living creatures; the target regains 10
hit points.
Read the following when the PCs confront the Roots of the Colony (free, when the myconid rotpriest is hit
myconids: by an attack while a myconid ally is within 5 squares of it;
Fragments of the mushroom chamber seem to have at-will)
The rotpriest takes half damage from the attack, and the
acquired arms and legs and murderous beady eyes. Three
myconid ally takes the same amount of damage.
mushroom people are advancing on you, one taller creature Sacrifice for the Colony (free, when a myconid ally uses roots of
with a wide cap and a staff and two smaller specimens the colony to deal damage to the myconid rotpriest; at-will)
The rotpriest takes the damage dealt to the ally, and the
people with mighty fists.
ally takes none.
Alignment Unaligned Languages
2 Myconid Guards (M) Level 4 Soldier
Str 10 (+1) Dex 12 (+2) Wis 15 (+3)
Medium fey humanoid (plant) XP 175
Con 18 (+5) Int 10 (+1) Cha 18 (+5)
Initiative +5 Senses Perception +3; tremorsense 10
Equipment staff
HP 56; Bloodied 28
AC 18; Fortitude 17, Reflex 16, Will 14
The PCs can be forgiven for thinking their work is Speed 6 Tactics
over. But if they failed to fight the myconids in an m Spiny Strike (standard; at-will)
The myconids guards try to use their pacification
earlier encounter, or if you think the adventure could +11 vs. AC; 2d6 + 3 damage.
C Pacification Spores (standard; encounter) F Poison spores as quickly as they can. Meanwhile the rotpriest
be improved with a final desperate encounter, the Close burst 1; +9 vs. Will; 1d6 + 3 poison damage, and the slams away with its stipe staff and decomposing spray.
myconids raise the giant fungal tower they have been target cannot take a standard action until the end of the All of the myconids cooperate to use roots of the colony
gluing together with spittle and ooze. The fungal myconid guards next turn.
to funnel damage where it can be dealt with best. D
Roots of the Colony (free, when the myconid guard is hit by an
tower acts as a ramp to the temple level. The myco-
attack while a myconid ally is within 5 squares of it; at-will)
nids march up to seize the meteor fragment. The myconid guard takes half damage from the attack, and About the Author
The first sign of trouble will be when the fungal the myconid ally takes the same amount of damage. Rob Heinsoo led the design of the 4th Edition D&D
Alignment Unaligned Languages Roleplaying Game. His 4th Edition design credits include
tower erupts to the temple-level with a giant schlurp- Martial Power and the Forgotten Realms Players Guide.
Str 18 (+6) Dex 16 (+5) Wis 12 (+3)
ing sound, audible no matter how far away the PCs Con 16 (+5) Int 8 (+1) Cha 10 (+2) His other game designs include Three-Dragon Ante and
might be. The myconids proceed up the fungal tower Inn-Fighting.

October 20 09 | D u n g e o n 17 1
37
A Chaos Scar Adventure

the Brothers Gray


By Greg A. Vaughan
i l l u s t ra t i o n s b y Pa t r i c k M c E v o y c a r t o g ra p h y b y S e a n M a c d o n a l d

The Brothers Gray is a short adventure for five 1st-level characters that takes place in the Chaos Scar, near the
Kings Wall. The Brothers Gray takes the PCs into the ruins of an abandoned mining outpost, where they must
contend with a trio of murderous half lings. If youre not playing a Chaos Scar campaign, you can still use this
adventure by integrating it into any existing campaign situated near a wilderness area that had mining operations
at some point in the past.
For details on the Chaos Scar and its environs, read the Chaos Scar introduction and check out the map of the
entire valley.

TM & 2009 Wizards of the Coast LLC All rights reserved.

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

Background Adventure Synopsis Getting the


The Brothers Gray is a gang of cutthroats and The nearby constabulary is not the only group with Heroes Involved
murderers led by a trio of villainous halfling an interest in seeing the Brothers Gray gang perma-
The Brothers Gray takes place in the Chaos Scar.
brothersFinneus, Lambert, and Moseley Graybairn. nently disbanded. The success of the gang lies not
You can use one of the hooks below to get the PCs
The depraved brothers prey upon those homesteads only in the bloodthirstiness of its members to ward
into the valley and to the mine works. These hooks
and travelers that venture too near the valley of the away intruders but in the security of their hideout.
also come with a minor quest that, if completed, can
Chaos Scar. Survivors have been few and far between, Through intimidation, negotiation, and blind luck, the
net the PCs some extra experience.
and an entire posse of guardsmen sent from a nearby gang has managed to forge a truce with other deni-
barony disappeared without a trace while following zens of the valleymost recently the halfling priestess
Hook 1: Kobold Plea
the halflings trail toward the valley. (Whether these of Torog, Morganaand locate an abandoned and
In the process of making a name for themselves in
disappearances were due to an ambush by Brothers well-concealed mine from which they can plan their
the valley, the Brothers Gray havent made allies of
or other monsters wandering free of the valley is not raids and retreat back to rest and recuperate.
all their neighbors. In one case in particular, they
known.) Whatever the case, as long as the Brothers The Brothers Gray have lived in their mine strong-
stepped on the toes of a local tribe of kobolds, the
Gray can strike targets with impunity and melt back hold for a couple of months now and have grown
Fireclaw Clan. The kobolds are a cowardly lot and
into the hostile wilderness, their depredations are confident in its secrecy and the dangers of the sur-
have been keeping an eye out for someone who might
likely to continue. rounding area to ward off pursuers. As such, they
help rid them of the Brothers Gray, who ambushed
have become lax in their vigilance, and the party has
and killed three of their weaker members. The ko-
the opportunity to catch the majority of the gang off
bolds are now convinced the Brothers Gray are
guard. From there, the heroes can head into the old
very powerful and fear to cross them. If the heroes
mine structure and encounter two of the three half-
have already defeated some foes in the Chaos Scar,
ling brothers. If the PCs are perceptive, they will note
the kobolds send an emissary to ask for their aid in
that not all the gang members are presentone of the
defeating the brothers. The kobolds are hungry for
brothers is missingand will have the opportunity to
vengeance, and are willing to trade information about
ambush the returning brother and his compatriots
points of interest deeper in the valley in exchange for
when they arrive home from a scouting mission. If the
the heads of the brothers.
party doesnt take precautions, though, then they find
Quest XP: 100 XP for each halfling brother the
themselves ambushed in turn.
heroes slay.
Finally, the old mine works that the gang inhabits
provides opportunities for future exploration in the
Murder!
form of an old, seemingly bottomless mine shaft and
The reason the nearby barony sent guards after the
a mysterious tunnel that departs from it as a secretly
brothers is more than just a general interest in pre-
cut drift.
serving the peace. The Brothers Gray ambushed a
merchant caravan leaving the barony just a few weeks
ago, and killed everyone traveling with the merchant.

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

The merchant was actually a cousin to the baron, and Getting Started
he wants his kinsmans killers brought to justice. The Ties to Other
baron has put a bounty on the heads of the killers, If the PCs do any research into the Brothers Gray, Adventures in the Scar
and will reward the PCs via an emissary if they show they can uncover the following information with the As mentioned, Morgana from Den of the Slave-
proof that the deed is done. appropriate skill checks: Takers (Dungeon #171) might have fled here if the
Quest XP: 100 XP and 50 gp for each halfling History (DC 10): The Brothers Gray gang is PCs failed to capture or kill her after playing that
brother the heroes slay. notorious for its bloodthirsty and merciless raids on adventure. If thats the case, you can use her in The
isolated farmsteads and small groups of travelers. Brothers Gray in a couple of interesting places.
Treasure Preparation Theyre number anywhere from a half dozen to ten or If the heroes are trouncing the brothers in encoun-
The Brothers Gray uses the treasure parcel system more, and its said they use an old mine works as their ter G2, Morgana could be concealed in the upper
described in the Dungeon Masters Guide. The PCs base of operations. level of the mine works near the massive winch.
should gain a total of three treasure parcels in this History (DC 15): The Brothers Gray gang is Otherwise, perhaps Morgana accompanied Mose-
adventure. Listed below are the most likely places to named for its leaders, half ling brothers named Gray- ley. This makes an already difficult encounter (due to
find parcels and what those treasure parcels might bairn, orphaned from a troll raid on a distant village Moseleys level) much more treacherous, so do this
consist of. The magic items should come from the years ago. Theyre said to be completely insane only with an experienced or well-rested group.
players wish lists. overcome with bloodlust for their lost family and
friends whose deaths they blame on a nearby baron
Parcel 1: Bandit Encampment 200 gp
who did not defend their village.
Parcel 2: Upper Works 100-gp gem and 200 sp
Parcel 3: Homecoming Magic item, level 5 Streetwise (DC 10): No one is sure exactly how
many halfling brothers there are. Some say the gang
is nothing more than a single halfling using multiple
disguises, while others claim the band is led by twins.
Streetwise (DC 15): The halflings are actually
a trio, but they lead a group of other bandits, who
follow them thanks to the profitability of the brothers
attacksand because the halflings have cowed the
rest of their band through their sheer ferocity.

When the heroes are ready to begin, read the


following aloud:
The Brothers Gray have terrorized the region for the last
time. In the distance, and still within sight of the Kings
Wall, you see the rundown remains of a mine complex
exactly as described. This must be it.

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The Brothers Gray

G1. Bandit 4 Human Rabble (R)


Medium natural humanoid
Level 2 Minion
XP 31
Goblin Sharpshooter (G)
Small natural humanoid
Level 2 Artillery
XP 125

Encampment Initiative +1 Senses Perception +1


HP 1; a missed attack never damages a minion.
Initiative +5
HP 31; Bloodied 15
Senses Perception +2; low-light vision

AC 15; Fortitude 13, Reflex 11, Will 11, see also mob rule AC 16; Fortitude 12, Reflex 14, Will 11
Encounter Level 1 (550 XP) Speed 6 Speed 6; see also goblin tactics
m Club (standard; at-will) Weapon m Short Sword (standard; at-will) Weapon
1 human bandit (B) +6 vs. AC; 4 damage. +6 vs. AC; 1d6 + 2 damage.
Mob Rule r Hand Crossbow (standard; at-will) Weapon
4 human rabble (R)
The human rabble gains a +2 power bonus to all defenses Ranged 10/20; +9 vs. AC; 1d6 + 4 damage
1 goblin sharpshooter (G) while at least two other human rabble are within 5 Sniper
squares of it. When a goblin sharpshooter makes a ranged attack from
Setup Alignment Evil Languages Common hiding and misses, it is still considered to be hiding.
Str 14 (+2) Dex 10 (+1) Wis 10 (+1) Combat Advantage
Once the PCs have learned the location of the mine Con 12 (+1) Int 9 (1) Cha 11 (+0) The goblin sharpshooter deals an extra 1d6 damage
encampment of the Brothers Gray gang, they can seek Equipment club against any target it has combat advantage against.
out the bandits. How the party approaches is up to the Goblin Tactics (Immediate reaction, when missed by a melee
in their approach. If they choose to do otherwise, attack; at-will)
players, but the following description assumes that
modify the description accordingly. The goblin shifts 1 square.
the PCs approach after nightfall when the bandits are Alignment Evil Languages Common, Goblin
While the bandits in the camp are not particularly
least active and that they take measures to be stealthy Skills Stealth +12, Thievery +12
alert, the goblin sharpshooter atop the mines roof is. Str 14 (+3) Dex 18 (+5) Wis 13 (+2)
Human Bandit (B) Level 2 Skirmisher His passive Perception check is 12. If the PCs beat Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment leather armor, short sword, hand crossbow with
Medium natural humanoid XP 125 that with their Stealth checks, they can approach the
20 bolts, pocket flask of whiskey
Initiative +6 Senses Perception +1 camp unnoticed all the way to the edge of the map.
HP 37; Bloodied 18
The bandits in the camp are not alert and can be Perception Check
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6 easily surprised. DC 10: A precariously leaning outhouse stands at the base
m Mace (standard; at-will) Weapon The adventurers cannot initially see the human of the cliff not far from the ore shed.
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1 DC 15: The footfalls of a lone individual can be heard
bandit, the human rabble by the stream, or the goblin
square.
r Dagger (standard; at-will) Weapon sharpshooter. walking back from the nearby stream.
Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
M Dazing Strike (standard; encounter) Weapon As the adventurers reach the edge of the woods DC 22: A single, small figure, clothed in black, sits high
Requires mace; +4 vs. AC; 1d8 + 1 damage, the target is
at the base of the canyon wall, read: atop the framework tower above the mine house. It is
dazed until the end of the human bandits next turn, and
the human bandit shifts 1 square. Firelight flickers through the trees ahead. Built against the almost invisible against the night-dark sky.
Combat Advantage side of the canyon is a ramshackle mining operation, its
The human bandit deals an extra 1d6 damage on melee
head frame and hoist house built onto a wide ledge above Tactics
and ranged attacks against any target it has combat
and formerly powered by a water wheel in a stream-fed The three human rabble at the main camp are likely
advantage against.
Alignment Evil Languages Common pool. Rickety stairs climb the outside of this structure. At to be surprised by the attack of the PCs. They are
Skills Stealth +9, Streetwise +7, Thievery +9 its base a group of bedrolls have been laid out around a cowardly but know a hangmans noose awaits them
Str 12 (+2) Dex 17 (+4) Wis 11 (+1) if brought back to civilization in custody and fight
campfire. Three rough-looking men lounge about and talk
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
Equipment leather armor, mace, 4 daggers among themselves. with a desperate ferocity, using mob rule as much

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

the Graybairn brothers within. A DC 20 Perception Escarpment and Waterfalls: The sides of the
check is necessary to hear this telltale alarm from out- canyon are steep and rocky. The first escarpment is
side the mine building. He then makes sniper attacks, 15 feet high. The second, atop which the hoist house
using Stealth to stay hidden on the head frame and and waterwheel sit, is 10 feet high (a 25-foot drop
maintain combat advantage after successful hits. The to the west of the mine). The last escarpment is 20
sharpshooter does not call down to his allies below, feet high. They can be scaled with a DC 15 Athletics
selfishly choosing to maintain his own element of sur- check. Attempting to scale them through the water-
prise rather than give the humans a chance to react. falls requires a DC 25 Athletics check, but the falling
water provides concealment to those doing so.
Development Bedroll: The brigands sleep on filthy bedrolls.
As long as the human bandit and goblin sharpshooter They have no effect on movement.
live, the human rabble continue to fight. If both are Mine Buildings: These are constructed of time-
killed, the rabble attempt to scatter into the benighted silvered, vertical wooden plankssome missing
woods to find happier hunting grounds. altogether. Climbing these walls requires a DC 25
Athletics check. The roof is made of wooden shingles
Features of the Area and sloped at a nearly 45-degree angle, requiring a
Illumination: Bright light within 10 squares DC 10 Acrobatics or Athletics check to move across
around the campfire. Dim light elsewhere (quarter at normal speed. Doors are wooden and have a Break
moon waxing). DC of 16, AC 5, Fortitude 10, Reflex 5, and 20 hp.
Trees: Squares containing trees are difficult ter- They can be barred from within.
rain and provide concealment to anyone standing in Waterwheel and Gears: This assembly has been
them. A trees trunk provides cover (2 to attack rolls) frozen in place with rust and corrosion. Climbing the
as possible. If not also surprised, the human rabble
to anyone standing adjacent to it. waterwheel requires a DC 10 Athletics check. The
coming back from the stream with a bucket of water
Stream and Pond: The stream is 2 feet deep, and gear enters the hoist house through a hole, cut to size,
immediately charges in to join his comrades.
each square is difficult terrain. It is ice cold. The pond in the plank wall.
The human bandit is indisposed in the outhouse
is shallow (5 feet deep) within 5 feet of the bank and Head Frame: The lower course of this
and doesnt join the battle until the third round. He
deep (10 feet deep) beyond that. Creatures in the water framework10 feet highis composed of horizontal
attempts to use Stealth to sneak into the trees and
gain cover (2 to attack rolls) except against submerged planks and requires a DC 15 Athletics check to
throw daggers from concealment to gain combat
enemies. Fighting in the water imposes a 2 penalty to climb. Above that, the remaining 20 feet of its height
advantage. He charges in to use dazing strike against
attack rolls except with spears and crossbows. is composed of heavy crossbeams bolted together
a badly wounded foe or a spellcaster that hangs back
Shallow water squares are difficult terrain. Crea- and requires only a DC 5 Athletics check to climb.
and isnt as well defended.
tures in deep water require an Athletics skill check to Anyone positioned among these timbers has cover (2
The goblin sharpshooter sits atop the head frame
move, and powers that have the fire keyword take a 2 to attack rolls). Chains dangle from the pulleys at the
sipping whisky from a tin cup. Upon spotting the
penalty to attack rolls. A creature that moves from an peak of the head frame and can be scrambled down
PCs or when the attack begins, he drops it among
area of shallow water into a deep water square ends its with a DC 10 Athletics check.
the girders and braces of the head frames where it
movement in that square unless already swimming.
clatters all the way down the mine shaft alerting

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

G2. Upper Works


Encounter Level 1 (425 XP)

Lambert Graybairn, half ling slinger (L)


Finneus Graybairn, half ling thief (F)
2 stirges (S)

Setup
This encounter takes place inside the mine buildings.
These structures are set up on two different levels
of the canyon wall. The lower level is the old ore shed,
where ore brought up from the mine was loaded into
carts and hauled away for separation and processing.
It is now being used as a stable for the gangs mounts
(the horses are indicated on the map by H tags). The
ceiling of the lower level is 15 feet at the south end
and rises to 25 feet at the north end.
The second level consists of the housing for the
mine shaft as well as the hoist house. The mine shaft
lies directly below the head frame. The hoist in the
hoist house once controlled the lift and the ore skip
that descended into the mine by pulleys from the If the PCs enter by way of the lower doors into Perception Check
head frame. The gears and drums are all frozen now the ore shed, read: DC 19: A small form huddles in the shadows of one of the
with rust and time and no longer function. The ceil- This rickety structure is occupied by four horses that shuffle stalls, the glint of steel in its hand.
ings of these two chambers are 20 feet high, though nervously at your entry. Portions of the room have been
that above the mine shaft opens up into the buttress- sectioned off into stalls, and the northernmost portion is The Brothers Gray keep a pair of stirges as pets. They
ing of the head frame above so that it is open to the open to the mine buildings above, a railed balcony looking are only half trained and as a result the brothers have
sky. down and the scored wood of an old chute descending from hit upon a foul-smelling salve that repels stirges and
None of the occupants of the building are in plain it. A portion of the sheds ceiling has collapsed above one of have spread it upon the horses. A DC 10 Nature check
sight. Only reveal them as the party succeeds on Per- the stalls leaving a gaping hole. A sharp odor permeates the identifies the smell as some sort of herbal repellant,
ception checks or are attacked. chamber. but it takes a DC 15 check to recognize it as useful
against stirges in particular.

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

If the PCs enter by way of the upper doors into The stirges doze from perches on the side of the Finneus Graybairn, Level 1 Artillery
the hoist house, read: hoist drum but awake once individuals enter the Halfling Slinger (F)
Small natural humanoid XP 100
Water drips from a framework of heavy beams above that building. In the second round after the adventurers Initiative +4 Senses Perception +5
look up into the night sky. Heavy chains descend from enter, they swoop to attack. HP 22; Bloodied 11
ancient pulleys into the yawning mouth of a mine shaft AC 15; Fortitude 12, Reflex 15, Will 13; see also nimble
Lambert Graybairn, Level 2 Skirmisher reaction
encased in a wooden railing. One chain suspends a cast-
Halfling Thief (L) Saving Throws +5 against fear effects
iron ore skip, but the other descends into the darkness of the Small natural humanoid XP 125 Speed 6
shaft. To the south, a balcony overlooks an ore chute into the Initiative +6 Senses Perception +1 m Dagger (standard; at-will) Weapon
HP 34; Bloodied 17 +4 vs. AC; 1d4 + 4 damage.
shed below. To the north is the heavy, chain-wrapped drum
AC 16; Fortitude 13, Reflex 15, Will 14; see also nimble r Sling (standard; at-will) Weapon
of the mines old hoist. reaction Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
Saving Throws +5 against fear effects R Stone Rain (standard; recharge 5 6) Weapon
Perception Check Speed 6; see also mobile melee attack The halfling slinger makes three sling attacks, each with a
m Dagger (standard; at-will) Weapon 2 penalty on the attack roll.
DC 15: The flutter of tiny wings can heard from behind
+7 vs. AC; 1d4 + 3 damage. Combat Advantage
the hoist drum. r Dagger (standard; at-will) Weapon The halfling slinger deals an extra 1d6 damage on ranged
Ranged 5/10; +7 vs. AC; 1d4 + 3 damage. attacks against any target it has combat advantage against.
DC 19: Dangling from the chains above is a small, dark M Mobile Melee Attack (standard; at-will) Nimble Reaction
The halfling thief can move up to 3 squares and make one Halflings gain a +2 racial bonus to AC against opportunity
form. It swings something in its hand. attacks.
melee basic attack at any point during that movement. The
halfling thief doesnt provoke opportunity attacks when Second Chance (immediate interrupt, when the halfling would
Tactics moving away from the target of its attack. be hit by an attack; encounter)
Combat Advantage The halfling slinger forces the attacker to reroll the attack
Alerted by the goblin sharpshooter or the sounds of
The halfling thief deals an extra 1d6 damage on melee and take the new result.
battle, Lambert hides in one of the stalls in the ore attacks against any target it has combat advantage against. Sniper
shed, while Finneus climbs the lift chain to a point Nimble Reaction A hidden halfling slinger that misses with a ranged attack
20 feet above the mine shaft opening and hides in the Halflings gain a +2 racial bonus to AC against opportunity remains hidden.
attacks. Alignment Chaotic evil Languages Common, Goblin
shadows among the head frame. Skills Acrobatics +6, Stealth +9, Thievery +11
Second Chance (immediate interrupt, when the halfling would
If the party enters the ore shed, Lambert uses be hit by an attack; encounter) Str 12 (+1) Dex 18 (+4) Wis 11 (+0)
mobile melee attack to sneak among the horses and The halfling thief forces the attacker to reroll the attack Con 10 (+0) Int 10 (+0) Cha 14 (+2)
and take the new result. Equipment leather armor, dagger, sling with 20 bullets
gain combat advantage. While the horses are not
Alignment Chaotic evil Languages Common, Goblin
combatants, they allow Lambert to duck through their Skills Acrobatics +11, Stealth +9, Thievery +11
squares. The horses do not view the heroes as allies, Str 12 (+2) Dex 16 (+4) Wis 11 (+1)
and will not allow them to simply move through their Con 10 (+1) Int 10 (+1) Cha 14 (+3)
Equipment leather armor, 4 daggers, thieves tools
spaces. Lambert then makes his escape through the
hole in the roof to regroup with Finneus above.
Finneus makes sniper attacks. From his perch, he
can sling his stones down over the balcony at targets
in the ore shed.

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

2 Stirges (S)
Small natural beast
Level 1 Lurker
XP 100
Features of the Area Hoist Winch: This massive iron drum is wrapped
in chains and was once operated by gears entering
Initiative +7 Senses Perception +0; darkvision Illumination: Dim light in the ore shed and
HP 22; Bloodied 11 through the side wall from the waterwheel outside.
beneath the head frame where some moonlight can
AC 15; Fortitude 12, Reflex 13, Will 10; see also bite It is not rusted and corroded into mobility. The floor
seep in. Dark elsewhere.
Speed 2; fly 6 (hover) beside it is covered in bloody droppings beneath
m Bite (standard; at-will) Mine Shaft: This shaft drops 300 feet before
where the stirges nest. The hoist drum provides cover
+6 vs. AC; 1d4 damage, and the target is grabbed (until ending in a gallery below that opens into numerous
escape) and takes ongoing 5 damage until it escapes. An to anyone behind it.
mine drifts that are beyond the scope of this adven-
attached stirge doesnt make attack rolls while grabbing a Bedrolls: The three halfling brothers have bed-
target and gains a +5 bonus to its AC and Reflex defenses. ture. The shafts walls are rough-hewn and damp and
rolls that are much cleaner and in better shape than
Alignment Unaligned Languages require a DC 25 Athletics check to climb. The ledge
Skills Stealth +8 those of the other bandits. They have no effect on
occupied by the Brothers Gray is 30 feet below the
Str 8 (1) Dex 16 (+3) Wis 10 (+0) movement.
lip of the shaft. The lift is suspended at this level. A
Con 10 (+0) Int 1 (5) Cha 4 (3) Secret Door and Tunnel: This secret door
rope tied between the ledge and the lift allows it to be
requires a DC 20 Perception check to locate. Beyond
Development swung over to allow access to the ledge.
it is a played-out drift tunnel shored up with timbers.
Once the bandits and stirges have been dealt with, Ore Skip and Lift: These conveyors are frozen in
It is explored further in a future adventure. The
the adventurers can search the mine buildings at place unless the hoist is somehow made operational
brothers are unaware of its existence.
their leisure. If they search the ledge in the mine again. Their chains can be climbed with a DC 5
shaft or possibly through questioning of prisoners, A Athletics check. The ore skip provides cover and con-
DC 15 Perception check reveals that one of the Broth- cealment to anyone crouching inside.
ers Gray is missing. Encounter 3 occurs whenever you Railings and Chute: The railings around the bal-
deem appropriate, though allowing the PCs at least cony and mine shaft are made of wood and are 3 feet
a short rest to recover is appropriate. Their level of high. They are still sturdy but do not provide cover.
preparation will depend on how carefully they inves- The ore chute can be climbed with a DC 20 Athletics
tigate this area of the mine. check.
Support Posts and Horse Stalls: The support
posts in the ore shed run from floor to ceiling and
provide cover (2 to attack rolls) to anyone stand-
ing adjacent to it. The northeastern post has subtle
handholds cut into it, allowing it to be climbed with a
DC 5 Athletics check to reach the hole in the ceiling.
The stalls have wooden walls 4 feet high that provide
cover and concealment to anyone behind them.

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

G3. Homecoming Perception Check Moseley Graybairn,


Halfling Prowler
Level 6 Lurker
DC 15: The faint clop of a horses hoof sounds on the forest
Small natural humanoid XP 250
Encounter Level 1 (550 XP) floor, followed by a whicker and jingle of harness as a horse Initiative +11 Senses Perception +8
and rider quietly make their way toward the mine. HP 52; Bloodied 26
Moseley Graybairn, half ling prowler AC 18; Fortitude 14, Reflex 157, Will 15; see also crowd shield
and nimble reaction
1 human berserker When the remaining bandits attack, read: Saving Throws +5 against fear effects
1 gray wolf A burly human with an ugly scar across his face charges Speed 6
into battle with a greataxe. Behind him, a halfling in m Short Sword (standard; at-will) Poison, Weapon
Setup leather armor stands beside a snarling wolf and raises a
+10 vs. AC; 1d6 + 4 damage, and the halfling prowler
makes a secondary attack. Secondary Attack: +8 vs.
Run this encounter after the PCs have explored the small crossbow. Fortitude; the target takes ongoing 3 poison damage and is
mine buildings and dealt with the bandits and had slowed (save ends both).
a chance to take a short rest and recover somewhat, Tactics r Hand Crossbow (standard; at-will) Poison, Weapon
Ranged 10/20; +10 vs. AC; 1d6 + 4 damage, and the
but before they depart. If they are aware of a third If the bandits are aware of the PCs presence, then halfling prowler makes a secondary attack. Secondary
halfling brother, they are likely to be alert to his pos- they remain in the shadows of the woods while trying Attack: +8 vs. Fortitude; the target takes ongoing 3 poison
sible return. If they wait for him to show up, allow to scout around and discern where the intruders are. damage and is slowed (save ends both).
Catfall
the heroes a Perception check to detect his return as Otherwise they ride into camp and dismount before
If the halfling prowler falls, reduce the distance it falls by
described below. Otherwise, the remainder of the realizing anything is wrong. Each rides a horse, but 20 feet when determining how much damage it takes.
gang returns from scouting while it is still dark and both dismount before fighting and the horses remain Crowd Shield
learns that something is amiss as soon as they are as noncombatants. The halfling prowler gains a +2 bonus to its AC and Reflex
defense if it has one creature adjacent to it, or a +4 bonus
within sight of the fire and find that their companions The human berserker charges the most likely look- if two or more creatures are adjacent to it.
are dead or gone. ing foe with his greataxe. Moseley hangs back and Nimble Reaction
No map is provided for this encounter as it can fires poisoned crossbow bolts, trying to remain in Halflings gain a +2 racial bonus to AC against opportunity
attacks.
occur anywhere you see fit. The exterior of the mind the concealment of shadows as much as possible. If
Second Chance (immediate interrupt, when the halfling would
building is a likely spot for the PCs to set up their forced into melee, his wolf always remains adjacent to be hit by an attack; encounter)
ambush, if they choose to do so, in which case you him to allow him to use his crowd shield unless they The halfling prowler forces the attacker to reroll the attack
could use the map from G1. are able to catch someone in a flank and gain combat and take the new result.
Alignment Chaotic evil Languages Common, Goblin
advantage. Skills Acrobatics +14, Athletics +9, Stealth +12, Streetwise +10,
Thievery +14
Str 12 (+4) Dex 18 (+7) Wis 10 (+3)
Con 10 (+3) Int 10 (+3) Cha 15 (+5)
Equipment leather armor, poisoned short sword, hand
crossbow with 10 poisoned bolts, thieves tools

No vember 20 09 | D u n g e o n 17 2
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The Brothers Gray

Human Berserker
Medium natural humanoid
Level 4 Brute
XP 175
Development
Initiative +3 Senses Perception +2 This is potentially a difficult fight. Moseley is the
HP 66; Bloodied 33; see also battle fury toughest of the three brothers. If the PCs arent up
AC 15; Fortitude 15, Reflex 14, Will 14
to a battle of this difficulty, you might allow them an
Speed 7
m Greataxe (standard; at-will) Weapon extended rest before Moseley and his crew returns to
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16). the mine.
M Battle Fury (free, when first bloodied; encounter)
Moseley and the human berserker fight to the
The human berserker makes a melee basic attack with a
+4 bonus to the attack roll and deals an extra 1d6 damage death, knowing that a hangmans noose awaits them
on a hit. if captured. If Moseley is killed, the gray wolf flees
R Handaxe (standard; at-will) Weapon into the woods.
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
If the Brothers Gray gang is destroyed and proof is
Alignment Evil Languages Common
Skills Athletics +9, Endurance +9 presented to whomever hired the heroes, the PCs will
Str 17 (+5) Dex 12 (+43) Wis 11 (+2) be rewarded with 150 gp for destroying this serious
Con 16 (+5) Int 10 (+2) Cha 12 (+3)
threat to the area.
Equipment hide armor, greataxe, 2 handaxes

Gray Wolf Level 2 Skirmisher Features of the Area


Medium natural beast XP 125 Depending on where the fight takes place, use the
Initiative +5 Senses Perception +7; low-light vision
Features of G1 or G2.
HP 38; Bloodied 19
AC 16; Fortitude 14, Reflex 14, Will 13
Speed 8 About the Author
m Bite (standard; at-will) Greg is a lifelong gamer who has been writing adventures for
+7 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a the past half-dozen years. He received his first ENnie award
prone target. last year, leaving only the Heisman Trophy and Nobel Prize
Combat Advantage on his list of lifetime goals. He considers himself to be well
If the gray wolf has combat advantage against the target, ahead of schedule.
the target is also knocked prone on a hit.
Alignment Unaligned Languages
Str 13 (+2) Dex 14 (+3) Wis 13 (+2)
Con 14 (+3) Int 2 (3) Cha 10 (+1)

No vember 20 09 | D u n g e o n 17 2
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Death
the Pincers
in
A Chaos Scar Adventure
By Rob Heinsoo
illustrations by Patrick McEvoy cartography by Sean Macdonald

Death in the Pincers is a short adventure for five 1st-level characters


that takes place in the Chaos Scar, near the Kings Wall. It starts as a fight
with drakes modified by a Chaos Shard, turns into a battle in the middle
of shifting magical terrain against giant ants that are trying to steal the
drakes treasure-laden bodies, and ends with a second battle against giant
ants fixated on eating the characters instead of the drakes.
If youre not playing a Chaos Scar campaign, you can still use this
adventure by integrating it into any existing campaign situated near a wil-
derness area that had mining operations at some point in the past. Unlike
some Chaos Scar adventures, it features a great deal of interaction with
an active chunk of the meteor. If you use the adventure somewhere other
than the Chaos Scar, youll want to invent your own explanation for the
meteorites magic.
For details on the Chaos Scar and its environs, read the Chaos Scar intro-
duction and check out the map of the entire valley.

TM & 2009 Wizards of the Coast LLC All rights reserved.

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

Background above the cavern floor. The drakes have defeated both The adventure might work best if the characters
attacks, aided by magical bolts from the meteorite have already encountered another piece of the meteor-
Near the Kings Wall, a cavern with an exposed triggered by its link to the rage drake. ite or are otherwise clear that pieces of the meteorite
chunk of the Chaos Meteor jutting from its wall has Now low on hive soldiers and warriors, the giant are dangerous objects that should probably be
been taken over by a rage drake and a pack of drake ants wait for their next chance. They have prepared destroyed. A Chaos Shard has already been encoun-
followers. The rage drake has been altered by proxim- two other holes in the ceiling of the chamber that are tered in Den of the Slave-Takers, and more Chaos
ity to the Chaos Shard, while the rest of its pack has ready to collapse. Now they have pulled back, waiting Scar adventures featuring the shards are on the way.
yet to feel the meteors effects. The rage drake has for the drakes to go raiding or for any other favorable
been weakened by the shard as its evolution takes circumstances. The partys elimination of the drakes Hook 1:
place, but also granted a higher intelligence. Its innate will provide just such an opportunity; the ants gather Hunt the Residuum Drakes
cunning now supplemented by a growing intelligence, their forces from throughout their colony and assault A human hunter named Jarek who ventured too
the drake is on the verge of regaining its potent melee the chamber a few minutes after the characters have close to the Chaos Scar while hunting in the woods
form and drawing even more drakes to its pack. confronted the drakes. had his prey, and nearly his life, taken by a pack of
Each of the lesser drakes has patches of glowing and drakes that were covered with glowing blue scales.
bumpy purple skin caused by exposure to the meteor- Adventure Synopsis Jarek escaped while the drakes killed his horse. Jarek
ite. The lesser drakes mutations have not yet altered had lost a friend a few weeks before to drakes colored
their abilities, though each has features that surface The characters track the drakes to their lair and enter. like these, so when the drakes that attacked him
when bloodied or after it has been slain (see Tracking They must contend with the drakes and their meteor- wandered back into the Chaos Scar, Jared followed
Bloodied Spaces and Drake Corpses, below). ite fragment, which contributes to the battle through and picked off one with his bow before it could disap-
The rage drake has been substantially altered, with its link with the rage drake reaver. pear into a tunnel with the rest of its pack.
boosted intelligence and a bite that enrages its targets Once the characters have dispatched the drakes, The drake Jarek slew was already injured. A few
so that they revert to the most rudimentary attacks. the ants, lurking in the ceiling above, begin their minutes after he killed it, the drakes corpse devel-
When not leading a hunting foray into the world assault, trying to claim the Chaos Shard for them- oped weird blisters on its skin. One broke open and
beyond the cavern, the rage drake spends its time selves. The characters must repel two waves of giant blew into fine silvery powder. Jarek isnt sure, but hes
coiled around the meteorite, muttering and cooing to ant attacks or flee. If they prevail, however, they can heard that folk proficient with magic use a similar
it. The other drakes bask as close to the meteorite as profit quite a bit. And then they must decide how to substance. When the hunter shows the characters
they can get or prowl restlessly in circles if they have deal with the Chaos Shard now in their possession. the corpse of the drake, it still has three un-popped
come too close to the meteorite and been cuffed away blisters. If the characters pop a blister, they find
their hands or weapon covered with a small puff of
by the rage drake. Getting the residuum, the raw stuff of magic. Each blister seems
Meanwhile, in the rock walls surrounding the
cavern, a newly established colony of giant ants has Players Involved to yield about 50 gp worth of the stuff!
been drawn to the drakes meteorite. The ant colony Quest XP: 150 XP for discovering whether the
and a small group of stirges that feed off the ants Death in the Pincers takes place in the Chaos Scar. rest of the glowing drakes also manifest residuum
leavings, have made two attempts to rush the drakes, The adventure hooks that follow provide informa- blisters when slain, or 200 XP if the characters give
coming in through the main tunnel first, and then tion and motivation that could put the characters on Jarek some form of reward for letting them in on this
through a hole the ants dug out in the ceiling 40 feet the trail of the drakes. If you want to use both hooks windfall.
together, cut each quests XP in half.

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Death in the Pincers

Hook 2: Revenge & Rewards Between Encounters Dealing with


One of the partys friends or acquaintances has been the Chaos Shard
slain near the Chaos Scar by a pack of glowing drakes. Each of the encounters in this adventure takes place The flickering meteorite chunk in the south wall can
The friend slew one of the drakes before dying. Use in the same cavern, though the second and third be destroyed with a single blow of a weapon, and it
the effects described in the first hook to describe the encounters have features the first encounter does not. crumbles into dust if any attempt is made to remove it
oddities of the drakes skin. When revenge and greed As DM, the question of pacing will hinge on the char- from the wall. The magic it once possessed, except for
coincide, can characters resist for long? acters motives for remaining in the cavern instead of its purple glow, was long ago exhausted.
Quest XP: 100 XP for avenging their friend. 100 turning around: greed and a desire to deal with the The glowing chunk in the north wall is another
XP for getting every last jot of residuum. meteorite chunks. matter. It seems to be physically and magically invul-
nerable. Weapons, spells, and prayers neither damage
Treasure Preparation Greed the chunk nor affect the wall to which it is attached.
Death in the Pincers distributes treasure slightly The characters main motivation for staying in the After observing a failed attack against the meteorite,
differently from other D&D adventures. Characters cavern to rest could be greed. First, they were told an adventurer who succeeds on a DC 15 Arcana or
find coins worth a varying amount of gold in the that it takes a few minutes for the residuum blisters to Religion check perceives a flaw in the meteorites
rock spikes surrounding the low daises in the drakes appear on the skins of the drakes. Mechanics for gath- supernatural defense. An impromptu ritual requiring
cavern. They also find a level 3 magic item in the rock ering the residuum from the blisters can be found in roughly an hour and 25 gp of residuum will be suf-
spikes, though not all groups will find it. Draw the encounter D2, since the blisters take about 5 minutes ficient to drive a wedge in the aura of invulnerability
item from the characters wish lists. to manifest, approximating the moment the second surrounding these meteorite chunks. Unlike most
Depending on their success at driving off the encounter begins. other rituals, the ritual is sped up considerably for
giant ants, the characters can also gain raw resid- Second, the spiky rocks around both daises (see each other character who helps by chanting alongside
uum from the drakes corpses, though they might Features of the Area in encounter D1) are littered the ritual caster; each ally who helps reduces the time
not be able to gather that treasure until encounters with a surprising amount of coins, a gem or two, and necessary for the ritual by 10 minutes (to a minimum
D2 and D3 are over. possibly even a magic item (see Treasure Prepara- time of 30 minutes total).
tion, above). Unlike most treasure reward situations, Encounters D2 and D3 will interrupt such efforts,
use the treasure in the spiky rocks to reward high
Getting Started Perception checks, so that the characters feel like they
at least at first.
A few groups might debate the point and decide
Regardless of the hook used to get the characters into are actually managing to find treasure other heroes that Chaos Shards capable of creating residuum-laden
the Chaos Scar, read or paraphrase the following might have missed. monsters should be preserved rather than destroyed.
when they reach the vicinity of the drakes tunnel. It takes a minute to search each square thoroughly. As DM, you could be grateful, since they will be pro-
Lump the areas into 5-square sections and assume viding you license to create bizarre and catastrophic
This is the place. The tunnel slopes down steeply at first but that it takes about 5 minutes for a character to gather consequences of their attempt to harvest future resid-
is high and broad. Its dark, but even those of you who read the treasure in a section. Each section holds an aver- uum-blistered monsters.
only books, not tracks, can see the footprints of man-sized age of 20 gp, and one holds the level 3 magic item
reptiles in the debris and mud outside the tunnel mouth. above. The first character to make a DC 20 Percep-
tion check searching a 5-square area finds it.

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

D1. Glowing Drakes When the characters approach the 15-foot cliff,
read:
Level 2 Encounter (700 XP) Tracking Bloodied At first it looks like the tunnel ends ahead of you, but then
Spaces and Drake Corpses you see that its a 15-foot wall of boulders. It looks like it
Setup This encounter requires you to keep track of two
would be easy to climb, but smaller boulders and piles of
1 guard drake (G) bones are jumbled in the heap, complicating your steps.
unusual elements.
1 needlefang drake swarm (N) Theres a faint purple glow moving about somewhere above
First, whenever a drake becomes bloodied, mark
1 rage drake reaver (R) the top of the cliff.
the square it is in and all adjacent squares as blood
2 spitting drakes (S)
rockcreatures in these squares score critical hits
If the characters enter the main cavern before
with a natural attack roll of 19 or 20. When a crea-
The broad tunnels leading to the drakes cavern are lit the drakes can reach them in the tunnel, read:
ture attacks from such a square, describe the attack
by the last rays of the penetrating sun during the day, The cavern is lit by a brightly glowing purple chunk of rock
as magically vicious, aided by the magic of the spilled
which counts as dim light. At night, the tunnels are in the north wall and a smaller flickering chunk on the
blood. The effect lasts until the end of the adventure,
entirely dark. Characters who make a DC 12 Dun- south wall, both set on raised daises surrounded by spiky,
significant since later encounters are likely to be
geoneering check notice scrape marks along the walls glowing rock. Hissing with fury, drakes spit and claw their
fought in the same area.
that appear to have been left by giant scales; charac- way toward you from the north. The drakes have crusty
Second, keep track of the square in which each
ters whose check result equals or exceeds 16 notice purple growths on their skin, but these growths glow purple
drake is reduced to 0 hp. Its probably better to keep
that the scrape marks are ancient, far older than the like the rock, as do the drakes eyes.
track of the squares in which the drakes bodies lie
claw prints on the floor.
rather than marking the squares on the board, since
About 60 feet from the 15-foot cliff that marks the When the rage drake reaver first hits a character
the zones created by these meteorite-altered drakes
edge of the drakes cavern, compare the characters with its claws or a bite, read:
death auras wont come into play until encounter D2.
passive Perception to DC 15. A character who suc- As its attack draws blood, the rage drake meets your gaze
ceeds hears a rasping, scratching noise deep within with its glowing reptilian eyes. It lets out a rumbling growl,
the walls. The sounds do not repeat. The sounds are licks its lips, and speaks! More! it bellows, and comes
ants from the new queens colony, preparing to break toward you again.
through the walls to initiate encounter D3, but at this cascade back toward the cavern to warn the rest of
point in the adventure, the scratching in the walls is a the pack. The first time a character bloodies a drake, read:
paranoia-enhancer, not a threat. The rest of the drakes roll initiative the turn after As your attack hits home, the drakes blood explodes from
If the characters travel with light sources of their the swarm begins screaming. Except for the guard its eyes and the growths on its skin, staining the rock nearby
own, the gently glowing needlefang drake swarm drake, the drakes are buried in purple dreams a glowing purple.
atop the cliff will be alerted when the partys light from the meteorite, and they are slowed in the first
reaches the cliff. If the characters travel in the dark, round of combat. If the characters stealthily evade The first time a character slays a drake, read:
compare their Stealth check to the drake swarms or eliminate the guard drake, the drakes other than The drake goes down in a fountain of blood and an
passive Perception of 12 as soon as they are within the guard drake have a 4 penalty on Perception explosion of magical energy. Its hard to be certain in the
30 feet of the cliff. When the drake swarm senses checks to detect the characters as they enter the rush of the fight, but theres no sign yet of the residuum
the characters, the drakes squeal and growl and main cavern. youre hoping for.

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

Guard Drake (G) Level 2 Brute Needlefang Drake Swarm (N) Level 2 Soldier
Small natural beast (reptile) XP 125 Medium natural beast (reptile) XP 125
Initiative +3 Senses Perception +7 Initiative +7 Senses Perception +7
HP 48; Bloodied 24 Swarm Attack aura 1; the needlefang drake swarm makes
AC 14; Fortitude 15; Reflex 13; Will 12 a basic attack as a free action against each enemy that
Immune fear (while within 2 squares of an ally) begins its turn in the aura.
Speed 6 HP 38; Bloodied 19
m Bite (standard; at-will) AC 18: Fortitude 15; Reflex 17; Will 14
+6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while Immune fear; Resist half damage from melee and ranged
within 2 squares of an ally. attacks; Vulnerable 5 against close and area attacks
Alignment UnalignedLanguages Speed 6
Str 16 (+4) Dex 15 (+3) Wis 12 (+2) m Swarm of Teeth (standard; at-will)
Con 18 (+5) Int 3 (3) Cha 12 (+2) +8 vs. AC; 1d6 + 2 damage, or 2d6 + 2 against a prone
target.
Rage Drake Reaver (R) Level 3 Brute M Pull Down (minor 1/round; at-will)
Large natural beast (reptile) XP 150 +3 vs. Fortitude; the target is knocked prone.
Initiative +2 Senses Perception +2 Alignment Unaligned Languages
HP 56; Bloodied 28 Str 15 (+3) Dex 18 (+5) Wis 12 (+2)
AC 15; Fortitude 15, Reflex 13, Will 13 Con 14 (+3) Int 2 (3) Cha 10 (+1)
Immune fear (while bloodied only)
Speed 6 2 Spitting Drakes (S) Level 3 Artillery
m Claw (standard; at-will) Medium natural beast (reptile) XP 150 each
+6 vs. AC; 1d6 + 4 damage. Initiative +5 Senses Perception +3
M Raking Charge (standard; at-will) HP 38; Bloodied 19
When the rage drake reaver charges, it makes two claw AC 15: Fortitude 14; Reflex 16; Will 14
attacks against a single target. Resist 10 acid
M Enraging Bite (standard; at-will) Weapon Speed 7
+7 vs. AC; 1d10 + 3 damage, and the rage drake reaver m Bite (standard; at-will)
makes a secondary attack. Secondary Attack: +5 vs. Will; +6 vs. AC; 1d6 + 2 damage.
until the end of its next turn, when it attacks, the target R Caustic Spit (standard; at-will) Acid
can only make a melee basic attack. Ranged 10; +8 vs. Reflex; 1d10 + 4 acid damage.
Reaving Rage (while bloodied) Alignment Unaligned Languages
While bloodied, the rage drake reaver gains a +2 bonus Str 14 (+3) Dex 18 (+5) Wis 14 (+3)
to attack rolls (and triggers the meteorites attack, if it is Con 14 (+3) Int 3 (3) Cha 12 (+2)
nearby).
Alignment Evil Languages Common
Str 18 (+5) Dex 12 (+2) Wis 12 (+2)
Con 16 (+4) Int 7 (-1) Cha 11 (+1)

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

Tactics Cliff: The 15-foot-tall wall of boulders is an


The spitting drakes attempt to stay on the low dais, extremely easy climb (DC 5 Athletics).
spitting at characters in the rock spikes or beyond the Glowing Meteorite Chunk: A jagged, glowing,
rocks. The guard drake and needlefang drake swarm purple Chaos Shard protrudes from the north wall of
fight to keep the characters stuck in the cavern where the cavern. The meteorite is tuned to the rage drakes
the spitting drakes can hit them. The rage drake blood. While the rage drake is bloodied, each of the
holds the line in front of the spitting drakes unless it rage drakes attacks that hits also causes the Chaos
takes damage from a ranged or area attack, in which Shard to target two different random enemies within
case it attempts to charge into combat against a 20 squares with flashing blue rays (+6 vs. Reflex; the
lightly armored target. Unlike most rage drakes, the target falls prone; see Rock Spikes, below).
reaver fights cannily, avoiding f lanks, dodging away Hole in Ceiling: This is the hole the giant ants
from too many attackers, and trying to use its bond came through on their first attempt against the
with the glowing meteorite chunk to its advantage drakes. Its 40 feet above the ground and is unlikely
(see Features of the Area). to have any impact on this battle.
The other drakes fight like blood-crazed beasts, Low Daises: The two meteorite chunks are at
but all are familiar with the Blood Rock effect that the center of natural plateaus raised 5 feet above the
occurs around them when they become bloodied. All cavern floor. Moving from the cavern floor to the top
the drakes, particularly the rage drake, try to launch of the plateau requires 2 squares of movement. It is
melee attacks from such blood rock squares, though not possible to shift from the cavern floor to the top of
theyre not canny enough to try and keep the charac- the plateau. The edge of the plateau makes an excel-
ters off the squares. lent defensive position since enemies wishing to move
The guard drake is assigned to guard the rage to the top must move instead of shifting.
drake reaver. Rock Spikes: These unnatural protrusions from
the cavern floor seem to be reactions to the meteor-
Features of the Area ites magic. These squares count as difficult terrain.
Unless stated otherwise, each of the features below In addition, any creature knocked prone or that drops
also applies to encounters D2 and D3. prone in a rock spikes square, or that crawls into a
Illumination: Steady purple light from the large rock spikes square, takes 5 damage.
meteorite chunk and flickering purple light from the Each time a character enters a rock spikes square
defunct rock on the south wall amount to normal during combat, he or she can make a DC 10 Per-
illumination. ception check. Success indicates that the character
Defunct Meteorite: The chunk of meteorite on notices gold and silver coins scattered throughout the
the south wall is about the size of a halflings head. It rock spikes along with bones. A thorough search after
flickers with purple light but has otherwise expended the fight turns up a good deal of treasure from the
its magic. drakes earlier victims.

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

D2. Ants from Above threatening than it really is, because the ten hive Tactics
workers arent concerned with attacking the charac-
Rather than passing through the rock spike areas, the
Level 1 or 2 Encounter (550 or 800 XP) ters. In this encounter, theyre focused only on trying
giant ants climb along the walls to get at enemies or
to drag the bodies of the drakes up into the ant holes
drake bodies on the low daises.
Setup and back to the colony. The fight is complicated by
The stirges wait until the armorcutters are near the
2 armorcutter ants (A) the fact that each of the dead drakes has an aura sur-
cavern floor before attacking, then focus on enemies
10 hive worker ants (H) rounding its body (a side effect of the magic of the
near the larger creatures. Quick characters might be
2 stirges (S) meteorite), and by the fact that attacks around the
able to pick off a stirge before it attacks.
drakes corpses might destroy some of the residuum.
As 1d6 residuum blisters finally manifest on each of In order to use their shred armor ability, the armor-
Given the complexity of the encounter and the
the dead drakes, two new holes open in the ceiling. cutters attack characters grabbed by the stirges or use
threats to their treasure, give your characters full
(If you dont want to roll randomly, distribute 2, 3, 4, the hive workers to gain a flanking position.
XP for the hive workers they defeat even though the
5, and 6 blisters on the drakes as you like.) A stirge The hive workers dont attempt to cooperate with
workers arent principally concerned with fighting.
flies through each, followed by giant ants, clambering the armorcutters. The hive workers focus entirely on
across the ceiling and down the walls to swarm the removing the bodies of the slain drakes.
When the residuum blisters manifest on the
bodies of the dead drakes. It takes a move action for each hive worker to pick
dead drakes, read:
This encounter is meant to frighten the charac- up a drakes corpse or join a carry. An ant carrying a
As youve been waiting for the blisters to form, youve sensed
ters at the moment they were hoping to collect the corpse alone is slowed. Two ants moving together can
that the bodies of the drakes have begun to manifest some
residuum they are due. The encounter looks more carry a drakes body in one of their spaces and have
sort of magic, as a gradually rising glow of different colors
speed 4 while moving the body. Three ants cooperat-
surrounds each of the bodies. Blisters surface on the skin of
ing to move one drakes body can move at speed 6. The
2 Armorcutter Ants (A) Level 4 Brute the drakes, just as youd hoped. But before you can begin to
Medium natural beast XP 175 each hive worker frenzy ability enables workers to make even
Initiative +2 Senses Perception +6; low-light vision,
truly harvest the residuum, you hear scratching overhead.
better speed with a drakes corpse when a member of
tremorsense 10 Stone falls from two holes in the ceiling and two bat-winged
their colony is slain. A worker that exits through a hole
HP 68; Bloodied 34 insects fly down out of the dust and debris, followed by
AC 16; Fortitude 17, Reflex 14, Will 12 in the ceiling wont return.
waves of giant ants!
Speed 6, climb 6
m Bite (standard; at-will) 10 Hive Worker Ants (H) Level 1 Minion 2 Stirges (S) Level 1 Lurker
+7 vs. AC; 1d10 + 5 damage. Medium natural beast XP 25 each Small natural beast XP 100 each
M Shred Armor (standard; requires combat advantage against Initiative +0 Senses Perception 1; low-light vision, Initiative +7 Senses Perception +0; darkvision
the target; at-will) tremorsense 10 HP 22; Bloodied 11
+7 vs. AC; 2d10 + 5 damage, and the target takes a 4 HP 1; a missed attack never damages a minion AC 15; Fortitude 12, Reflex 13, Will 10
penalty to AC (save ends). AC 15; Fortitude 13, Reflex 13, Will 10 Speed 6, fly 6 (hover)
C Thrash (immediate reaction, when first bloodied; encounter) Speed 6, climb 6, burrow 2 (tunneling) m Bite (standard; at-will)
Close burst 1; targets enemies; +5 vs. Reflex; 1d10 damage, m Bite (standard; at-will) +6 vs. AC; 1d4 + 3 damage, and the target is grabbed (until
and the target is knocked prone. Miss: Half damage. +6 vs. AC; 4 damage. escape) and takes ongoing 5 damage until it escapes. An
Hive Armorcutter Frenzy (when any giant ant within 10 Hive Worker Frenzy (free, when any giant ant within 10 attached stirge doesnt make attack rolls while grabbing a
squares of the armorcutter is reduced to 0 hit points) squares of the hive worker drops to 0 hit points; at-will) target and gains a +5 bonus to its AC and Reflex defenses.
The armorcutter makes a bite attack. The hive worker shifts 2 squares. Alignment Unaligned Languages
Alignment Unaligned Languages Alignment Unaligned Languages Skills Stealth +8
Str 16 (+5) Dex 11 (+2) Wis 11 (+2) Str 17 (+3) Dex 15 (+2) Wis 9 (1) Str 8 (1) Dex 16 (+3) Wis 10 (+0)
Con 18 (+6) Int 2 (2) Cha 4 (1) Con 14 (+2) Int 2 (4) Cha 4 (3) Con 10 (+0) Int 1 (5) Cha 4 (3)

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

In order to attack, a hive worker has to let go of the purple and red haze. Squares in the cloud are lightly
corpse it is carrying. The worker ants use opportunity obscured. When a burst or blast created by a fire, force,
attacks if they have not already picked up a drake, lightning, psychic, or thunder power touches a square
but otherwise the workers attack only in two cases: If of blast cloud, the size of the burst or blast is increased
they are immobilized or otherwise prevented from by 1.
approaching, grabbing, or moving with the corpse of Death Shadow Zone (Needlefang Drake Swarm):
one of the slain drakes, or if an individual hive worker Shadows of swirling drakes seem to wash over the
survives an attack against it after the two armorcutters area. All attacks in this zone deal an extra 1d6 psychic
have been eliminated. damage. Whenever a creature within 5 squares of the
zone is reduced to 0 hp, the zone moves to center on
Features of the Area that creatures square.
Many of the features of the cavern are the same as the Death Crescendo Zone (Guard Drake): Devotion in
features from the first encounter. The glowing meteor- life turns to venom in death. Each time a creature is
ite chunk no longer attunes attacks with the bloodied reduced to 0 hp in this zone, all attacks in the cave
rage drake reaver and the characters are likely to have during the next turn gain a +2 attack bonus. When
spotted the treasure in the rock spikes, but otherwise a creature within 5 squares of the zone uses a heal-
the features of the cavern are pretty much the same. ing surge, the zone moves to center on that creatures
Additional features are as follows. square.
Cavern Ceiling: The ceiling is 40 feet above the Rage of the Wild Zone (Rage Drake Reaver): The rage
floor. Ants climbing out of the holes in the ceiling gen- drake reavers blood infuses this area with a zone that
erally arent able to move to the floor and attack in the forces each non-beast creature that starts its turn in the
same turn. zone to make a melee attack on that turn or take 5 psy-
Drake Death Zones: The corpses of the drakes chic damage.
killed in encounter D1 create magical zones in a burst Residuum Blisters: Each of the drakes slain in the
1 (creating a 3-square by 3-square space that the zone first encounter has manifested 1d6 residuum blisters.
occupies, or 4 by 4 for the Large rage drake reaver), When broken by an adjacent character and gathered
which manifest fully 5 minutes after the end of that into a vial (a standard action), each blister provides 50
encounter (which is why its important to keep track of gp of residuum.
where each drake fell in battle in the first encounter). A character who wants to use a minor action to
Each of the drake types creates a different zone; all scrape a residuum blister must make a DC 15 Thievery
zones cover the square in which the drake was slain or Arcana check. Success indicates that the character
and each adjacent square, though a couple of the zones gathered the residuum successfully. Otherwise half the
leave the bodies and move elsewhere. As usual, zones residuum from that blister was lost.
can overlap. For dramatic effect, feel free to scrape away a blister
Blast Cloud Zone (Spitting Drakes): The blood of or three as the ants drag a drake toward their holes.
the spitting drakes spirals into the air, creating a

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

D3: March of the Hive Hive Soldier Ant (S)


Medium natural beast
Level 3 Soldier
XP 150
Initiative +6 Senses Perception +0; low-light vision,
Level 1 Encounter (500 XP) tremorsense 10
HP 46; Bloodied 23
Setup AC 18; Fortitude 16, Reflex 15, Will 12
Speed 6, climb 6
1 hive warrior ant (H) m Grasping Mandibles (standard; usable only while the hive
1 hive soldier ant (S) soldier does not have a creature grabbed; at-will)
9 hive worker ants (W) +10 vs. AC; 1d8 + 3 damage, and the target is grabbed.
M Acid Sting (standard; at-will) Acid
Targets a creature grabbed by the hive soldier; +10 vs. AC;
While the characters catch their breath from the 1d6 + 3 acid damage, and ongoing 5 acid damage (save
attack of the armorcutters, the ants digging through ends).
the walls of the tunnel to the surface announce their C Death Convulsion (when the hive soldier drops to 0 hit
points)
arrival with a thunderous crash. The ants march up
Close burst 1; targets enemies; +8 vs. Reflex; the target is
the 15-foot cliff and into the cavern to claim the mete- knocked prone.
orites for the colony. Hive Soldier Frenzy (free, when any giant ant within 10
squares of the hive worker drops to 0 hit points; at-will)
Theres nothing fancy about this fight. At the DMs
The soldier gains a +2 bonus to attack rolls until the end of
option, the death auras of the drakes might linger its next turn.
after the residuum blisters have been scraped away, Alignment Unaligned Languages
or you can end the auras, whichever suits you. Str 17 (+4) Dex 15 (+3) Wis 9 (+0)
Con 14 (+3) Int 2 (3) Cha 4 (2)
The hive has already been depleted by earlier
attacks against the drakes, so if this attack fails, the
worst the characters will see afterward are hive
worker antennas twitching occasionally on the far
side of the holes.

When the characters have had a couple minutes


to wipe off the ichor and catch their breath, read:
Theres a huge crash from the north tunnel, the way you
came in, and dust puffs into the room as if a big mass of
stone had been displaced farther up the tunnel.

No vember 20 09 | D u n g e o n 17 2
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Death in the Pincers

Hive Warrior (H)


Medium natural beast
Level 2 Skirmisher
XP 125
Tactics About the Author
Rob Heinsoo led the design of the 4th Edition Dungeons &
Initiative +6 Senses Perception +4; low-light vision, When the soldier stings a character and delivers Dragons Roleplaying Game. His 4th Edition design credits
tremorsense 10 ongoing acid damage, the hive warrior attempts to include Martial Power and the Forgotten R ealms Players
HP 36; Bloodied 18 Guide. His other game designs include Three-Dragon Ante
follow up with its caustic reaction attack.
AC 16; Fortitude 14, Reflex 15, Will 11 and Inn-Fighting.
Speed 8, climb 8 These hive workers are angered by the smell of all
m Piercing Bite (standard; at-will) Acid the previous ant deaths in the cavern. They ignore the
+7 vs. AC; 1d8 + 4 damage. The hive warriors attack deals drakes bodies and attack the characters.
1d10 extra acid damage to any target that already has
If the characters are dealing with the encounter
ongoing acid damage.
Hive Warrior Frenzy (free, when any giant ant within 10 easily, add more hive workers, from the tunnel or ceil-
squares of the hive worker drops to 0 hit points; at-will) ing, one or two at a time.
The warrior is no longer marked or cursed, and it shifts 2
squares.
Alignment Unaligned Languages
Features of the Area
Str 14 (+3) Dex 17 (+4) Wis 9 (+0) The features are the same as those in encounter D2,
Con 12 (+2) Int 2 (3) Cha 4 (2) with the following exception.
Rockfall: The area indicated as the rockfall is
10 Hive Workers (W) Level 1 Minion
Medium natural beast XP 25 each now a narrow passageway that requires Medium
Initiative +0 Senses Perception 1; low-light vision, creatures to drop prone to crawl through, but it is not
tremorsense 10 impassable. D
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 13, Will 10
Speed 6, climb 6, burrow 2 (tunneling)
m Bite (standard; at-will)
+6 vs. AC; 4 damage.
Hive Worker Frenzy (free, when any giant ant within 10
squares of the hive worker drops to 0 hit points; at-will)
The hive worker shifts 2 squares.
Alignment Unaligned Languages
Str 17 (+3) Dex 15 (+2) Wis 9 (1)
Con 14 (+2) Int 2 (4) Cha 4 (3)

No vember 20 09 | D u n g e o n 17 2
60
A Chaos Scar Adventure

the Lost
Library
The Lost Library is a short adventure
for five 2nd-level characters that takes
place in a remote cave near the mouth of
the Chaos Scar. Through the course of the
adventure, the PCs encounter a tribe of
kobolds that has recently unearthed an
ancient arcane library that predates the
valley. The PCs have the opportunity to
explore the library, uncovering a portal to
a sorcerers abandoned inner sanctum.

By Peter Lee
For details on the Chaos Scar and its environs,
illustrations by Chad King, Zoltan Boros & Gabor Szikszai
cartography by Jason A. Engle read the Chaos Scar introduction and check out the
TM & 2009 Wizards of the Coast LLC All rights reserved.
map of the entire valley.

December 20 09 | D u n g e o n 17 3
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The Lost Library

If youre not playing a Chaos Scar campaign, you can still use this adventure by Getting the
integrating it into any existing campaign situated near a wilderness area that features
the remains of an ancient, lost library.
Players Involved
Here are a few story hooks to draw the PCs into
exploring Kethendtirs cavern and the recently uncov-
Background Unfortunately for the kobolds, the dragon Keth-
ered library.
endtir and the dragonborn Hesskin formed an
Before the violent birth of the Chaos Scar, the goliath alliance. Nibbik was forced to continue his treasure Hook 1: Stolen Gear
sorcerer Voran Earthmane mastered elemental magic detecting ruse, and he and his tribe were forced to
Thorgrim Spinehammer is a dwarf in charge of a
in his isolated keep. (More information on Voran excavate further into Kethendtirs cave. Much to the
small mine close to the Chaos Scar. He recently suf-
Earthmane can be found in the adventure, Stick in wyrmpriests surprise, his miners uncovered one of
fered the theft of his mining equipment and tracked
the Mud.) For his most dangerous experiments, he Vorans lost chambers. In the few hours before the
the thieves as far as the Kings Wall. Not willing to
built isolated underground chambers that could be PCs arrive, Hesskin has discovered the secret of a
risk his own life by entering the valley, he offers to pay
accessed only through magical methods. He was able floating lantern and opened an arcane portal that
the characters 75 gp to follow the kobolds to the cave
to experiment for several years in peace, but when leads to Vorans inner sanctum.
and recover twelve stolen picks. Thorgrim will pay
the meteor struck, he lost all access to his work. After
as much as 125 gp to avoid purchasing replacement
recovering what he could, Voran left, and knowledge Adventure Synopsis gear, but a DC 15 Diplomacy check must be made to
of his work faded.
convince the miserly dwarf to part with his money.
Hesskin Flamebrow, a dragonborn treasure hunter The adventurers make their way to the lair of the Quest XP: 500 XP for bringing back Thorgrims
drawn to the power that lies in the valley, arrived at brown dragon wyrmling Kethendtir. There, they stolen equipment.
the Chaos Scar a few weeks ago. He and his associ- must face the dragon almost as soon as they arrive,
ate met a small group of kobolds that have been along with a number of kobold miners serving of the Hook 2: Wyrmling Raider
abandoned by their tribe, Clan Fireclaw. In such a dragon. Afterward, the characters can make their way Local farmers have been losing livestock to raids per-
weakened state, these kobolds were forced to pledge deeper into the complex, eventually finding the site formed by a brown wyrmling dragon (Kethendtir).
their allegiance to the dragonborn. As part of the of the kobolds excavation. They must face Gravash The farmers know that this problem will only get
bargain to save their lives, the kobold leader Nibbik and Hesskin, the two dragonborn who initially forced worse in the future, so they have banded together to
claimed he knew a powerful ritual that could detect these kobold outcasts into service, along with some solve their problem. A quiet halfing farmer named
piles of gold. While this was a lie, he did know of a hostile defenses Voran left to ward his library. The Karrie Buttonquail approaches the characters with
dragon that recently moved into the area, and it was characters have an opportunity to negotiate with the all the money the farmers could amass: 2,618 cp. If
Nibbiks hope that by leading Hesskin to the dragons kobolds through Nibbik, their wyrmpriest, and make the PCs try to bargain, shell reluctantly throw in her
cave, Nibbik could defeat two potential enemies at an alliance with the kobolds to provide them with prize sheep worth 100 sp.
once. intelligence on future explorations of the Chaos Scar. Quest XP: 500 XP for bringing back proof of
Kethendtirs death.

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The Lost Library

Hook 3: Sages Death New Magic Items Getting Started


Last night, Hesskin broke into a sages study and stole
several tomes dealing with the history of the valley This adventure features a pair of new magic items, Once the characters get to the cavern, read or para-
before the crash of the meteor. The eladrin sage which are presented here. Both are simple variants of phrase the following description of the wyrmlings
Emeranith was slain during the robbery. Witnesses existing items from Adventurers Vault. cave entry:
saw Emeranith teleport into the street to escape, but
he was struck in the back by a red feathered bolt Vorans Eternal Chalk Level 1 Small reptilian tracks disturb the fine sand that spills out of
Vandals, scholars, and explorers alike appreciate the magical the secluded cave before you. A nearby pile of sharp, jagged
fired from Hesskins crossbow before the eladrin
longevity of this short stick of chalk.
could flee. The villages mayor, Quinn Nanith, offers rocks has been haphazardly piled outside of the cave.
Wondrous Item 360 gp
a 200gp bounty to hunt down Hesskin and bring jus- Property: A stick of eternal chalk never breaks or wears down
tice to the murderer and recovering the stolen goods with normal use. Any writing or drawing made with this When the characters enter the cave, read:
for Emeraniths widow, Mirianna. chalk cannot be erased for one week by anyone except the
original artist or author. The grass grows sparse as you approach the cave, revealing
Quest XP: 100 XP for capturing or slaying Hes-
Vorans eternal chalk is red.
skin, 100 XP for the recovery of the tomes, or 500 XP a sand-covered stone floor. A well-trodden trail leads into
Special: If the eternal chalk is used to drawn anything inside the
for both. magic circle in the inner sanctum, a portal opens to Vorans the darkness. The sound of metal on rock reverberates
Study in his ruined keep. The portal lasts until the wielder throughout the cavern.
Treasure Preparation takes an extended rest.

The Lost Library uses the treasure parcel system Characters examining the tracks outside of the cavern
Vorans Floating Lantern Level 3
described in the Dungeon Masters Guide. The char- can make a Perception Check:
This silver lantern floats in midair under your control.
acters should gain a total of three treasure parcels in DC 15 Perception: The characters find multiple
Wondrous Item 680 gp
this adventure. Listed below are the most likely places kobold tracks, a couple of larger reptilian prints as
Property: This lantern never needs lighting or refilling. When
to find parcels and what those treasure parcels might you let go of the lantern, it continues to hang in the air wide as a dragonborns foot, and small tracks that
consist of. The magic items should come from the where you leave it. If weight in excess of 1 pound is applied appear to belong to either a drake or dragon.
to the lantern, it falls to the ground.
players wish lists. Power (At-Will): Minor Action. While you hold the floating lan-
tern or are adjacent to it, you can set its light to be bright
Parcel Item (10-square radius), dim (5-square radius), or off.
Parcel 1: Power (At-Will): Move Action. The last creature to hold the
lantern can mentally command it to move up to 10 squares
The Wyrmlings Cave One level 5 magic item
in any direction, but not more than 10 squares from it.
Parcel 2: The Lost Library Two vials of alchemists Special: If Vorans floating lantern illuminates the magic circle
acid (Level 1, 20 gp each) in either the library or the inner sanctum, a portal appears
and 50 gp of Alchemical allowing travel between the two rooms. The portal lasts
Reagents until the lantern no longer illuminates either portal. The
lantern can travel through the portal with no ill effect.
Parcel 3:
The Inner Sanctum 220 gp and 400 sp

December 20 09 | D u n g e o n 17 3
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The Lost Library

Concluding
theAdventure
If the characters decide to spare Nibbik, you have
the option of introducing kobolds as companion
characters to the party. (For more information on
companion characters, see page 27 of Dungeon Master
Guide 2.) Three potential kobolds can join the group,
depending on what the party needs.
Nibbik, Kobold Wyrmpriest (Controller)
Minnock, Kobold Slinger (Striker)
Krunk One-Ear, Kobold Dragonshield (Defender)

These kobolds are all members of the Fireclaw tribe.


Nibbik is an opportunisthe sees potential in the
characters. His loyalty is not absolute, and if the PCs
ever face an opponent that seems able to defeat them,
Nibbik will switch sides to save his own hide. He also
seeks the power that a shard of the meteor would
grant himshould he find one, he will attempt to
seize it without a second thought.
The PCs might choose to use Vorans sanctum as
a base of operations in the valley. No map is provided
for the space below the Portal chamber, but the space
should have the basic necessities for resting. If the
players start using this area as a base of operations,
they might be interested in outfitting the base with
wondrous lair items as described on page 79 of Adven-
turers Vault 2.

December 20 09 | D u n g e o n 17 3
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The Lost Library

L1: The Wyrmlings 2 Kobold Dragonshields (D)


Small natural humanoid (reptile)
Level 2 Soldier
XP 125
5 Kobold Miners (M) Level 1 Minion Skirmisher
Small natural humanoid (reptile) XP 25

Cave Initiative +4 Senses Perception +2; darkvision


HP 36; Bloodied 18
Initiative +4 Senses Perception +1; darkvision
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 14, Reflex 13, Will 13; see also trap sense AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense
Encounter Level 2 (725 XP) Resist 5 fire Speed 6
Speed 5 m Pick (standard; at-will) F Weapon
This encounter establishes the kobold tribe, Keth- m Short Sword (standard; at-will) F Weapon +6 vs. AC; 4 damage (crit 6).
+7 vs. AC; 1d6 + 3 damage, and the target is marked until r Small Rock (standard; at-will)
endtirs home, and the entry to the cavern.
the end of the kobold dragonshields next turn. Ranged 5; +6 vs. AC; 3 damage.
Dragonshield Tactics (immediate reaction, when an adjacent Shifty (minor; at-will)
Setup enemy shifts away or an enemy moves adjacent; at-will) The kobold shifts 1 square as a minor action.
The kobold dragonshield shifts 1 square. Trap Sense
2 kobold dragonshields (D)
Mob Attack The kobold gains a +2 bonus to all defenses against traps.
5 kobold miners (M) The kobold dragonshield gains a +1 bonus to attack rolls Alignment Evil Languages Common, Draconic
1 kobold slinger (S) per kobold ally adjacent to the target. Str 8 (-1) Dex 14 (+2) Wis 12 (+1)
Kethendtir, brown dragon wyrmling (K) Shifty (minor; at-will) Con 12 (+1) Int 9 (-1) Cha 10 (+0)
The kobold shifts 1 square. Equipment leather armor, war pick, backpack
Collapsing rock pile (T)
Trap Sense
The kobold gains a +2 bonus to all defenses against traps. Tactics
Kethendtir doesnt enter the battle until the start of Alignment Evil Languages Common, Draconic
The kobold dragonshields hold their ground while the
Skills Acrobatics +5, Stealth +7, Thievery +7
the third round of combat. kobold slinger fires at the PCs from a distance. Any
Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
Con 12 (+2) Int 9 (+0) Cha 10 (+1) PC with a passive Insight 12 or greater can tell that
Two kobold dragonshields stand watch at the mouth Equipment scale armor, heavy shield, short sword the dragonshields are surprisingly bravethey know
of the first chamber. Any character that moves into that the wyrmling will soon come to their rescue.
the cavern must succeed at a DC 12 Stealth check (to Sand scatters as a brown dragon the size of a small dog The miners avoid combat, but if a target move near
beat the kobolds passive Perception) or alert the ko- launches itself out of the ground. Bellowing, the dragon the rock pile trap, a miner attempts to push the rock
bolds. If the characters that enter the cave succeed, says, A swift death comes to those that interfere with the pile on to the PCs. With an Athletics check of 1, it is
the kobolds are surprised. creation of my home. likely the miner will fail the attemptdescribe what
If a hero succeeds at a DC 21 Perception check the kobold is doing to give the characters the chance
Collapsing Rock Pile Single-Use Terrain
within 3 squares of where the wyrmling has bur- A precariously stacked pile of rocks is ready to fall with a to do the same thing in return.
rowed into the sand, read the following: single strong push. If the battle turns sour, some of the kobold miners
Standard Action flee by either moving deeper into the cavern or by
The ground at the cave mouth is disturbed, as if something Requirement: You must be adjacent to the rock pile.
leaping into the hole in the floor. If a character moves
Check: Athletics check (DC 15) to collapse the rock pile.
has recently been buried below the sand. next to a fleeing miner, the miner shifts away as a
Success: The pile of rocks falls, crushing nearby creatures.
Target: Each creature in a close blast 3 next to the rock pile. minor action on its turn and flees. If any kobolds
When Kethendtir enters the combat, roll initiative, Attack: +5 vs. Fortitude escape through the tunnel (which is likely), the PCs
place him at the cavern entry where indicated on the Hit: 2d8 + 1 damage, and the target is knocked prone.
cannot gain surprise in any encounter for the rest of
Effect: The area where the rocks fall becomes difficult terrain.
map, and read or paraphrase the following: the adventure unless they take an extended rest.

December 20 09 | D u n g e o n 17 3
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The Lost Library

Kobold Slinger (S)


Small natural humanoid (reptile)
Level 1 Artillery
XP 100
Kethendtir,
Brown Dragon Wyrmling (K)
Level 2 Elite Lurker Features of the Area
Initiative +3 Senses Perception +1; darkvision Medium natural magical beast (dragon) XP 250 Illumination: Hesskin has commanded the ko-
HP 24; Bloodied 12 Initiative +6 Senses Perception +3; darkvision, bolds to illuminate the entire cavern because he has
AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense tremorsense 10
no natural ability to see in the dark. Several torches
Speed 6 HP 64; Bloodied 32
m Dagger (standard; at-will) F Weapon AC 19; Fortitude 19, Reflex 16, Will 16 are crudely bolted to the walls throughout the cham-
+5 vs. AC; 1d4 + 3 damage. Resist 5 fire ber, providing bright light.
r Sling (standard; at-will) F Weapon Saving Throws +2 Rock Piles: The kobolds mining operations has
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special Speed 7, burrow 6, fly 4 (hover)
Action Points 1
resulted in many rock piles throughout the cavern.
shot.
Special Shot m Bite (standard, at-will) These piles of stone are difficult terrain. One rock
The kobold slinger can fire special ammunition from its +7 vs. AC; 1d8+4 damage. pile is precariously stacked and might fall with some
sling. It typically carries 3 rounds of special shot, chosen m Claw (standard, at-will)
encouragement. The location of this single-use terrain
from the types listed below. A special shot attack that +7 vs. AC; 1d6+4 damage.
hits deals normal damage and has an additional effect M Double Attack (standard, at-will) is marked on the map (T).
depending on its type: The dragon makes two claw attacks. Sinkhole: In the middle of the room is a sinkhole
Stinkpot: The target takes a -2 penalty to attack rolls (save R Sand Spray (immediate reaction, when an enemy targets the that leads to a network of tunnels below the ground.
ends). dragon with a ranged attack, at-will)
The wyrmling attacks the triggering enemy; ranged 10; +6
Small creatures can squeeze through the tunnels,
Firepot (Fire): The target takes ongoing 2 fire damage (save
ends). vs. Reflex; 1d6+1 damage, and the target is blinded until and creatures that are Tiny or smaller have no move-
Gluepot: The target is immobilized (save ends). the end of the dragons next turn. ment penalties. A multitude of tunnels grant fleeing
Shifty (minor; at-will) A Breath Weapon (standard; recharges when first bloodied,
kobolds many opportunities to hide, but an ener-
The kobold shifts 1 square. encounter)
Trap Sense Close blast 4; +6 vs. Fortitude; 2d8+2 damage, and the getic halfling or gnome could attempt to track the
The kobold gains a +2 bonus to all defenses against traps. target is blinded (save ends). miners down. For each kobold that escaped down the
Alignment Evil Languages Common, Draconic Sand Cloud (move, recharge 6 ) F Polymorph hole that an adventurer chases, have that character
Str 9 (1) Dex 17 (+3) Wis 12 (+1) The wyrmling transforms into a cloud of sand and shifts
a number of squares up to its speed. It can move through
attempt a DC 10 Dungeoneering check to determine
Con 12 (+1) Int 9 (1) Cha 10 (+0)
Equipment leather armor, dagger, sling occupied squares but must end in a legal space. Any if they can catch up to a miner. Success indicates the
creature whose space the dragon enters takes 1d6 + 4 character finds a kobold and combat ensues; if the
damage and is blinded (save ends). The wyrmling returns
character fails, he or she manages to find a kobold as
Kethendtir has the arrogance of youth, and at the to its normal form after this move.
Combat Advantage well, but loses a healing surge during the hunt. Each
beginning of the combat he believes he is assured of
The wyrmling deals 1d6 extra damage against any target it attempt takes 10 minutes.
victory. When he leaps out of the ground, the wyr- has combat advantage against.
mling engulf the party with his breath weapon and Alignment Evil Languages Draconic
follows up with a sand cloud attack. If none of the char- Skills Endurance +8, Stealth +7
Str 19 (+5) Dex 12 (+2) Wis 14 (+3)
acters are blinded, he tries to use his kobold allies
Con 14 (+3) Int 12 (+2) Cha 10 (+1)
and flanking partners as he resorts to melee attacks.
Once his hit points have been reduced to 15 or below,
he burrows through the sand and flees into the cave,
attempting to get help from his dragonborn allies.

December 20 09 | D u n g e o n 17 3
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The Lost Library

December 20 09 | D u n g e o n 17 3
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The Lost Library

L2: The Lost Library


Encounter Level 2 (725 XP)

Setup
Gravash, dragonborn swiftblade (G)
1 kobold dragonshield (D)
2 kobold miners (M)
2 kobold slinger (S)
Warded desk trap

The PCs continue down a recently excavated passage


and discover a well-crafted room carved out of the
bedrock. Piles of rock lie by the entry to the cavern
where the kobolds broke into the chamber.

When the PCs enter the room, read:

As you turn the corner, the natural walls of the passage


abruptly transition into well-crafted stonework. A rock wall
that sealed off the tunnel has been pushed down and now
lies scattered on the floor, allowing access to a chamber
illuminated by a soft blue glow.
Two ransacked bookshelves lean against the walls of the
Tactics The kobold dragonshield reluctantly joins Gravash
room. The contents of the shelves have been thrown into a
in combat, moving into a flanking position when pos-
moldering pile on the floor. Gravash is overconfident and does not see the PCs as
sible. The kobold slingers attack the PCs from behind
An antique desk sits near the middle of the room, a threat. He takes tactically poor decisions to show
the warded desk, using it to gain cover against the
surrounded by glowing dwarven runes carved into the floor. off his training: He wont concentrate on one foe, but
characters. The miners cower in the hallway, only
Behind the desk is a wooden table covered in alchemical instead leap over one foe with end-over-end strike, and
emerging if they can strike at an opponent without
equipment. In the far corner of the room, a humming then follow up with a longsword attack against a differ-
provoking an opportunity attack. Gravash and the
arcane portal hovers a few inches above a glowing circle ent target.
kobolds all know about the trapped desk and wont
carved into the floor.
willingly trigger it.
As a small clutch of kobolds turn to face you, a
dragonborn clad in leather armor unsheathes a longsword
and nimbly advances, snarling.

December 20 09 | D u n g e o n 17 3
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The Lost Library

Gravash, Level 2 Elite Skirmisher Kobold Dragonshield (D) Level 2 Soldier 2 Kobold Slingers (S) Level 1 Artillery
Dragonborn Swiftblade (G) Small natural humanoid (reptile) XP 125 Small natural humanoid (reptile) XP 100
Medium natural humanoid XP 250 Initiative +4 Senses Perception +2; darkvision Initiative +3 Senses Perception +1; darkvision
Initiative +7 Senses Perception +2 HP 36; Bloodied 18 HP 24; Bloodied 12
HP 74; Bloodied 37 AC 18; Fortitude 14, Reflex 13, Will 13; see also trap sense AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense
AC 16; Fortitude 13, Reflex 16, Will 13 Resist 5 fire Speed 6
Resist 5 fire Speed 5 m Dagger (standard; at-will) F Weapon
Saving Throws +2 m Short Sword (standard; at-will) F Weapon +5 vs. AC; 1d4 + 3 damage.
Speed 6 +7 vs. AC; 1d6 + 3 damage, and the target is marked until r Sling (standard; at-will) F Weapon
Action Points 1 the end of the kobold dragonshields next turn. Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special
m Longsword (standard; at-will) F Weapon Dragonshield Tactics (immediate reaction, when an adjacent shot.
+7 vs. AC (+8 while bloodied); 1d8 + 4 damage enemy shifts away or an enemy moves adjacent; at-will) Special Shot
M End-Over-End Strike (move; at-will) The kobold dragonshield shifts 1 square. The kobold slinger can fire special ammunition from its
Gravash makes a longsword attack and then shifts up to Mob Attack sling. It typically carries 3 rounds of special shot, chosen
3 squares to a square adjacent to the target. Gravash can The kobold dragonshield gains a +1bonus to attack rolls from the types listed below. A special shot attack that
shift through the targets square during this movement. per kobold ally adjacent to the target. hits deals normal damage and has an additional effect
C Dragon Breath (minor; encounter) F Fire Shifty (minor; at-will) depending on its type:
Close blast 3; +5 vs. Reflex (+6 while bloodied); 1d8 + 4 The kobold shifts 1 square. Stinkpot: The target takes a -2 penalty to attack rolls (save
fire damage Trap Sense ends).
Roll with the Blow (immediate reaction; at-will) The kobold gains a +2 bonus to all defenses against traps. Firepot (Fire): The target takes ongoing 2 fire damage (save
Trigger: Gravash is hit by a melee or ranged attack. Effect: Alignment Evil Languages Common, Draconic ends).
Gravash shifts 1 square. Skills Acrobatics +5, Stealth +7, Thievery +7 Gluepot: The target is immobilized (save ends).
Tumble (move; encounter) Str 14 (+3) Dex 13 (+2) Wis 12 (+2) Shifty (minor; at-will)
Gravash shifts 6 squares. Con 12 (+2) Int 9 (+0) Cha 10 (+1) The kobold shifts 1 square.
Alignment Evil Languages Common, Draconic Equipment scale armor, heavy shield, short sword Trap Sense
Str 13 (+2) Dex 19 (+5) Wis 13 (+2) The kobold gains a +2 bonus to all defenses against traps.
Con 13 (+2) Int 7 (1) Cha 10 (+1) 2 Kobold Miners (M) Level 1 Minion Skirmisher Alignment Evil Languages Common, Draconic
Equipment leather armor, longsword Small natural humanoid (reptile) XP 25 Str 9 (1) Dex 17 (+3) Wis 12 (+1)
Initiative +4 Senses Perception +1; darkvision Con 12 (+1) Int 9 (1) Cha 10 (+0)
HP 1; a missed attack never damages a minion. Equipment leather armor, dagger, sling
AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense
Speed 6
m Pick (standard; at-will) F Weapon
+6 vs. AC; 4 damage (crit 6).
r Small Rock (standard; at-will)
Ranged 5; +6 vs. AC; 3 damage.
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Str 8 (-1) Dex 14 (+2) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Equipment leather armor, war pick, backpack

December 20 09 | D u n g e o n 17 3
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The Lost Library

Warded Desk Level 1 Warder treasure parcel.) This is a good opportunity to intro- Caved-In Passage: The short passage collapsed
Trap XP 100 duce alchemical formulas or ritual books if desired when the meteor struck, isolating the library from
Trap: A 4-by-4 section of the floor is ringed with runes.
for your campaign. outside. Clearing out the tunnel would be as much
Perception
No check is necessary to notice the glowing runes. If hired to recover Emeraniths stolen books, they work as digging a new tunnel. The end of the passage
Additional Skill: Arcana are found here. The books include information about counts as difficult terrain.
F DC 15: The character notices that anyone crossing the the history of the local lands, especially the period Alchemical Bench: Most of the ingredients on
runes is attacked by a sonic pulse that can temporarily
before the meteor hit. the bench are dried up and useless. PCs searching the
disable them.
Trigger Desk: the desk contains Vorans eternal chalk and desk find two vials of alchemists acid (Adventurers
The trap attacks when a creature enters one of the traps a few scraps of paper written in a goliath dialect of Vault, page 24) and 50 gp of alchemical reagents.
four squares.
Dwarven. The paper is yellowed with age, but some Portal: The portal in the corner leads to the final
Attack
Immediate Reaction Close Burst 1 writing can be deciphered, including a fragment from room in this portion of Vorans library, and encounter
Attack: +4 vs. Fortitude a journal: L3.
Hit: The target takes 1d6 damage and is dazed until the end of
its next turn.
Countermeasures It is fitting that the lanterns elemental
F Saying the command word makes the trap ignore a flame grants access to my library; only
character for 24 hours.
F An adjacent character can disable the trap for 5 minutes the knowledge in these books has granted
with a DC 15 Thievery check. me the power to tame the elements. My
F An adjacent character deciphers the runes and discovers
the traps command word with a DC 20 Arcana check. mastery over earth and stone continues
to grow. I excavated the Tomb in record
Features of the Area time and the portal opens perfectly when I
Illumination: The glowing runes around the desk blow the whistle.
and magic circle illuminate the room with dim light.
I wish I did not need a tomb, but Ive
Collapsed Wall: The wall the kobolds broke
through lies in pieces on the floor and now counts as
chased off too many grave robbers over
difficult terrain. the past few months. I could not risk
Pile of Books: The books are in very poor condi- Locantras body being stolen. I moved
tion due to centuries of abuse by the elements, but entire blocks of earth at once, but they are
with some study it can be determined that these now safe deep undergroundthe dead
books deal with esoteric arcane knowledge, such as
shall lie in peace.
the creation of magical items or the history of the
Elemental Chaos. A PC could repair the books with
I have only one chamber left to build,
a Make Whole ritual, but doing so would take over 3 but it will be the most difficult of all. I
hours to repair all twenty books. Each repaired book am almost finished with the keyjust
is worth 10 gp to a historian. (After including the cost one final enchantment and the battle
of the ritual, the PCs gain 160 gp, approximately one standard will be complete.

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The Lost Library

L3: The Inner

Sanctum
Encounter Level 4 (875 XP)

Setup
Hesskin, dragonborn hunter (H)
Nibbik, kobold wyrmpriest (N)
2 kobold slingers (S)
1 arbalester (A)

This is Vorans inner sanctum, the heart of his distrib-


uted laboratories buried deep underground. Hesskin
and Nibbik only recently started exploring this cham-
ber when the PCs interrupt them.

When the PCs enter this room, read:

As you step through the portal, you feel your bodies Perception DC 15: The character spots the rest of The arbalesters guarded area is the 4-square by
shifted through miles of rock in a moment that feels both the kobolds. If the adventurers are unaware of the 4-square magic circle in the middle of the room; if
instantaneous and endless. You feel your form coalesce kobolds, the creatures have combat advantage when any PC is in that area at the start of the arbalesters
in a rocky chamber standing in a glowing yellow circle. A they make their first attack. turn, the arbalester recharges its double shot power.
hovering lantern stands a short distance away, illuminating The arbalester moves only when necessary.
the room. Before you is a wooden staircase leading up Three kobolds skirt the perimeter of the room, getting ready The kobold slingers are craftythey use their glue-
to the rest of the room. At the top of the stairs stands a to attack! pot special shot against enemies in the magic circle,
dragonborn clad in scale next to a small ballista that providing the arbalester ample targets for its attacks.
swivels, of its volition, in your direction. Tactics Nibbik is a coward and tries to keep Hesskin
Hesskin prefers to start the combat by firing his between himself and the PCs. Nibbik uses incite faith
If any of the kobolds escaped from encounter L1 and crossbow from the top of the stairs, defending the early in the encounter to protect his slingers. Once
the party hasnt taken an extended rest, Hesskin arbalester from attack. Hesskin is patienthe wont Hesskin is defeated, Nibbik surrenders. He prefers to
immediately fires a crossbow bolt at the first charac- rush into melee until the kobold slingers, the arbales- surrender to a dragonborn PC if possible, pledging
ter that comes out of the portal, beginning combat. ter, or Nibbik are overwhelmed. himself and the remaining kobolds to do the heroes
will.

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The Lost Library

Hesskin, Level 4 Elite Brute Nibbik, Level 3 Artillery (Leader) 2 Kobold Slingers (S) Level 1 Artillery
Dragonborn Hunter (H) Kobold Wyrmpriest (N) Small natural humanoid (reptile) XP 100
Medium natural humanoid XP 350 Small natural humanoid XP 150 Initiative +3 Senses Perception +1; darkvision
Initiative +4 Senses Perception +3 Initiative +4 Senses Perception +4; darkvision HP 24; Bloodied 12
HP 138; Bloodied 69 HP 36; Bloodied 18 AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense
AC 16; Fortitude 18; Reflex 16; Will 15 AC 15; Fortitude 13; Reflex 15; Will 15; see also trap sense Speed 6
Saving Throws +2 Speed 6 m Dagger (standard; at-will) F Weapon
Speed 5 m Spear (standard; at-will) F Weapon +5 vs. AC; 1d4 + 3 damage.
Action Points 1 +7 vs. AC; 1d8 damage. r Sling (standard; at-will) F Weapon
m Longsword (at-will; standard) F Weapon R Energy Orb (standard; at-will) F Fire Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special
+7 vs. AC; +8 while bloodied; 1d8 + 6 damage. Ranged 10; +6 vs. Reflex; 1d10 + 3 fire damage. shot.
r Crossbow (at-will; standard) F Weapon C Incite Faith (minor; encounter) Special Shot
Ranged 15/30; +7 vs. AC; +8 while bloodied; 1d8 + 4 Close burst 10; kobold allies in the burst gain 5 temporary The kobold slinger can fire special ammunition from its
damage. hit points and shift 1 square. sling. It typically carries 3 rounds of special shot, chosen
M Cleave (at-will; standard) F Weapon C Dragon Breath (standard; encounter) F Fire from the types listed below. A special shot attack that
+7 vs. AC; +8 while bloodied; 1d8 + 6 damage, and another Close blast 3; +6 vs. Fortitude; 1d10 + 3 fire damage. Miss: hits deals normal damage and has an additional effect
enemy adjacent to Hesskin takes 6 damage Half damage. depending on its type:
M Powerful Slice (standard; recharge 6) F Weapon Shifty (minor; at-will) Stinkpot: The target takes a -2 penalty to attack rolls (save
+7 vs. AC; +8 while bloodied; 2d8 + 6 damage, and the The kobold shifts 1 square. ends).
target is pushed 1 square and knocked prone. Trap Sense Firepot (Fire): The target takes ongoing 2 fire damage (save
C Dragon Breath (encounter; minor) F Cold The kobold gains a +2 bonus to all defenses against traps. ends).
Close blast 3; +7 vs. Reflex; +8 while bloodied; 1d8 + 3 Alignment Evil Languages Common, Draconic Gluepot: The target is immobilized (save ends).
cold damage. Skills Stealth +10, Thievery +10 Shifty (minor; at-will)
Alignment Evil Languages Common, Draconic Str 9 (+0) Dex 16 (+4) Wis 17 (+4) The kobold shifts 1 square.
Skills Endurance +11, Intimidate +6 Con 12 (+2) Int 9 (+0) Cha 12 (+2) Trap Sense
Str 17 (+5) Dex 15 (+4) Wis 13 (+3) Equipment hide armor, spear, bone mask The kobold gains a +2 bonus to all defenses against traps.
Con 19 (+6) Int 12 (+3) Cha 9 (+1) Alignment Evil Languages Common, Draconic
Equipment scale armor, longsword, crossbow, 30 crossbow Str 9 (1) Dex 17 (+3) Wis 12 (+1)
bolts Con 12 (+1) Int 9 (1) Cha 10 (+0)
Equipment leather armor, dagger, sling

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The Lost Library

Arbalester Level 4 Artillery


Medium immortal humanoid (construct, homunculus) X P 175
Features of the Area Hatch: The hatch requires a DC 20 Athletics
Illumination: The floating lantern (L on the map) check to open. Below the hatch is a set of circular
Initiative +6 Senses Perception +9; darkvision
HP 43; Bloodied 21 provides bright light to all squares on the lower plat- stairs that lead to a small living area that provides
AC 16; Fortitude 15, Reflex 17, Will 15
form and the stairs, but the rest of the chamber is dim enough room for the characters to take an extended
Immune disease, poison rest. The hatch can be bolted from within (Thiev-
Speed 6 light.
m Slam (standard, at-will) Lower Platform: The 8-square by 8-square plat- ery DC 20 to open). The living area is enchanted,
+11 vs. AC; 1d6+4 damage. form with the magic circle is 2 squares below the rest providing individual resting chambers for up to ten
r Bolt (standard, at-will) creatures. The name of each of the PCs is written on
of the room. The walls count as a rough surface (Ath-
Ranged 20/40; +11 vs. AC; 1d10+4 damage.
letics DC 20 to climb.) one of these doors. Items left in the chamber will be
R Double Shot (standard, recharge 4 5 6 )
The arbalester makes two bolt attacks, each against a Stairs: The stairs count as difficult terrain. there when the owner returns.
different target. The targets must be within 5 squares of
Portal Circle: This circle is a link to all of Vorans
each other. About the Author
Guard Area chambers. While Vorans f loating lantern illuminates Peter Lee works as a game designer for Wizards of the Coast,
At the start of the arbalesters turn, if an enemy is in its the circle, the portal to the library remains open. If where he splits his time between RPG design and leading the
guarded area, the arbalester recharges its double shot a character that searches the circle succeeds at a DC design for D&D Miniatures.
power.
15 Perception check, they notice the ground around
Alignment Unaligned Languages
Str 15 (+4) Dex 18 (+6) Wis 15 (+4) the circle is covered with a fine red chalk dust. Once
Con 13 (+3) Int 5 (1) Cha 8 (+1) the lantern no longer illuminates the circle, the portal
closes.
If another one of Vorans item keys is used by the
circle, a portal opens allowing access to another
chamber. Vorans f loating lantern creates the link to
the library. If Vorans eternal chalk is used to draw a red
line in the circle, a portal is opened to Vorans study,
area A2 in the Chaos Scar adventure Stick in the
Mud. (If the keep has not been explored, describe
a thick mud slowly coming through the portal if it is
activated.) The portal remains open until the party
takes an extended rest.

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A Chaos Scar Adventure

the Lost
Library
The Lost Library is a short adventure
for five 2nd-level characters that takes
place in a remote cave near the mouth of
the Chaos Scar. Through the course of the
adventure, the PCs encounter a tribe of
kobolds that has recently unearthed an
ancient arcane library that predates the
valley. The PCs have the opportunity to
explore the library, uncovering a portal to
a sorcerers abandoned inner sanctum.

By Peter Lee
For details on the Chaos Scar and its environs,
illustrations by Chad King, Zoltan Boros & Gabor Szikszai
cartography by Jason A. Engle read the Chaos Scar introduction and check out the
TM & 2009 Wizards of the Coast LLC All rights reserved.
map of the entire valley.

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The Lost Library

If youre not playing a Chaos Scar campaign, you can still use this adventure by Getting the
integrating it into any existing campaign situated near a wilderness area that features
the remains of an ancient, lost library.
Players Involved
Here are a few story hooks to draw the PCs into
exploring Kethendtirs cavern and the recently uncov-
Background Unfortunately for the kobolds, the dragon Keth-
ered library.
endtir and the dragonborn Hesskin formed an
Before the violent birth of the Chaos Scar, the goliath alliance. Nibbik was forced to continue his treasure Hook 1: Stolen Gear
sorcerer Voran Earthmane mastered elemental magic detecting ruse, and he and his tribe were forced to
Thorgrim Spinehammer is a dwarf in charge of a
in his isolated keep. (More information on Voran excavate further into Kethendtirs cave. Much to the
small mine close to the Chaos Scar. He recently suf-
Earthmane can be found in the adventure, Stick in wyrmpriests surprise, his miners uncovered one of
fered the theft of his mining equipment and tracked
the Mud.) For his most dangerous experiments, he Vorans lost chambers. In the few hours before the
the thieves as far as the Kings Wall. Not willing to
built isolated underground chambers that could be PCs arrive, Hesskin has discovered the secret of a
risk his own life by entering the valley, he offers to pay
accessed only through magical methods. He was able floating lantern and opened an arcane portal that
the characters 75 gp to follow the kobolds to the cave
to experiment for several years in peace, but when leads to Vorans inner sanctum.
and recover twelve stolen picks. Thorgrim will pay
the meteor struck, he lost all access to his work. After
as much as 125 gp to avoid purchasing replacement
recovering what he could, Voran left, and knowledge Adventure Synopsis gear, but a DC 15 Diplomacy check must be made to
of his work faded.
convince the miserly dwarf to part with his money.
Hesskin Flamebrow, a dragonborn treasure hunter The adventurers make their way to the lair of the Quest XP: 500 XP for bringing back Thorgrims
drawn to the power that lies in the valley, arrived at brown dragon wyrmling Kethendtir. There, they stolen equipment.
the Chaos Scar a few weeks ago. He and his associ- must face the dragon almost as soon as they arrive,
ate met a small group of kobolds that have been along with a number of kobold miners serving of the Hook 2: Wyrmling Raider
abandoned by their tribe, Clan Fireclaw. In such a dragon. Afterward, the characters can make their way Local farmers have been losing livestock to raids per-
weakened state, these kobolds were forced to pledge deeper into the complex, eventually finding the site formed by a brown wyrmling dragon (Kethendtir).
their allegiance to the dragonborn. As part of the of the kobolds excavation. They must face Gravash The farmers know that this problem will only get
bargain to save their lives, the kobold leader Nibbik and Hesskin, the two dragonborn who initially forced worse in the future, so they have banded together to
claimed he knew a powerful ritual that could detect these kobold outcasts into service, along with some solve their problem. A quiet halfing farmer named
piles of gold. While this was a lie, he did know of a hostile defenses Voran left to ward his library. The Karrie Buttonquail approaches the characters with
dragon that recently moved into the area, and it was characters have an opportunity to negotiate with the all the money the farmers could amass: 2,618 cp. If
Nibbiks hope that by leading Hesskin to the dragons kobolds through Nibbik, their wyrmpriest, and make the PCs try to bargain, shell reluctantly throw in her
cave, Nibbik could defeat two potential enemies at an alliance with the kobolds to provide them with prize sheep worth 100 sp.
once. intelligence on future explorations of the Chaos Scar. Quest XP: 500 XP for bringing back proof of
Kethendtirs death.

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The Lost Library

Hook 3: Sages Death New Magic Items Getting Started


Last night, Hesskin broke into a sages study and stole
several tomes dealing with the history of the valley This adventure features a pair of new magic items, Once the characters get to the cavern, read or para-
before the crash of the meteor. The eladrin sage which are presented here. Both are simple variants of phrase the following description of the wyrmlings
Emeranith was slain during the robbery. Witnesses existing items from Adventurers Vault. cave entry:
saw Emeranith teleport into the street to escape, but
he was struck in the back by a red feathered bolt Vorans Eternal Chalk Level 1 Small reptilian tracks disturb the fine sand that spills out of
Vandals, scholars, and explorers alike appreciate the magical the secluded cave before you. A nearby pile of sharp, jagged
fired from Hesskins crossbow before the eladrin
longevity of this short stick of chalk.
could flee. The villages mayor, Quinn Nanith, offers rocks has been haphazardly piled outside of the cave.
Wondrous Item 360 gp
a 200gp bounty to hunt down Hesskin and bring jus- Property: A stick of eternal chalk never breaks or wears down
tice to the murderer and recovering the stolen goods with normal use. Any writing or drawing made with this When the characters enter the cave, read:
for Emeraniths widow, Mirianna. chalk cannot be erased for one week by anyone except the
original artist or author. The grass grows sparse as you approach the cave, revealing
Quest XP: 100 XP for capturing or slaying Hes-
Vorans eternal chalk is red.
skin, 100 XP for the recovery of the tomes, or 500 XP a sand-covered stone floor. A well-trodden trail leads into
Special: If the eternal chalk is used to drawn anything inside the
for both. magic circle in the inner sanctum, a portal opens to Vorans the darkness. The sound of metal on rock reverberates
Study in his ruined keep. The portal lasts until the wielder throughout the cavern.
Treasure Preparation takes an extended rest.

The Lost Library uses the treasure parcel system Characters examining the tracks outside of the cavern
Vorans Floating Lantern Level 3
described in the Dungeon Masters Guide. The char- can make a Perception Check:
This silver lantern floats in midair under your control.
acters should gain a total of three treasure parcels in DC 15 Perception: The characters find multiple
Wondrous Item 680 gp
this adventure. Listed below are the most likely places kobold tracks, a couple of larger reptilian prints as
Property: This lantern never needs lighting or refilling. When
to find parcels and what those treasure parcels might you let go of the lantern, it continues to hang in the air wide as a dragonborns foot, and small tracks that
consist of. The magic items should come from the where you leave it. If weight in excess of 1 pound is applied appear to belong to either a drake or dragon.
to the lantern, it falls to the ground.
players wish lists. Power (At-Will): Minor Action. While you hold the floating lan-
tern or are adjacent to it, you can set its light to be bright
Parcel Item (10-square radius), dim (5-square radius), or off.
Parcel 1: Power (At-Will): Move Action. The last creature to hold the
lantern can mentally command it to move up to 10 squares
The Wyrmlings Cave One level 5 magic item
in any direction, but not more than 10 squares from it.
Parcel 2: The Lost Library Two vials of alchemists Special: If Vorans floating lantern illuminates the magic circle
acid (Level 1, 20 gp each) in either the library or the inner sanctum, a portal appears
and 50 gp of Alchemical allowing travel between the two rooms. The portal lasts
Reagents until the lantern no longer illuminates either portal. The
lantern can travel through the portal with no ill effect.
Parcel 3:
The Inner Sanctum 220 gp and 400 sp

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The Lost Library

Concluding
theAdventure
If the characters decide to spare Nibbik, you have
the option of introducing kobolds as companion
characters to the party. (For more information on
companion characters, see page 27 of Dungeon Master
Guide 2.) Three potential kobolds can join the group,
depending on what the party needs.
Nibbik, Kobold Wyrmpriest (Controller)
Minnock, Kobold Slinger (Striker)
Krunk One-Ear, Kobold Dragonshield (Defender)

These kobolds are all members of the Fireclaw tribe.


Nibbik is an opportunisthe sees potential in the
characters. His loyalty is not absolute, and if the PCs
ever face an opponent that seems able to defeat them,
Nibbik will switch sides to save his own hide. He also
seeks the power that a shard of the meteor would
grant himshould he find one, he will attempt to
seize it without a second thought.
The PCs might choose to use Vorans sanctum as
a base of operations in the valley. No map is provided
for the space below the Portal chamber, but the space
should have the basic necessities for resting. If the
players start using this area as a base of operations,
they might be interested in outfitting the base with
wondrous lair items as described on page 79 of Adven-
turers Vault 2.

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The Lost Library

L1: The Wyrmlings 2 Kobold Dragonshields (D)


Small natural humanoid (reptile)
Level 2 Soldier
XP 125
5 Kobold Miners (M) Level 1 Minion Skirmisher
Small natural humanoid (reptile) XP 25

Cave Initiative +4 Senses Perception +2; darkvision


HP 36; Bloodied 18
Initiative +4 Senses Perception +1; darkvision
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 14, Reflex 13, Will 13; see also trap sense AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense
Encounter Level 2 (725 XP) Resist 5 fire Speed 6
Speed 5 m Pick (standard; at-will) F Weapon
This encounter establishes the kobold tribe, Keth- m Short Sword (standard; at-will) F Weapon +6 vs. AC; 4 damage (crit 6).
+7 vs. AC; 1d6 + 3 damage, and the target is marked until r Small Rock (standard; at-will)
endtirs home, and the entry to the cavern.
the end of the kobold dragonshields next turn. Ranged 5; +6 vs. AC; 3 damage.
Dragonshield Tactics (immediate reaction, when an adjacent Shifty (minor; at-will)
Setup enemy shifts away or an enemy moves adjacent; at-will) The kobold shifts 1 square as a minor action.
The kobold dragonshield shifts 1 square. Trap Sense
2 kobold dragonshields (D)
Mob Attack The kobold gains a +2 bonus to all defenses against traps.
5 kobold miners (M) The kobold dragonshield gains a +1 bonus to attack rolls Alignment Evil Languages Common, Draconic
1 kobold slinger (S) per kobold ally adjacent to the target. Str 8 (-1) Dex 14 (+2) Wis 12 (+1)
Kethendtir, brown dragon wyrmling (K) Shifty (minor; at-will) Con 12 (+1) Int 9 (-1) Cha 10 (+0)
The kobold shifts 1 square. Equipment leather armor, war pick, backpack
Collapsing rock pile (T)
Trap Sense
The kobold gains a +2 bonus to all defenses against traps. Tactics
Kethendtir doesnt enter the battle until the start of Alignment Evil Languages Common, Draconic
The kobold dragonshields hold their ground while the
Skills Acrobatics +5, Stealth +7, Thievery +7
the third round of combat. kobold slinger fires at the PCs from a distance. Any
Str 14 (+3) Dex 13 (+2) Wis 12 (+2)
Con 12 (+2) Int 9 (+0) Cha 10 (+1) PC with a passive Insight 12 or greater can tell that
Two kobold dragonshields stand watch at the mouth Equipment scale armor, heavy shield, short sword the dragonshields are surprisingly bravethey know
of the first chamber. Any character that moves into that the wyrmling will soon come to their rescue.
the cavern must succeed at a DC 12 Stealth check (to Sand scatters as a brown dragon the size of a small dog The miners avoid combat, but if a target move near
beat the kobolds passive Perception) or alert the ko- launches itself out of the ground. Bellowing, the dragon the rock pile trap, a miner attempts to push the rock
bolds. If the characters that enter the cave succeed, says, A swift death comes to those that interfere with the pile on to the PCs. With an Athletics check of 1, it is
the kobolds are surprised. creation of my home. likely the miner will fail the attemptdescribe what
If a hero succeeds at a DC 21 Perception check the kobold is doing to give the characters the chance
Collapsing Rock Pile Single-Use Terrain
within 3 squares of where the wyrmling has bur- A precariously stacked pile of rocks is ready to fall with a to do the same thing in return.
rowed into the sand, read the following: single strong push. If the battle turns sour, some of the kobold miners
Standard Action flee by either moving deeper into the cavern or by
The ground at the cave mouth is disturbed, as if something Requirement: You must be adjacent to the rock pile.
leaping into the hole in the floor. If a character moves
Check: Athletics check (DC 15) to collapse the rock pile.
has recently been buried below the sand. next to a fleeing miner, the miner shifts away as a
Success: The pile of rocks falls, crushing nearby creatures.
Target: Each creature in a close blast 3 next to the rock pile. minor action on its turn and flees. If any kobolds
When Kethendtir enters the combat, roll initiative, Attack: +5 vs. Fortitude escape through the tunnel (which is likely), the PCs
place him at the cavern entry where indicated on the Hit: 2d8 + 1 damage, and the target is knocked prone.
cannot gain surprise in any encounter for the rest of
Effect: The area where the rocks fall becomes difficult terrain.
map, and read or paraphrase the following: the adventure unless they take an extended rest.

December 20 09 | D u n g e o n 17 3
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The Lost Library

Kobold Slinger (S)


Small natural humanoid (reptile)
Level 1 Artillery
XP 100
Kethendtir,
Brown Dragon Wyrmling (K)
Level 2 Elite Lurker Features of the Area
Initiative +3 Senses Perception +1; darkvision Medium natural magical beast (dragon) XP 250 Illumination: Hesskin has commanded the ko-
HP 24; Bloodied 12 Initiative +6 Senses Perception +3; darkvision, bolds to illuminate the entire cavern because he has
AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense tremorsense 10
no natural ability to see in the dark. Several torches
Speed 6 HP 64; Bloodied 32
m Dagger (standard; at-will) F Weapon AC 19; Fortitude 19, Reflex 16, Will 16 are crudely bolted to the walls throughout the cham-
+5 vs. AC; 1d4 + 3 damage. Resist 5 fire ber, providing bright light.
r Sling (standard; at-will) F Weapon Saving Throws +2 Rock Piles: The kobolds mining operations has
Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special Speed 7, burrow 6, fly 4 (hover)
Action Points 1
resulted in many rock piles throughout the cavern.
shot.
Special Shot m Bite (standard, at-will) These piles of stone are difficult terrain. One rock
The kobold slinger can fire special ammunition from its +7 vs. AC; 1d8+4 damage. pile is precariously stacked and might fall with some
sling. It typically carries 3 rounds of special shot, chosen m Claw (standard, at-will)
encouragement. The location of this single-use terrain
from the types listed below. A special shot attack that +7 vs. AC; 1d6+4 damage.
hits deals normal damage and has an additional effect M Double Attack (standard, at-will) is marked on the map (T).
depending on its type: The dragon makes two claw attacks. Sinkhole: In the middle of the room is a sinkhole
Stinkpot: The target takes a -2 penalty to attack rolls (save R Sand Spray (immediate reaction, when an enemy targets the that leads to a network of tunnels below the ground.
ends). dragon with a ranged attack, at-will)
The wyrmling attacks the triggering enemy; ranged 10; +6
Small creatures can squeeze through the tunnels,
Firepot (Fire): The target takes ongoing 2 fire damage (save
ends). vs. Reflex; 1d6+1 damage, and the target is blinded until and creatures that are Tiny or smaller have no move-
Gluepot: The target is immobilized (save ends). the end of the dragons next turn. ment penalties. A multitude of tunnels grant fleeing
Shifty (minor; at-will) A Breath Weapon (standard; recharges when first bloodied,
kobolds many opportunities to hide, but an ener-
The kobold shifts 1 square. encounter)
Trap Sense Close blast 4; +6 vs. Fortitude; 2d8+2 damage, and the getic halfling or gnome could attempt to track the
The kobold gains a +2 bonus to all defenses against traps. target is blinded (save ends). miners down. For each kobold that escaped down the
Alignment Evil Languages Common, Draconic Sand Cloud (move, recharge 6 ) F Polymorph hole that an adventurer chases, have that character
Str 9 (1) Dex 17 (+3) Wis 12 (+1) The wyrmling transforms into a cloud of sand and shifts
a number of squares up to its speed. It can move through
attempt a DC 10 Dungeoneering check to determine
Con 12 (+1) Int 9 (1) Cha 10 (+0)
Equipment leather armor, dagger, sling occupied squares but must end in a legal space. Any if they can catch up to a miner. Success indicates the
creature whose space the dragon enters takes 1d6 + 4 character finds a kobold and combat ensues; if the
damage and is blinded (save ends). The wyrmling returns
character fails, he or she manages to find a kobold as
Kethendtir has the arrogance of youth, and at the to its normal form after this move.
Combat Advantage well, but loses a healing surge during the hunt. Each
beginning of the combat he believes he is assured of
The wyrmling deals 1d6 extra damage against any target it attempt takes 10 minutes.
victory. When he leaps out of the ground, the wyr- has combat advantage against.
mling engulf the party with his breath weapon and Alignment Evil Languages Draconic
follows up with a sand cloud attack. If none of the char- Skills Endurance +8, Stealth +7
Str 19 (+5) Dex 12 (+2) Wis 14 (+3)
acters are blinded, he tries to use his kobold allies
Con 14 (+3) Int 12 (+2) Cha 10 (+1)
and flanking partners as he resorts to melee attacks.
Once his hit points have been reduced to 15 or below,
he burrows through the sand and flees into the cave,
attempting to get help from his dragonborn allies.

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December 20 09 | D u n g e o n 17 3
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The Lost Library

L2: The Lost Library


Encounter Level 2 (725 XP)

Setup
Gravash, dragonborn swiftblade (G)
1 kobold dragonshield (D)
2 kobold miners (M)
2 kobold slinger (S)
Warded desk trap

The PCs continue down a recently excavated passage


and discover a well-crafted room carved out of the
bedrock. Piles of rock lie by the entry to the cavern
where the kobolds broke into the chamber.

When the PCs enter the room, read:

As you turn the corner, the natural walls of the passage


abruptly transition into well-crafted stonework. A rock wall
that sealed off the tunnel has been pushed down and now
lies scattered on the floor, allowing access to a chamber
illuminated by a soft blue glow.
Two ransacked bookshelves lean against the walls of the
Tactics The kobold dragonshield reluctantly joins Gravash
room. The contents of the shelves have been thrown into a
in combat, moving into a flanking position when pos-
moldering pile on the floor. Gravash is overconfident and does not see the PCs as
sible. The kobold slingers attack the PCs from behind
An antique desk sits near the middle of the room, a threat. He takes tactically poor decisions to show
the warded desk, using it to gain cover against the
surrounded by glowing dwarven runes carved into the floor. off his training: He wont concentrate on one foe, but
characters. The miners cower in the hallway, only
Behind the desk is a wooden table covered in alchemical instead leap over one foe with end-over-end strike, and
emerging if they can strike at an opponent without
equipment. In the far corner of the room, a humming then follow up with a longsword attack against a differ-
provoking an opportunity attack. Gravash and the
arcane portal hovers a few inches above a glowing circle ent target.
kobolds all know about the trapped desk and wont
carved into the floor.
willingly trigger it.
As a small clutch of kobolds turn to face you, a
dragonborn clad in leather armor unsheathes a longsword
and nimbly advances, snarling.

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The Lost Library

Gravash, Level 2 Elite Skirmisher Kobold Dragonshield (D) Level 2 Soldier 2 Kobold Slingers (S) Level 1 Artillery
Dragonborn Swiftblade (G) Small natural humanoid (reptile) XP 125 Small natural humanoid (reptile) XP 100
Medium natural humanoid XP 250 Initiative +4 Senses Perception +2; darkvision Initiative +3 Senses Perception +1; darkvision
Initiative +7 Senses Perception +2 HP 36; Bloodied 18 HP 24; Bloodied 12
HP 74; Bloodied 37 AC 18; Fortitude 14, Reflex 13, Will 13; see also trap sense AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense
AC 16; Fortitude 13, Reflex 16, Will 13 Resist 5 fire Speed 6
Resist 5 fire Speed 5 m Dagger (standard; at-will) F Weapon
Saving Throws +2 m Short Sword (standard; at-will) F Weapon +5 vs. AC; 1d4 + 3 damage.
Speed 6 +7 vs. AC; 1d6 + 3 damage, and the target is marked until r Sling (standard; at-will) F Weapon
Action Points 1 the end of the kobold dragonshields next turn. Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special
m Longsword (standard; at-will) F Weapon Dragonshield Tactics (immediate reaction, when an adjacent shot.
+7 vs. AC (+8 while bloodied); 1d8 + 4 damage enemy shifts away or an enemy moves adjacent; at-will) Special Shot
M End-Over-End Strike (move; at-will) The kobold dragonshield shifts 1 square. The kobold slinger can fire special ammunition from its
Gravash makes a longsword attack and then shifts up to Mob Attack sling. It typically carries 3 rounds of special shot, chosen
3 squares to a square adjacent to the target. Gravash can The kobold dragonshield gains a +1bonus to attack rolls from the types listed below. A special shot attack that
shift through the targets square during this movement. per kobold ally adjacent to the target. hits deals normal damage and has an additional effect
C Dragon Breath (minor; encounter) F Fire Shifty (minor; at-will) depending on its type:
Close blast 3; +5 vs. Reflex (+6 while bloodied); 1d8 + 4 The kobold shifts 1 square. Stinkpot: The target takes a -2 penalty to attack rolls (save
fire damage Trap Sense ends).
Roll with the Blow (immediate reaction; at-will) The kobold gains a +2 bonus to all defenses against traps. Firepot (Fire): The target takes ongoing 2 fire damage (save
Trigger: Gravash is hit by a melee or ranged attack. Effect: Alignment Evil Languages Common, Draconic ends).
Gravash shifts 1 square. Skills Acrobatics +5, Stealth +7, Thievery +7 Gluepot: The target is immobilized (save ends).
Tumble (move; encounter) Str 14 (+3) Dex 13 (+2) Wis 12 (+2) Shifty (minor; at-will)
Gravash shifts 6 squares. Con 12 (+2) Int 9 (+0) Cha 10 (+1) The kobold shifts 1 square.
Alignment Evil Languages Common, Draconic Equipment scale armor, heavy shield, short sword Trap Sense
Str 13 (+2) Dex 19 (+5) Wis 13 (+2) The kobold gains a +2 bonus to all defenses against traps.
Con 13 (+2) Int 7 (1) Cha 10 (+1) 2 Kobold Miners (M) Level 1 Minion Skirmisher Alignment Evil Languages Common, Draconic
Equipment leather armor, longsword Small natural humanoid (reptile) XP 25 Str 9 (1) Dex 17 (+3) Wis 12 (+1)
Initiative +4 Senses Perception +1; darkvision Con 12 (+1) Int 9 (1) Cha 10 (+0)
HP 1; a missed attack never damages a minion. Equipment leather armor, dagger, sling
AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense
Speed 6
m Pick (standard; at-will) F Weapon
+6 vs. AC; 4 damage (crit 6).
r Small Rock (standard; at-will)
Ranged 5; +6 vs. AC; 3 damage.
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Str 8 (-1) Dex 14 (+2) Wis 12 (+1)
Con 12 (+1) Int 9 (-1) Cha 10 (+0)
Equipment leather armor, war pick, backpack

December 20 09 | D u n g e o n 17 3
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The Lost Library

Warded Desk Level 1 Warder treasure parcel.) This is a good opportunity to intro- Caved-In Passage: The short passage collapsed
Trap XP 100 duce alchemical formulas or ritual books if desired when the meteor struck, isolating the library from
Trap: A 4-by-4 section of the floor is ringed with runes.
for your campaign. outside. Clearing out the tunnel would be as much
Perception
No check is necessary to notice the glowing runes. If hired to recover Emeraniths stolen books, they work as digging a new tunnel. The end of the passage
Additional Skill: Arcana are found here. The books include information about counts as difficult terrain.
F DC 15: The character notices that anyone crossing the the history of the local lands, especially the period Alchemical Bench: Most of the ingredients on
runes is attacked by a sonic pulse that can temporarily
before the meteor hit. the bench are dried up and useless. PCs searching the
disable them.
Trigger Desk: the desk contains Vorans eternal chalk and desk find two vials of alchemists acid (Adventurers
The trap attacks when a creature enters one of the traps a few scraps of paper written in a goliath dialect of Vault, page 24) and 50 gp of alchemical reagents.
four squares.
Dwarven. The paper is yellowed with age, but some Portal: The portal in the corner leads to the final
Attack
Immediate Reaction Close Burst 1 writing can be deciphered, including a fragment from room in this portion of Vorans library, and encounter
Attack: +4 vs. Fortitude a journal: L3.
Hit: The target takes 1d6 damage and is dazed until the end of
its next turn.
Countermeasures It is fitting that the lanterns elemental
F Saying the command word makes the trap ignore a flame grants access to my library; only
character for 24 hours.
F An adjacent character can disable the trap for 5 minutes the knowledge in these books has granted
with a DC 15 Thievery check. me the power to tame the elements. My
F An adjacent character deciphers the runes and discovers
the traps command word with a DC 20 Arcana check. mastery over earth and stone continues
to grow. I excavated the Tomb in record
Features of the Area time and the portal opens perfectly when I
Illumination: The glowing runes around the desk blow the whistle.
and magic circle illuminate the room with dim light.
I wish I did not need a tomb, but Ive
Collapsed Wall: The wall the kobolds broke
through lies in pieces on the floor and now counts as
chased off too many grave robbers over
difficult terrain. the past few months. I could not risk
Pile of Books: The books are in very poor condi- Locantras body being stolen. I moved
tion due to centuries of abuse by the elements, but entire blocks of earth at once, but they are
with some study it can be determined that these now safe deep undergroundthe dead
books deal with esoteric arcane knowledge, such as
shall lie in peace.
the creation of magical items or the history of the
Elemental Chaos. A PC could repair the books with
I have only one chamber left to build,
a Make Whole ritual, but doing so would take over 3 but it will be the most difficult of all. I
hours to repair all twenty books. Each repaired book am almost finished with the keyjust
is worth 10 gp to a historian. (After including the cost one final enchantment and the battle
of the ritual, the PCs gain 160 gp, approximately one standard will be complete.

December 20 09 | D u n g e o n 17 3
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The Lost Library

L3: The Inner

Sanctum
Encounter Level 4 (875 XP)

Setup
Hesskin, dragonborn hunter (H)
Nibbik, kobold wyrmpriest (N)
2 kobold slingers (S)
1 arbalester (A)

This is Vorans inner sanctum, the heart of his distrib-


uted laboratories buried deep underground. Hesskin
and Nibbik only recently started exploring this cham-
ber when the PCs interrupt them.

When the PCs enter this room, read:

As you step through the portal, you feel your bodies Perception DC 15: The character spots the rest of The arbalesters guarded area is the 4-square by
shifted through miles of rock in a moment that feels both the kobolds. If the adventurers are unaware of the 4-square magic circle in the middle of the room; if
instantaneous and endless. You feel your form coalesce kobolds, the creatures have combat advantage when any PC is in that area at the start of the arbalesters
in a rocky chamber standing in a glowing yellow circle. A they make their first attack. turn, the arbalester recharges its double shot power.
hovering lantern stands a short distance away, illuminating The arbalester moves only when necessary.
the room. Before you is a wooden staircase leading up Three kobolds skirt the perimeter of the room, getting ready The kobold slingers are craftythey use their glue-
to the rest of the room. At the top of the stairs stands a to attack! pot special shot against enemies in the magic circle,
dragonborn clad in scale next to a small ballista that providing the arbalester ample targets for its attacks.
swivels, of its volition, in your direction. Tactics Nibbik is a coward and tries to keep Hesskin
Hesskin prefers to start the combat by firing his between himself and the PCs. Nibbik uses incite faith
If any of the kobolds escaped from encounter L1 and crossbow from the top of the stairs, defending the early in the encounter to protect his slingers. Once
the party hasnt taken an extended rest, Hesskin arbalester from attack. Hesskin is patienthe wont Hesskin is defeated, Nibbik surrenders. He prefers to
immediately fires a crossbow bolt at the first charac- rush into melee until the kobold slingers, the arbales- surrender to a dragonborn PC if possible, pledging
ter that comes out of the portal, beginning combat. ter, or Nibbik are overwhelmed. himself and the remaining kobolds to do the heroes
will.

December 20 09 | D u n g e o n 17 3
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The Lost Library

Hesskin, Level 4 Elite Brute Nibbik, Level 3 Artillery (Leader) 2 Kobold Slingers (S) Level 1 Artillery
Dragonborn Hunter (H) Kobold Wyrmpriest (N) Small natural humanoid (reptile) XP 100
Medium natural humanoid XP 350 Small natural humanoid XP 150 Initiative +3 Senses Perception +1; darkvision
Initiative +4 Senses Perception +3 Initiative +4 Senses Perception +4; darkvision HP 24; Bloodied 12
HP 138; Bloodied 69 HP 36; Bloodied 18 AC 13; Fortitude 12, Reflex 14, Will 12; see also trap sense
AC 16; Fortitude 18; Reflex 16; Will 15 AC 15; Fortitude 13; Reflex 15; Will 15; see also trap sense Speed 6
Saving Throws +2 Speed 6 m Dagger (standard; at-will) F Weapon
Speed 5 m Spear (standard; at-will) F Weapon +5 vs. AC; 1d4 + 3 damage.
Action Points 1 +7 vs. AC; 1d8 damage. r Sling (standard; at-will) F Weapon
m Longsword (at-will; standard) F Weapon R Energy Orb (standard; at-will) F Fire Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special
+7 vs. AC; +8 while bloodied; 1d8 + 6 damage. Ranged 10; +6 vs. Reflex; 1d10 + 3 fire damage. shot.
r Crossbow (at-will; standard) F Weapon C Incite Faith (minor; encounter) Special Shot
Ranged 15/30; +7 vs. AC; +8 while bloodied; 1d8 + 4 Close burst 10; kobold allies in the burst gain 5 temporary The kobold slinger can fire special ammunition from its
damage. hit points and shift 1 square. sling. It typically carries 3 rounds of special shot, chosen
M Cleave (at-will; standard) F Weapon C Dragon Breath (standard; encounter) F Fire from the types listed below. A special shot attack that
+7 vs. AC; +8 while bloodied; 1d8 + 6 damage, and another Close blast 3; +6 vs. Fortitude; 1d10 + 3 fire damage. Miss: hits deals normal damage and has an additional effect
enemy adjacent to Hesskin takes 6 damage Half damage. depending on its type:
M Powerful Slice (standard; recharge 6) F Weapon Shifty (minor; at-will) Stinkpot: The target takes a -2 penalty to attack rolls (save
+7 vs. AC; +8 while bloodied; 2d8 + 6 damage, and the The kobold shifts 1 square. ends).
target is pushed 1 square and knocked prone. Trap Sense Firepot (Fire): The target takes ongoing 2 fire damage (save
C Dragon Breath (encounter; minor) F Cold The kobold gains a +2 bonus to all defenses against traps. ends).
Close blast 3; +7 vs. Reflex; +8 while bloodied; 1d8 + 3 Alignment Evil Languages Common, Draconic Gluepot: The target is immobilized (save ends).
cold damage. Skills Stealth +10, Thievery +10 Shifty (minor; at-will)
Alignment Evil Languages Common, Draconic Str 9 (+0) Dex 16 (+4) Wis 17 (+4) The kobold shifts 1 square.
Skills Endurance +11, Intimidate +6 Con 12 (+2) Int 9 (+0) Cha 12 (+2) Trap Sense
Str 17 (+5) Dex 15 (+4) Wis 13 (+3) Equipment hide armor, spear, bone mask The kobold gains a +2 bonus to all defenses against traps.
Con 19 (+6) Int 12 (+3) Cha 9 (+1) Alignment Evil Languages Common, Draconic
Equipment scale armor, longsword, crossbow, 30 crossbow Str 9 (1) Dex 17 (+3) Wis 12 (+1)
bolts Con 12 (+1) Int 9 (1) Cha 10 (+0)
Equipment leather armor, dagger, sling

December 20 09 | D u n g e o n 17 3
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The Lost Library

Arbalester Level 4 Artillery


Medium immortal humanoid (construct, homunculus) X P 175
Features of the Area Hatch: The hatch requires a DC 20 Athletics
Illumination: The floating lantern (L on the map) check to open. Below the hatch is a set of circular
Initiative +6 Senses Perception +9; darkvision
HP 43; Bloodied 21 provides bright light to all squares on the lower plat- stairs that lead to a small living area that provides
AC 16; Fortitude 15, Reflex 17, Will 15
form and the stairs, but the rest of the chamber is dim enough room for the characters to take an extended
Immune disease, poison rest. The hatch can be bolted from within (Thiev-
Speed 6 light.
m Slam (standard, at-will) Lower Platform: The 8-square by 8-square plat- ery DC 20 to open). The living area is enchanted,
+11 vs. AC; 1d6+4 damage. form with the magic circle is 2 squares below the rest providing individual resting chambers for up to ten
r Bolt (standard, at-will) creatures. The name of each of the PCs is written on
of the room. The walls count as a rough surface (Ath-
Ranged 20/40; +11 vs. AC; 1d10+4 damage.
letics DC 20 to climb.) one of these doors. Items left in the chamber will be
R Double Shot (standard, recharge 4 5 6 )
The arbalester makes two bolt attacks, each against a Stairs: The stairs count as difficult terrain. there when the owner returns.
different target. The targets must be within 5 squares of
Portal Circle: This circle is a link to all of Vorans
each other. About the Author
Guard Area chambers. While Vorans f loating lantern illuminates Peter Lee works as a game designer for Wizards of the Coast,
At the start of the arbalesters turn, if an enemy is in its the circle, the portal to the library remains open. If where he splits his time between RPG design and leading the
guarded area, the arbalester recharges its double shot a character that searches the circle succeeds at a DC design for D&D Miniatures.
power.
15 Perception check, they notice the ground around
Alignment Unaligned Languages
Str 15 (+4) Dex 18 (+6) Wis 15 (+4) the circle is covered with a fine red chalk dust. Once
Con 13 (+3) Int 5 (1) Cha 8 (+1) the lantern no longer illuminates the circle, the portal
closes.
If another one of Vorans item keys is used by the
circle, a portal opens allowing access to another
chamber. Vorans f loating lantern creates the link to
the library. If Vorans eternal chalk is used to draw a red
line in the circle, a portal is opened to Vorans study,
area A2 in the Chaos Scar adventure Stick in the
Mud. (If the keep has not been explored, describe
a thick mud slowly coming through the portal if it is
activated.) The portal remains open until the party
takes an extended rest.

December 20 09 | D u n g e o n 17 3
28
Chaos Scar:
A Chance Encounter
A Chaos Scar Adventure
By Robert J. Schwalb
Illustrations by Jorge Lacera
Cartography by Jason A. Engle

A Chance Encounter is a single combat encounter for a group of five 1st-level charac-
ters set in the Chaos Scar. The adventurers find a wagon sinking into a hole despite the
best efforts by the struggling horse pulling it. Yellow-robed attendants fight to pull the
wagon free, but the wagons slide and the horses screams suggest their efforts are futile.
Should the PCs lend a hand, however, they find their good intentions met with cold
steel, bitter curses, and a wild three-way fight.

If youre not playing a Chaos Scar campaign, you can still use this adventure by
integrating it into any existing campaign on a road through a remote wilderness area.

For details on the Chaos Scar and its environs, read the Chaos Scar introduction
and check out the map of the entire valley.

TM & 2009 Wizards of the Coast LLC All rights reserved. J a n u a r y 2 010 | D u n g e o n 174
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A Chance Encounter

Background The Glass Cube PCs might leave some or all of the loot behind. Should
this be the case, add the missing value to the treasure
The glass cube is behind Pungs madness, for it
In a village not far from the Chaos Scar, a simple they find when they next gain a parcel.
imprisons an otherworldly entity known as a fell taint.
trader named Pung made a poor investment. A curi-
ous glass box came into his possession by way of a
The creature wants to be freed and has been working Conclusion
on its prison for years until now; the slightest jostle Once Pung and the other creatures are defeated, the
grubby adventurer. It was curious, but a crude piece will break it. Once a resident in the Chaos Scar, lurk-
compared to the jewels and other items the seller PCs are free to go about their business. However, you
ing with several others of its kind (see The Tainted might expand this encounter into a full adventure.
offered. With the adventurer a few gold pieces richer, Spiral in Dungeon #173), the fell taint was captured
Pung went about his business, the box nearly forgot- The ant tunnels might lead to the hive, wherein the
by a curious mage passing nearby, imprisoned, and PCs can fight giant ants to their hearts content. Or,
ten. But that night, unsettling images plagued his studied. The mage learned all he could, however, and
dreams, and they continued each night thereafter, they might access one of the many dungeons littering
sold the box as a curio as a (admittedly cruel) joke. the valley.
growing more disturbing, until his fraying sanity The monster was able to exert some influence from
unraveled altogether. Each dream was unique, but Theres also the matter of the glass cube. Who sold
its prison, however, and has gradually passed through the cube to Pung and why? Where did it come from?
each featured one common element: the strange glass many hands, each urging the bearer to bring the box
box hed purchased. Is there some conspiracy behind its sale or is it just
back to the Chaos Scar. Now, nearly free from its some strange trinket recovered from the Scar?
A god was speaking to him, Pung was certain. And prison, it is almost home.
it was speaking to him through the cube. So Pung shut
the doors to his general store, sold all of his posses-
sions except for the glass box and a few yellow robes, Getting the
and set out to make a new life for himself as a prog- Characters Involved
nosticatorthere was no doubt the visions portended
the future. His predictions grew stranger and more You can use this encounter at any point while the
sinister until his fellow visitors urged him to find some adventurers explore the lands just outside the valley
other homeat the point of pitchfork and with flames proper. The heroes might stumble on the wagon while
from their torches licking the back of his wagon. heading to a dungeon or on their way out, returning
Pung and the few unstable fellows who saw from a successful mission. You can use the following
something special in him abandoned civilization for text to draw the PCs into the encounter.
the wonders of the Chaos Scar, for the prophet was A horses shrill scream splits the air, followed by panicked
convince the god in his dreams slumbered some- shouting and the sound of splintering wood. You think it
where in the valley. A tragic development, however, came from just behind the trees ahead.
has derailed his plans, for his wagon has fallen afoul
of a pit. If he and his fellows dont act quickly, his Treasure Preparation
wagon, his horse, his possessions, and his dreams will A Chance Encounter rewards a party with parcel 8
disappear. (see Treasure Parcels in the Dungeon Masters Guide).
Since the 120 gp worth of treasure is composed of a
riding horse, wagon, and sack filled with silver, the

J a n u a r y 2 010 | D u n g e o n 174
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A Chance Encounter

Sinking Fortunes Pung (P) Level 2 Artillery (Leader) 4 Pungs Believers (B) Level 1 Minion Brute
Medium natural humanoid, human XP 125 Medium natural humanoid, human XP 25 each
Encounter Level 1 (600 XP) Initiative +1 Senses Perception +0 Initiative +1 Senses Perception -1
Ecstatic Fury aura 3; any ally that starts its turn in the aura HP 1; a missed attack never damages a minion.
slides 1 square and gains a +1 bonus to attack rolls until AC 13; Fortitude 15, Reflex 13, Will 12
Setup the start of its next turn. Speed 6
Pung (P) HP 31; Bloodied 15; see also wild swing m Kukri (standard; at-will) F Weapon
AC 13; Fortitude 14, Reflex 13, Will 16 +4 vs. AC; 5 damage.
4 Pungs believers (B)
Speed 6 C Pung! (when a Pungs believer drops to 0 hit points)
1 hive soldier (S) m Flail (standard; at-will) F Weapon Close burst 5; targets Pung; Pung shifts 1 square toward
5 hive workers (A) +7 vs. AC; 1d10 + 1 damage. the minion and rolls to recharge rise fool!
1 fell taint lasher (F) r Bitter Epithets (standard; at-will) F Fear, Psychic Alignment Unaligned Languages Common
Ranged 10; +7 vs. Will; 1d6 + 3 psychic damage, and the Str 16 (+3) Dex 12 (+1) Wis 8 (-1)
Pung led his companions off the trail and into an target takes 3 extra psychic damage if it ends its next turn Con 14 (+2) Int 8 (-1) Cha 10 (+0)
closer to the mad prophet than where he began. Equipment yellow robes, kukri
open field. He didnt have the prophetic ability to note R Perilous Order (standard; at-will)
the ant tunnels riddling the earth beneath the grassy Ranged 5; targets one ally; the target makes a charge Hive Soldier (S) Level 3 Soldier
terrain. When his wagon rolled overtop a tunnel, the attack and deals 3 extra damage. Medium natural beast XP 150
C Incite Bloodlust (standard; encounter) Initiative +6 Senses Perception +0; low-light vision,
rear wheels dropped through the thin earth into the
Close burst 5; targets allies; the target makes a melee basic tremorsense 10
tunnel just below. attack and deals 3 extra damage on hit (6 extra damage HP 46; Bloodied 23; see also death convulsion
Pung stands on top of the wagon. His believers against prone targets). AC 18; Fortitude 16, Reflex 15, Will 12
work to pull the wagon free from the hole. Dont place C Wild Swing (standard; requires flail; recharges when first Speed 6, climb 6
bloodied) F Weapon m Grasping Mandibles (standard; usable only while the hive
the giant ants or the fell taint yet (see Tactics, below). Close burst 1; targets 1d4 random creatures in the burst; soldier does not have a creature grabbed; at-will)
+5 vs. AC; 1d10 + 1 damage, and the target is knocked +10 vs. AC; 1d8 + 3 damage, and the target is grabbed.
When the PCs come upon the scene, read: prone. M Acid Sting (standard; at-will) F Acid
Through the trees, you spot a wagon sinking into the M Rise Fool! (minor; recharge 4 5 6) F Healing Targets a creature grabbed by the hive soldier; +10 vs. AC;
Targets one dead ally; the target regains 1 hit point and 1d6 + 3 acid damage, and ongoing 5 acid damage
ground. The horse tied to the wagon screams and thrashes stands up as a free action. (save ends).
as it is pulled back to the hole. Several men and women Alignment Unaligned Languages Common C Death Convulsions (when the hive soldier drops to
dressed in yellow robes and matching round, brimless Skills Endurance +7, Intimidate +9 0 hit points)
Str 12 (+2) Dex 10 (+1) Wis 8 (+0) Close burst 1; targets enemies; +8 vs. Reflex; the target is
hats run about in panic. Climbing on top of the wagon
Con 13 (+2) Int 8 (+0) Cha 16 (+4) knocked prone.
and helping the situation not at all is a wild-eyed lunatic Equipment robes, flail Hive Soldier Frenzy (when any giant ant within 10 squares of
wielding a length of chain with a chunk of stone at the end. the hive soldier drops to 0 hit points; at-will)
He looks around, spots you, and screams, I have foreseen The soldier gains a +2 bonus to attack rolls until the end
of its next turn.
this! A trap! Kill them! Kill them all!
Alignment Unaligned Languages -
Str 17 (+4) Dex 15 (+3) Wis 9 (+0)
Con 14 (+3) Int 2 (-3) Cha 4 (-2)

J a n u a r y 2 010 | D u n g e o n 174
6
A Chance Encounter

Fell Taint Lasher (F) Level 1 Soldier 5 Hive Workers (A) Level 1 Minion Skirmisher
Small aberrant magical beast XP 100 Medium natural beast XP 25 each
Initiative +3 Senses Perception +8 Initiative +0 Senses Perception -1; low-light vision,
HP 20; Bloodied 10 tremorsense 10
AC 15; Fortitude 12, Reflex 12, Will 14 HP 1; a missed attack never damages a minion.
Resist insubstantial; Vulnerable 5 psychic AC 15; Fortitude 13, Reflex 13, Will 10
Speed 1, fly 6 (hover) Speed 6, climb 6, burrow 2 (tunneling)
m Tendril Caress (standard; at-will) F Psychic m Bite (standard; at-will)
+5 vs. Reflex; 1d6 + 4 psychic damage. +6 vs. AC; 4 damage.
M Tendrils of Stasis (standard; at-will) F Psychic Hive Worker Frenzy (free, when any giant ant within 10
+5 vs. Will; 1d4 + 4 psychic damage, and the target squares of the hive soldier is reduced to 0 hit points; at-will)
is immobilized until the end of the fell taint lashers The hive worker shifts 2 squares.
next turn. Alignment Unaligned Languages -
Fell Taint Feeding (standard; at-will) F Healing Str 17 (+3) Dex 15 (+2) Wis 9 (-1)
Targets a helpless or unconscious creature; the fell taint Con 14 (+2) Int 2 (-4) Cha 4 (-3)
lasher loses insubstantial and its fly speed until the end of
its next turn, and it makes a coup de grace against Giant Ants: The hive soldier and hive workers join
the target. If the lasher kills the target, it regains all of its the fight starting at the beginning of round 2. The hive
hit points.
soldier comes out first, entering an unoccupied square
Flowing Tendrils (free, when the fell taint lasher makes an
opportunity attack; at-will) adjacent to the wagon. Each round thereafter, add one
The lasher shifts 1 square. hive worker until you account for all five of them. The
Alignment Unaligned Languages - hive soldier uses grasping mandibles against the closest
Str 11 (+0) Dex 12 (+1) Wis 16 (+3)
Con 13 (+1) Int 4 (-3) Cha 10 (+0)
creature it can reach, targeting a PC before a believer
or Pung. The soldier focuses its attacks against a single
Tactics target at a time using acid sting when possible. The
The encounter is composed of three groups of ene- hive workers attack the closest enemy they can reach.
mies: Pung and his believers, the giant ants, and the Whenever a hive worker starts its turn adjacent to a
fell taint. Each group regards the other as an enemy. dead or unconscious creature, it uses a minor action to
Pungs Group: Pung holds his position atop the pick up the creature and then moves to the hole with
wagon until he falls off (see Wagon, below). He uses its meal in tow. All ants fight to the death.
perilous order to hurl his allies against the PCs, while Fell Taint: The fell taint only joins the combat
peppering the adventurers with bitter epithets. Once his when the glass cube shatters or when the wagon falls
minions are engaged, Pung uses incite bloodlust. Pung in the hole (thus shattering the cube). It appears in
can restore dead minions to life with rise fool! When a an unoccupied square adjacent to wherever it was
believer is slain, dont remove its miniature from the released. The fell taint attacks the closest creature,
battlefield until Pung himself is dead. Pung fights to giving preference to Pung. It never attacks the ants.
the death. When he drops, his surviving minions flee. Start with tendrils of stasis to keep an opponent pinned
down and then follow up with tendril caress until it
can use its fell taint feeding power.

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7
A Chance Encounter

and 100 hit points. Entering the wagons space costs About the Author
2 extra squares of movement. Each square in the Robert J. Schwalb is an award-winning game designer
whose more recent work can be found in Martial Power 2,
wagons space counts as difficult terrain. Draconomicon: Metallic Dragons, and Primal Power. Robert
A creature can climb inside the wagons enclosed lives in Tennessee.
interior by entering the wagons space and succeed-
ing on a DC 5 Acrobatics check. Each round after the
first, the DC increases by 5.
At the end of each round, the wagon shifts in the
hole, forcing each creature on the wagon to make a
DC 10 Acrobatics check. A failure means the creature
falls prone in the wagons square, while a failure by 5
or more means the creature falls prone in an unoccu-
pied square adjacent to the wagon.
Ant Tunnel: Below the wagon is a 2-square wide
tunnel that extends away from the hole in the direc-
tion of the Chaos Scar, and also a short way off to the
east. The tunnel is tall enough to allow a Medium
creature to stand. Climbing out from the tunnel
requires a DC 10 Athletics check (DC 5 if the wagon
Features of the Area has fallen).
Treasure: The characters can calm and claim the
Panicked Horse (H): On the fourth round during
horse with a DC 5 Nature check. It is a riding horse
initiative count 10, the horse slips and falls, pulled
worth 75 gp. The wagon is worth another 20 gp.
after the wagon into the hole. It and the wagon take
Inside the wagon is a modest leather sack containing
20 damage.
250 sp. A DC 20 Arcana check made on the remains
Adjacent characters can prevent this by succeed-
of the glass cube reveal it is the product of a Binding
ing on three checks using the Acrobatics, Diplomacy,
ritual. Success by 5 or more also reveals that when
Insight, or Nature skills (DC 10). Each time a charac-
broken, the creature it contained was freed.
ter fails a check, the horse makes a kick attack as an
opportunity action: +4 vs. AC; 1d6 + 4 damage. If the
characters make three successful checks before the
start of the fourth round, the horse is loosed from the
wagon, which falls into the pit alone, automatically
killing any hive workers still in the tunnel below.
Once freed, the horse runs off to the battlefields edge.
Wagon (W): The wagon is a Large vehicle with
an enclosed bed. It has AC 3, Fortitude 10, Reflex 3,

J a n u a r y 2 010 | D u n g e o n 174
8
Eyes in the Forest A Chaos Scar Adventure
By Robert J. Schwalb
i l l u s t r a t i o n s b y K i e r a n Ya n n e r c a r t o g r a p h y b y J a s o n A . E n g l e

Eyes in the Forest is a single combat encounter set For details on the Chaos Scar and its environs, While the goblins proved victorious, they did so at
in the Chaos Scar for five 1st-level characters. The read the Chaos Scar introduction and check out the great cost to themselves. The band has withdrawn to
Chaos Scar lures the bold and foolhardy alike to map of the entire valley. a ruin tucked in the woods to pick over the dead and
test their mettle against the perils it presents. While harvest their ocular organs.
some find success, many fall victim to the monsters Background Boontah developed his unhealthy obsession of eyes
and traps that lie in wait. While the characters An adventuring party ventured into the Chaos Scar after he was caught trying to steal from the lair of a
embark on their own expedition, they stumble onto a about a week ago. Not far into their journey, goblins gauth. Upon his capture, the fearless goblin showed
trail left by other would-be heroes. Should the char- ambushed them. Although the heroes gave as good as a fascination with its eyes. Tha gauth, impressed by
acters follow it, they discover what waits for anyone they got, they fell beneath the enemies black arrows the brazen goblins audacity and recognizing a poten-
without the strength and courage needed to survive and notched blades. The attack was prompted by the tially useful tool, took the creature to meet its master,
the menacing valley. goblin warband leaders enduring interest in eyeballs.
TM & 2010 Wizards of the Coast LLC All rights reserved.

A p r i l 2 010 | D u n g e o n 17 7
31
Eyes in the Forest

a powerful beholder that lurks much deeper in the inhabitants that arrive in the Scar, from adventurers Masters Guide). These parcels consist of equipment
Scar. to other monsters, back to his lord. To further honor and a magic item (chosen from the characters wish
The beholder agreed with its minions assess- his new master, Boontah has also taken to mounting lists) salvaged from the adventuring party killed by
ment of Boontah, and gifted the would-be warchief the eyes of slain enemies on an ornate headdress he the goblins. If the characters missed treasure from a
with a pair of functioning eyestalks all his own, with wears and never removes. previous adventure, this encounter is also a good way
the promise of more for services rendered. Since to put it in their hands.
then, Boontah, and a band of goblins he cowed into Involving the Characters
submission, has been an excellent resource for the Eyes in the Forest is an incidental encounter, best Conclusion
beholder. He routinely sends information about new used to add a complication for heroes bound for one Defeating the goblins doesnt have to be the end of
of the dungeons found in the Chaos Scar, or returning the adventure. Boontah and his goblins work for a
from one. Use the following hook to draw the heroes much more powerful creature. His beholder allies,
to the encounter. while not necessarily hungry to seek out those who
Minor Quests have slain their pet, might well seek revenge when
Lone Horse the characters least expect it.
Consider a minor quest from the following to
A white mare crops grass in an empty field. She limps when If you dislike the beholder angle, consider making
strengthen the encounter hook.
she moves. You make out blood flecking her flanks and Boontahs warband an advance raiding party for a
I Know that Horse! The horse might have once
oozing from an arrow wound in her leg. much larger group of goblins. In such a scenario,
belonged to the PC before he or she became an
Boontah might be the son of a powerful goblin war-
adventurer. The PC remembers selling the horse to
While traveling through the valley and its envi- chief, who swears a blood oath to avenge himself on
an adventurer who was friendly and taught the char-
rons, the adventurers come upon an injured horse. those who have murdered his offspring.
acter a fair bit. Discovering the heros fate would be
The saddle, bags, and supplies suggest the steed Player characters might also use Gentle Repose
important to such a character (100 XP).
belonged to someone. You can let the adventurers to preserve the dead adventurers until they can be
Missing Companion: A characters relative might
follow the horses tracks back to the battlefield and raised. When they succeed, the adventurers might be
be an adventurer who has gone missing during an
ruin without trouble or you might require a skill grateful or angry. Also, the adventurers might not be
expedition into the Chaos Scar (100 XP).
challenge. Consider a complexity 1 skill challenge what they seem: They could be terrible villains who
Stolen Goods: The characters were robbed in a vil-
(4 successes before 3 failures) involving DC 10 Ath- reward the heroes for their efforts by wreaking havoc
lage and have tracked the thieves to the Chaos Scar,
letics (overcome obstacles), Nature (find clues, sense in the countryside and beyond.
where it becomes clear the thieves were dealt with
disturbances), and Perception (follow tracks) skill
by goblins (125 XP).
checks. If the characters succeed on the challenge,
Vanquished Heroes: If the players lost a party
they begin the encounter below with a surprise
during an expedition into the Chaos Scar, their
round against the goblins. If the characters fail, the
replacement characters might head into the valley
goblins gain the advantage of the surprise round.
to recover the bodies of their lost adventurers only
to find they were taken by opportunistic goblins
(150 XP).
Treasure Preparation
Eyes in the Forest rewards a party with two parcels,
#4 and #6 (see Treasure Parcels in the Dungeon

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32
Eyes in the Forest

Boontahs Redoubt Boontah the Goblin


Champion (G)
Level 2 Elite Brute Goblin Acolyte
of Maglubiyet (A)
Level 1 Controller

Small natural humanoid XP 250 Small natural humanoid XP 100


Encounter Level 1 (593 XP) Initiative +2 Senses Perception +0; low-light vision Initiative +0 Senses Perception +3; low-light vision
HP 90; Bloodied 45; see also wild goblin frenzy Life Scourge aura 2; each creature within the aura cannot
Setup AC 14; Fortitude 16, Reflex 14, Will 13 regain hit points.
Saving Throws +2 HP 29; Bloodied 14
Boontah the goblin champion (G) Speed 6 AC 15; Fortitude 12, Reflex 12, Will 14
1 goblin acolyte of Maglubiyet (A) Action Points 1 Speed 6
1 goblin blackblade (B) m Flail (standard; at-will) Weapon m Slashing Shroud (standard; at-will) Illusion, Weapon
+5 vs. AC; 1d12 + 3 damage, and the target slides 1 square. +6 vs. AC; 1d10 + 3 damage, and the goblin acolyte of
2 goblin thorns (T)
R The Eyes Have It (minor; recharge 4 5 6) Weapon Maglubiyet becomes invisible to the target until the end of
3 goblin crazies (C) Boontah makes an eye ray attack chosen randomly from the acolytes next turn.
the following list. Using an eye ray does not provoke R Hand of Maglubiyet (standard; at-will) Force
The goblins hunker down in a ruin tucked away in opportunity attacks. Ranged 10; +5 vs. Fortitude; 1d6 + 5 force damage, and
1Fire Ray (Fire): Ranged 5; +4 vs. Reflex; 1d6 + 3 fire the goblin acolyte of Maglubiyet chooses either to slide the
the small wood. The original occupants abandoned damage. target 3 squares or to immobilize the target until the end
this outpost decades ago and now much of it has 2Exhaustion Ray (Necrotic): Ranged 5; +4 vs. Fortitude; of the acolytes next turn.
fallen in or collapsed. 1d6 necrotic damage, and the target is weakened until the R Maglubiyets Fists (standard; recharge 5 6 )
end of Boontahs next turn. The goblin acolyte of Maglubiyet makes two hand of
The goblin thorns watch the surrounding woods,
C Slashing Chain (standard; requires flail; at-will) Weapon Maglubiyet attacks, each against a different target.
so characters moving into their line of sight will need Close blast 2; one or two creatures; +5 vs. AC; 1d10 + 3 Goblin Tactics (immediate reaction, when the goblin acolyte of
to make DC 11 Stealth checks if they would remain damage, and Boontah shifts 3 squares to any unoccupied Maglubiyet is missed by a melee attack; at-will)
hidden. square within or adjacent to the blast. The acolyte shifts 1 square.
C Dizzy Goblin Strike (standard; recharge 6) Weapon Alignment Evil Languages Common, Goblin
Close burst 1; targets enemies; +5 vs. AC; 1d10 + 3 Skills Diplomacy +6, Intimidate +6
When the PCs can see the ruin, read: damage, and the target is pushed 1 square. Effect: Boontah Str 11 (+0) Dex 10 (+0) Wis 16 (+3)
A ruined keep rises from the grassy clearing, looking much shifts 1d4 squares and makes the following melee Con 13 (+1) Int 13 (+1) Cha 13 (+1)
secondary attack, but cannot use goblin tactics (save ends). Equipment battleaxe
like a rotting tooth. Moss, creepers, and lichen cling to
Secondary Attack: +5 vs. AC; 2d10 + 3 damage, and the
the walls. Rubble-strewn cavities lead inside to a gloomy target is stunned until the end of Boontahs next turn.
interior. Wild Goblin Frenzy (while bloodied)
Boontah automatically recharges dizzy goblin strike at the
start of each of his turns, but gains a 1 penalty to attack
Perception rolls and a +1 bonus to damage rolls. This penalty and
DC 5: You hear soft voices coming from within the ruin. bonus are cumulative.
Characters who speak Goblin can make out nonsense Goblin Tactics (immediate reaction, when Boontah is missed
by a melee attack; at-will)
punctuated with the following phrases:
Boontah shifts 1 square.
Boontah itches. Cream not work. Alignment Evil Languages Common, Goblin
I take eyes. Elf eyes best. Str 17 (+4) Dex 13 (+2) Wis 8 (+0)
I hate Boontah. Con 15 (+3) Int 8 (+0) Cha 10 (+1)
Equipment hide armor, flail
Good fight, eh?

A p r i l 2 010 | D u n g e o n 17 7
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Eyes in the Forest

Goblin Blackblade (B) Level 1 Lurker 3 Goblin Crazies (C) Level 2 Minion Brute
Small natural humanoid XP 100 Small natural humanoid XP 31 each
Initiative +7 Senses Perception +1; low-light vision Initiative +3 Senses Perception +0; low-light vision
HP 25; Bloodied 12 HP 1; a missed attack never damages a minion.
AC 16; Fortitude 12, Reflex 14, Will 11 AC 15; Fortitude 16, Reflex 15, Will 12
C
Speed 6; see also goblin tactics Speed 6
m Short Sword (standard; at-will) Weapon m Battleaxe (standard; at-will) Weapon
+5 vs. AC; 1d6 + 2 damage. +5 vs. AC; 5 damage. B
Combat Advantage M Crazed Charge (standard; at-will)
The goblin blackblade deals 1d6 extra damage to any The goblin crazy charges and makes the following attack in
target it has combat advantage against. place of a melee basic attack: +6 vs. AC; 6 damage, and the T A C
Goblin Tactics (immediate reaction, when missed by a melee target is immobilized and grants combat advantage until
attack; at-will) the end of its next turn. The goblin crazy drops to 0 hit
C
The goblin shifts 1 square. points. G
Sneaky Alignment Chaotic evil Languages Common, Goblin
When shifting, a goblin blackblade can move into a space Str 16 (+4) Dex 14 (+3) Wis 8 (+0) T
occupied by an ally of its level or lower. The ally shifts into Con 14 (+3) Int 7 (-1) Cha 6 (-1)
the blackblades previous space as a free action. Equipment leather armor, spiked helmet, battleaxe
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Tactics
Con 13 (+1) Int 8 (-1) Cha 8 (-1) The goblins might be diminished by their encounter
Equipment leather armor, short sword with the fallen adventuring party, but they are also
heady from their victory.
2 Goblin Thorns (T) Level 1 Minion Artillery
Small natural humanoid XP 25 each
The goblin thorns send arrows into characters they
Initiative +2 Senses Perception +1; low-light vision can see, shifting after each hit to adjust their positions
HP 1; a missed attack never damages a minion. to benefit from cover if possible. The acolyte supports
AC 14; Fortitude 12, Reflex 14, Will 13
the thorns with hand of Maglubiyet to pin down a char-
Speed 6
m Dagger (standard; at-will) Weapon acter or drag him or her out from cover. The thorns
+6 vs. AC; 3 damage. and acolyte switch tactics if engaged. If pressed into
r Shortbow (standard; at-will) Weapon melee, the thorns withdraw to resume their barrage
Ranged 15/30; +8 vs. Reflex; 4 damage. give himself some room, and then directs his flail at
Skittering Goblin (free, when the goblin thorn hits with a
from deeper in the complex, while the acolyte uses
his nearest enemies with slashing chain.
ranged attack; at-will) slashing shroud to cover its retreat.
Finally, the goblin blackblade hides in the ruins,
The goblin shifts 1 square. The crazies are less cautious. They lower their
Alignment Evil Languages Common, Goblin surveying the battlefield from his position. He then
heads and charge out from the ruin to impale the
Str 10 (+0) Dex 15 (+2) Wis 12 (+1) sneaks around to hit a soft PCa controller or ranged
Con 11 (+0) Int 8 (-1) Cha 8 (-1) closest enemy they can reach. If a crazy fails to kill
strikerfrom behind. Once engaged, the lurker works
Equipment leather armor, dagger, shortbow, quiver with 15 itself (with a hit), it eases its disappointment by hack-
arrows
with its allies to use sneaky and get combat advantage
ing at its target.
where possible.
Boontah follows a crazy, charging the closest
All goblins here fight to the death.
enemy. On his next turn, he uses dizzy goblin strike to

A p r i l 2 010 | D u n g e o n 17 7
34
Eyes in the Forest

Features of the Area About the Author


Robert J. Schwalb is an award-winning game designer
Trees: Squares containing trees grant cover. The whose more recent work can be found in Martial Power 2,
canopy is heavily obscured and characters can climb Draconomicon 2, and Primal Power . Robert lives in Tennessee.
into it, up to 4 squares above the ground, with a suc-
cessful DC 10 Athletics check.
Rubble: Squares containing rubble count as dif-
ficult terrain.
Corpses and Flies: The adventurers eyeless
bodies are heaped in a pile. Squares containing the
corpses count as difficult terrain and any creature
entering the square causes black flies to erupt in a
burst 1. The burst creates a zone of buzzing insects
that lasts until the end of the encounter. Squares
inside the zone are lightly obscured and living crea-
tures in the zone take a 1 penalty to attack rolls.
Treasure: The goblins stripped any valuables they
could find on corpses. Boontah carries a level 2 magic
item (preferably hide armor or a magic weapon), a
bronze nose ring worth 40 gp, and a small pouch
containing 5 gp and 14 rotting teeth (his own). Boon-
tah also has glued harvested eyeballs to sticks and
mounted them in his headdress to accompany the
eyestalks his master gifted him with. The eyestalks
cease functioning upon the goblins demise. The aco-
lyte of Maglubiyet carries a potion of healing, and 5 gp
and 34 sp in a leather pouch. The goblin cutter has
a pouch filled with 30 sp, 18 cp, an augmenting whet-
stone (level 6, Adventurers Vault, page 190). Scattered
between the remaining goblins are 112 cp. If the
characters keep the horse (a riding horse), remove the
augmenting whetstone. D

A p r i l 2 010 | D u n g e o n 17 7
35
Elves
of
the
Valley
A Chaos Scar Adventure
By Robert J. Schwalb
illustration by Tyler Jacobson Cartography by Jason A. Engle
TM & 2010 Wizards of the Coast LLC All rights reserved.

M a y 2 010 | D u n g e o n 178
31
Elves of the Valley

Elves of the Valley is a short adventure for five 1st- The presence in the woods, known as the Voice in
level characters that takes place in the Chaos Scar, the Darkness, compels the corrupted elves and other Involving the Heroes
in a wood not far from the Kings Wall. Elves of the villains to strike at travelers, caravans, and even into Elves in the Valley takes place in the Chaos Scar.
Valley pits the adventurers against fey bandits cor- the surrounding countryside. Burned-out farms and You can use a presented hook to get the characters
rupted by a demonic entity recently escaped from bloated corpses reveal the sort of mercy one might into the valley and to the first encounter. These hooks
deeper within the valley. To defeat the growing evil, expect at their hands, so local militia from Restwell also include minor quests that can provide an extra
the adventurers must confront the bandits, navigate Keep has been roused to combat the threat. The incentive.
an enchanted wood, and confront the darkness stain- trouble is that the brigands attack with no rhyme or
ing the copses heart. If youre not playing a Chaos reason, and often take nothing from their victims, Hook 1: Rescue Mission
Scar campaign, you can tie the adventure to any wil- leaving valuables where they lay amid ashes and cool- A characters mentor, sibling, friend, or loved one was
derness setting not far from a frontier settlement. ing blood. The militias impotence spreads a chilling swept up in an attack and has now gone missing. As
For more details on the Chaos Scar, be sure to read fear throughout the adjacent lands, and the common there is no one else with the wherewithal to rescue
the Chaos Scar introduction and check out its map. folk now look to heroes with the pluck and cour- the abducted, it falls to the party to undertake the
age to confront the raiders and put an end to their mission. Alternatively, you can easily turn this into
Background depredations. a revenge scenario by having the NPC killed rather
than taken. Any prisoners the raiders take can be
The darkness within the Chaos Scar waxes and Adventure Synopsis recovered in the Eyes in the Forest encounter.
wanes, and from time to time, when evil is at a peak, Minor Quest XP: 125 XP
some malign intelligence slips free, scuttling through While the corrupted brigands are at large, the
the ruined landscape to visit trouble and mayhem characters pick up a trail left by the raiders near a Hook 2: A Second Mission
onto the surrounding countryside. Many months burned-out farmstead and follow them beyond the If the PCs defeated the Brothers Gray (see Dungeon
ago, such an entity quit the valleys depths at great Kings Wall and into the untamed wilderness sur- Magazine #172) they might have come to the atten-
cost and traveled some distance before its strength rounding the Chaos Scar. As they near the woods tion of a noble in a nearby barony. After the heroes
ran out. It took refuge in a small copse not far from where the evil festers, the heroes are caught in an success against these renegades, the noble funds their
the Old Gate and has spent the days and weeks since ambush, where they get their first glimpse of the kill- expedition to wipe out these ruthless killers.
trying to recover its spent energy. Although much ers. Defeating these enemies carries the adventurers Minor Quest XP: 100 XP plus 200 gp (parcel 5).
diminished, its presence alone has poisoned the into a macabre and strange world where all is illusion.
land around its lair, twisting the hearts and minds Cunning and determined characters may find their Hook 3: Happenstance
of those who live in the wood. With their corruption way through these pitfalls to face the terrible Voice in While on the way to or from another expedition
complete, these new thralls look through insane eyes the Darkness and his dark champion. into the Chaos Scar, the characters run afoul of the
beyond their lairs and carry forth their masters dark ambush. Perhaps one of the blackleaf snipers steals
message. something from the characters and flees into the
woods, or maybe the adventurers simply recognize
the threat these killers pose.
Minor Quest XP: 100 XP

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Elves of the Valley

Treasure Preparation either check, they can still follow the tracks, but the Enchanted Woods
enemies in Eyes in the Forest automatically have
The characters should gain a total of four treasure Distances stretch, trails shift, trees move, rocks dance: Find-
surprise against the characters.
parcels in this adventure. You can place these parcels ing your way through this wood will not be easy.
Tactical Encounter 1: Eyes in the Forest, see
wherever you like or you can use recommendations Level: 1
page 8.
on the following table for placement and composition. Complexity: 2 (requires 6 successes before 3
failures)
Parcel Location Composition Navigating the Woods Special: The characters can attempt a maximum
1 Eyes in the Forest 10 gp, potion of healing The inoffensive small copse is but a faade for
of two skill checks each hour, except in hour 3, which
2 Voice in the Darkness Level 3 magic item the brooding darkness haunting this place, a fact
is a separate encounter that can earn them a success
3 Voice in the Darkness Level 2 magic item revealed when travelers cross its borders to enter
toward completing this skill challenge. But they can
4 Voice in the Darkness 1,500 sp, 3,000 cp a realm of madness and shadow. Paths shift and
earn only a maximum of 1 success each hour. This
change, landmarks vanish, while laughter fills the
means they have the option to make a second attempt
Getting Started air. For the heroes to reach the malign presence, they
in an hour if they fail at the first, but they still need 1
must enter the woods and survive the many perils
success each hour of their trip through the woods to
The adventure assumes the characters pick up the awaiting them.
successfully complete the skill challenge.
trail at a burned-out farmstead a few miles from the The following skill challenge describes the journey
Primary Skills: Acrobatics, Arcana, Athletics,
Kings Wall, but you can use a different opening that to the dark heart of the forest. The journey should
Endurance, Insight, Nature, Perception, Stealth, other
fits better with your campaign. If you want to jump take about 6 hours. Each hour, the characters must
Hour 1: Arcana or Insight
into the action, begin with Tactical Encounter 1. overcome a new challenge, usually resolved through
Arcana, Insight (DC 15): The woods strange char-
a group skill check. The characters make progress
The farmsteads smoldering remains fills the air with acrid acter reveals itself in haunting laughter and flitting
whether they succeed or fail on the check, but each
smoke. Bloated cows litter the fields around. A few corpses, shadows. The party makes a group skill check using
accumulated failure allows the Voice in the Darkness
some burned, reveal only that the attackers were wanton Arcana (to perceive the magical effect) or Insight (to
to make an attack against each character that failed
and merciless villains. rely on instinct), with a success gained if at least half
the check.
the PCs succeed on the check. If at least two charac-
The house is ruins and ash. No survivors remain, as ters succeed by 5 or more, the party gains a +2 bonus
Maddening Whispers (when the characters fail a group skill
every man, woman, and beast was put to the sword or check made during the Enchanted Wood skill challenge) on skill checks made during the next hour. The char-
filled with arrows. The muddy ground, however, holds Psychic acters can earn only one success, and a maximum of
prints, and characters searching the area find them Targets each PC in the woods; +5 vs. Will; 1d8 + 5 psychic
1 success, in this hour during this skill challenge.
damage, and the target takes a 2 penalty on all skill
easily. Following the prints requires two DC 15 Per- Hour 2: Acrobatics or Athletics
checks until the party makes a successful skill check during
ception checks, one made just outside the farmstead the skill challenge. Penalties dont accumulate. Acrobatics, Athletics (DC 10): Thorn bushes,
and the other just across the Kings Wall. The killers bracken, and small trees block the partys progress.
didnt use the Old Gate, instead climbing over the The party makes a group skill check using Acrobat-
wall and resuming their journey into a small copse. A ics (to wriggle through the tangles) or Athletics (to
successful check by 5 or more also reveals the attack- bull through the tangles), with a success gained if
ers included four quadrupeds, likely wolves, and four at least half the characters succeed on the check. In
lightweight humanoids. Should the characters fail addition to counting as a failure, if half the party fails

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Elves of the Valley

the check, every character loses 1 healing surge from


injuries sustained from the hostile environment.
Hour 3: Other Rests
Other: The party comes upon a bog in the forest.
The characters can take short rests in the woods with-
Proceed with Tactical Encounter 2: Boggy Down,
out trouble, but extended rests beneath the strange
see page 11. If the party defeats the enemies, they
canopy invite danger. Each hour the characters spend
gain 1 success. If they retreat, they gain 1 failure.
in one place, theres a cumulative 10% chance per
Hour 4: Endurance or Nature
hour that something finds them. In the event that
Endurance, Nature (DC 10): Bloodsucking midges
this occurs, you should run a level 1 encounter using a
attack the party. The characters make a group skill
mix of creatures drawn from this adventure. A sample
check using Endurance (to resist the insect clouds) or
encounter would be:
Nature (to use a balm or some other protection that
repels the vermin), with a success gained if at least Level 1 Encounter (XP 550)
half the characters succeed. If half the characters fail, 1 blackleaf sniper (level 1 artillery, see page 9)
the characters take a 2 penalty on all skill checks 3 elf scouts (level 2 skirmisher, see page 11)
made for the remainder of the encounter in addition 4 hunting wolves (level 1 minion skirmisher, see
to counting as a failure. page 9)
Hour 5: Perception
Perception (DC 15): Several paths through the
woods reveal themselves to the party. The characters
make a group skill check to find the tracks and iden-
tify false ones. The party gains a success if at least half
the characters succeed.
Hour 6: Stealth
Stealth (DC 15): The adventurers close in on the
heart of the woods. If they would approach unde-
tected, they must be quiet. The characters make a
group skill check with a success gained if at least half
the party succeeds.
Success: The characters overcome the woods
strange magic and proceed to Tactical Encounter 3:
Voice in the Darkness (see page 13). The characters
have surprise for this encounter.
Defeat: The characters are thoroughly confused
by the woods strange magic. They proceed to Tactical
Encounter 3, as above, but are themselves surprised.

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1. Eyes in the Forest Tactics Phystal (P) Level 2 Controller (Leader)


Medium fey humanoid, elf XP 125
The bandits have surprise against the characters Initiative +3 Senses Perception +6; low-light vision
Encounter Level 1 (575 XP) unless they succeeded on both Perception checks. Watcher of the Woods aura 10; all allies in the aura gain a
With surprise, they are also hidden from any char- +2 bonus to damage rolls against targets from which they
Setup acter with a passive Perception score of 17 or less.
are hidden.
Phystal (P) HP 35; Bloodied 17
During the surprise round, Phystal uses raining arrows AC 16; Fortitude 15, Reflex 15, Will 16
3 blackleaf snipers (S) against obvious defenders, while the snipers use black- Speed 7; see also wild step
4 hunting wolves (W) leaf arrows against any targets they are hidden from. m Scimitar (standard; at-will) Weapon
+7 vs. AC; 1d8 + 4 damage.
Cruel bandits take positions in the forest and watch The hunting wolves join the fight during the r Shortbow (standard; at-will) Weapon
for intruders. The bandits and wolves are all hidden second round. They protect Phystal first, but if hes Ranged 15/30; +7 vs. AC; 1d8 + 5 damage. If Phystal has
not adjacent to any characters, they target isolated combat advantage against the target, he can slide the
until they attack or are detected.
target up to 3 squares.
characters instead, such as ranged strikers and con-
R Blackleaf Arrow (standard; requires shortbow; 3/encounter)
When the characters near the woods edge, read: trollers. The wolves flank their opponents to knock Poison, Weapon
The tracks end not far from the woods edge. Birch, elms, them prone. Phystal makes a shortbow attack. On a hit, Phystal makes
For the rest of the combat, the snipers choose dif- a secondary attack against the same target.
and maples combined with underbrush and bracken
Secondary Attack: +6 vs. Fortitude; the target is dazed and
conceal much of what the grove contains. ferent targets, making shortbow attacks against any takes ongoing 3 damage (save ends both).
dazed targets. They switch to blackleaf arrows only A Raining Arrows (standard; requires shortbow;
If the enemies have surprise, read:
when primary targets save against the dazed condition recharge 5 6) Weapon
Black arrows hiss out from the foliage signaling an attack! Area burst 1 within 10; targets enemies; +6 vs. Reflex; 2d8
or when an individual sniper faces a different enemy.
+ 2 damage, and the target is immobilized (save ends).
Perception Phystal follows a similar pattern. Once he contains Elven Accuracy (free; encounter)
DC 15: You notice three concealed pits in the clearing the defenders, he uses shortbow attacks or blackleaf The elf can reroll an attack roll. It must use the second roll,
arrow attacks to slide dazed enemies together until he even if its lower.
along the forests edge.
Wild Step
DC 18: Faint movement reveals a slim humanoids shape can use raining arrows again. Like the snipers, Phystal The elf ignores difficult terrain when it shifts.
in the foliage. makes Stealth checks to hide whenever he can. Alignment Chaotic evil Languages Common, Elven
Skills Stealth +8
Str 14 (+3) Dex 14 (+3) Wis 11 (+1)
Con 11 (+1) Int 11 (+1) Cha 16 (+4)
Equipment hide armor, scimitar, shortbow, quiver
with 20 arrows

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3 Blackleaf Snipers (S) Level 1 Artillery Concealed Pit Diplomacy (DC 10, 1 success, requires 2 successes
Medium fey humanoid, elf XP 100 each The ground gives way and drops you into a pit. from Arcana, maximum 2 successes): The first success-
Initiative +7 Senses Perception +6; low-light vision ful check calms the prisoner. The second successful
HP 32; Bloodied 16 At-Will
AC 15; Fortitude 12, Reflex 15, Will 13 Opportunity Action Melee check helps the elf set aside the crushing guilt for
Speed 7; see also wild step Trigger: A Medium or smaller character enters a square the crimes he or she committed. Diplomacy checks
m Short Sword (standard; at-will) Weapon containing a pit.
attempted before gaining the requisite number of
+6 vs. AC; 1d6 + 4 damage. Target: The triggering creature
Attack: +4 vs. Reflex Arcana checks result in automatic failures.
r Shortbow (standard; at-will) Weapon
Ranged 15/30; +8 vs. AC; 1d8 + 5 damage. Hit: The target falls 10 feet into the pit, takes 1d10 damage, Insight (DC 10, 1 success, maximum 1 success): A suc-
R Blackleaf Arrow (standard; requires shortbow; 3/encounter) and is knocked prone. A target can climb out of the pit with cessful check reveals the elf is ensorcelled and opens
Poison, Weapon a DC 10 Athletics check
Miss: The target returns to the square it last occupied and its up the Arcana skill.
The sniper makes a shortbow attack. On a hit, the sniper
makes a secondary attack against the same target. move action ends. Intimidate (DC 17 or 5, 1 success, maximum 4 suc-
Secondary Attack: +6 vs. Fortitude; the target is dazed and cesses): Use the higher DC if the PCs have not yet
takes ongoing 3 poison damage (save ends both).
Elven Accuracy (free; encounter)
Interrogating a Prisoner accumulated 2 successes from Arcana. Each success-
The elves prove uncooperative if captured, but persis- ful check breaks down the prisoners will.
The elf can reroll an attack roll. It must use the second roll,
even if its lower. tent characters might be able to ferret out information Victory: The characters lift the enchantment cor-
Wild Step
about their purpose and master. Phystal, however, rupting the prisoners mind. The freed elf reveals,
The elf ignores difficult terrain when it shifts. There is evil in these woods, ancient and abomina-
Alignment Chaotic evil Languages Common, Elven cannot be interrogated.
Skills Athletics +4, Stealth +8
ble. It whispers in the darkness, poisoning our minds
Str 9 (1) Dex 16 (+3) Wis 12 (+1) Interrogating the with its vile words. Beware, friends, lest you succumb
Con 10 (+0) Int 10 (+0) Cha 11 (+0)
Equipment leather armor, short sword, longbow, quiver
Prisoners to the same corruption. The elf warns the adventur-
To learn something from the prisoner, you must get past the ers that others haunt the woods. All is not as it seems
with 20 arrows
defiance revealed in its soulless black eyes. in the forest, and its easy to become turned around.
Level: 1 (100 XP) The elf offers to lead the characters to the Voice in the
4 Hunting Wolves (W) Level 2 Minion Skirmisher
Medium natural beast XP 31 each Complexity: 1 (requires 4 successes before 3 Darkness, granting the characters a +2 bonus on any
Initiative +5 Senses Perception +7; low-light vision
failures). skill checks related to the Enchanted Woods skill
HP 1; a missed attack never damages a minion. challenge. However, the elf flees at the start of any
AC 16; Fortitude 14, Reflex 14, Will 13 Primary Skills: Arcana, Diplomacy, Insight,
Speed 8 Intimidate combat encounter.
m Bite (standard; at-will)
Arcana (DC 15, 1 success, maximum 2 successes): The Defeat: The elf explodes in a burst of harmless,
+7 vs. AC; 4 damage (5 damage against a prone target). disgusting black filth.
If the wolf has combat advantage against the target, the first successful check identifies the magical curse
target falls prone. afflicting the prisoner as having an elemental origin.
Alignment Unaligned Languages Success by 5 or more also grants the character a +2
Str 13 (+2) Dex 14 (+3) Wis 13 (+2)
bonus to the next Arcana check made. A second suc-
Con 14 (+3) Int 2 (3) Cha 10 (+1)
cessful check lifts the curse. In addition to counting
as a failure, a failed Arcana check also deals 5 psychic
damage to the character that made the check.

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Elves of the Valley

Features of the Area


Light Forest: Underbrush and low-hanging
branches make light forest squares lightly obscured.
An attack that deals 5 or more points of fire damage

S T to a lightly obscured square clears away the foliage.


Underbrush: Squares containing underbrush are
difficult terrain.

W
Concealed Pits (T): Three pits protect the forests
edge.
Treasure: Phystal carries a leather belt pouch con-
taining parcel 1, which consists of 10 gp and a potion

W W of healing.

W T
P T
S
S

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2. Boggy Down Tactics Elf Scout Level 2 Skirmisher


Medium fey humanoid, elf XP 125
The mud lasher emerges from the bog when any Initiative +7 Senses Perception +10; low-light vision
Encounter Level 1 (550 XP)
creature enters the clearing. It uses drowning slam and Group Awareness aura 5; non-elf allies in the aura gain a +1
Setup slam against any enemy it can reach, switching to mud racial bonus to Perception checks.
HP 39; Bloodied 19
1 mud lasher (M) ball when there are no nearby enemies.
AC 16; Fortitude 13, Reflex 15, Will 13
3 elf scouts (E) The elves remain hidden until the characters Speed 6; see also wild step
are within attack range of the mud lasher. Once the m Longsword (standard, at-will) Weapon
+7 vs AC; 1d8 + 4 damage.
The three elf scouts hide in dense forest squares. The elemental attacks, they leap from their perches in
m Short Sword (standard, at-will) Weapon
mud lasher lurks beneath the black scum covering the the trees and attack with surprise, unless they were +7 vs AC; 1d6 + 4 damage.
bog. Do not place hidden enemies on the map until spotted. They use wild step to shift through the thick, M Two-Weapon Rend (standard, encounter) Weapon
they attack or are detected. cloying mud of the bog, making two-weapon rend The elf scout makes a longsword attack and a short sword
attack against the same target. If both attacks hit, the elf
attacks as often as possible, and trying to flank with
When the characters enter this area, read: scout deals an additional 4 damage.
one another and them mud lasher. Elven Accuracy (free; encounter)
Pockets of dense forest mingle with the rest of the woods but An elf can reroll an attack roll. It must use the second roll,
you can still make out a small clearing containing a bog in Mud Lasher (M) Level 4 Brute even if its lower.
Medium elemental magical beast (earth, water) XP 175 Combat Advantage
its center.
Initiative +4 Senses Perception +9; low-light vision An elf scout that has combat advantage deals an extra 1d6
HP 63; Bloodied 31 damage on its attacks.
Perception
AC 16; Fortitude 17, Reflex 15, Will 15 Wild Step
DC 20: Slight movement reveals a slim form hidden in the An elf ignores difficult terrain when it shifts.
Immune disease, poison
trees. Speed 5 Alignment Any Languages Common, Elven
m Slam (standard; at-will) Skills Nature +10, Stealth +9
+7 vs. AC; 2d8 + 4 damage. Str 12 (+2) Dex 18 (+5) Wis 14 (+3)
M Drowning Slam (standard; encounter) Con 15 (+3) Int 10 (+1) Cha 12 (+2)
+5 vs. Fortitude; 2d8 + 4 damage, and ongoing 5 damage Equipment chainmail, longsword, short sword
(save ends). Miss: Half damage.
R Mud Ball (standard; at-will)
Ranged 10; +5 vs. Reflex; the target is slowed (save ends).
If the target is already slowed, it is instead immobilized
(save ends).
Amorphous Body (immediate reaction, when hit by a
melee attack; encounter)
The mud lasher shifts 3 squares.
Relentless Assault
A mud lasher gains a +2 bonus to attack rolls against
slowed or immobilized creatures.
Alignment Unaligned Languages Primordial
Skills Stealth +9
Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
Con 13 (+3) Int 8 (+1) Cha 11 (+2)

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Elves of the Valley

Features of the Area


Dense Forest: Squares containing dense forest
are heavily obscured and count as difficult terrain.
Light Forest: All other forest squares are lightly

E obscured.
Bog: A small bog covered in foul scum stands in
a clearing. Squares containing the bog are difficult
terrain. A character knocked prone in the bog cannot
stand unless he or she first succeeds on a DC 10 Acro-
batics or Athletics check.

E M

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Elves of the Valley

3. Voice in When the characters enter this area, read: Anise the Chaos Warrior (A)
Medium fey humanoid, elf
Level 1 Elite Brute
XP 200
You emerge from the malicious woods and find yourselves
the Darkness in a wide clearing littered with ruins. Evil radiates from a
Initiative +6 Senses Perception +9; low-light vision
Destructive Wake aura 5; any enemy in the aura takes a 5
penalty to saving throws against ongoing damage.
Encounter Level 4 (950 XP) large tree with black bark and bare branches that rises from
HP 70; Bloodied 35
a depression in the clearings center. Tangled, thorny vines AC 13; Fortitude 12, Reflex 14, Will 12
Setup twitch and creep around the tree. Across the clearing, an old Resist 5 variable (1/encounter)
monolith crawling with runes stands atop a bare hillock. Saving Throws +2
Anise (A) Speed 6; see also wild step
1 fey panther (P) When the characters see the fey panther, read: Action Points 1
3 bloodthorn vines (B) m Longsword (standard; at-will) Weapon
A sleek panther with tufted ears and striped fur fixes you
+6 vs. AC; 1d8 + 7 damage.
Voice in the Darkness (V) with baleful eyes. m Short Sword (standard; at-will) Weapon
+6 vs. AC; 1d6 + 5 damage.
A clearing in the woods heart is home to the diseased When the characters see Anise, read: M Two-Weapon Rend (standard; at-will) Weapon
entity behind the areas corruption. The Voice in the Anise makes a longsword attack and a short sword attack
A pale warrior comes into view wielding two blades and
Darkness is a demonic entity which recently escaped against the same target. If both attacks hit, Anise deals 4
wearing black mail. His face is twisted into a hateful mask. extra damage.
from deeper within the Chaos Scar. It hid in a mighty
He screams shrilly, causing the air to bend and waver C Destabilizing Breath (standard; encounter) Varies
tree but was so weak that it became bound to the Close blast 5; +4 vs. AC; 2d6 + 2 cold, fire, lightning, or
around him.
wood and is now unable to escape. The situation suits thunder damage, and the target takes ongoing 5 damage
it, however, as it can work its evil through the fey of that type and a 2 penalty to AC and Fortitude (save
When the characters see the tree, read:
ends both).
creatures that serve it. Anise and the fey panther are
Swirling mist issues from a dark crevice in the trees trunk, Elven Accuracy (free; encounter)
hidden behind the ruined walls, so dont place them Anise can reroll an attack roll. He must use the second roll,
and from with the stinking expulsion you hear a faint and
yet. The bloodthorn vines and the tree, however, are even if its lower.
terrible voice. Combat Advantage
visible.
Anises deals 1d6 extra damage on all attacks against
Arcana targets he has combat advantage against.
DC 10: Strange portals hang in the air. Moving through Devastating Assault
them will teleport you to a random location. When Anise hits with a charge attack or hits a creature
granting combat advantage to him, the attack also deals
ongoing 5 damage (save ends).
DC 15: Magical energy wells up from the monolith, power Wild Step
that could aid you in the struggle here. Anise ignores difficult terrain when he shifts.
Alignment Chaotic evil Languages Common, Elven
Skills Nature +9, Stealth +13
Str 12 (+1) Dex 18 (+4) Wis 14 (+2)
Con 15 (+2) Int 10 (+0) Cha 12 (+1)
Equipment chainmail, longsword, short sword

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Fey Panther (P) Level 4 Skirmisher Voice in Level 1 Elite Controller (Leader) Blightborn Twig Blight Level 1 Minion
Medium fey beast XP 175 the Darkness (V) Small fey humanoid (plant) XP
Initiative +8 Senses Perception +8; low-light vision Large elemental magical beast (blind, plant) XP 200 Initiative +3 Senses Perception +6
HP 54; Bloodied 27 Initiative 1 Senses Perception +2; blind, HP 1; a missed attack never damages a minion.
AC 18; Fortitude 16, Reflex 18, Will 15 blindsight 10 AC 15; Fortitude 11, Reflex 15, Will 13
Speed 8, climb 6; see also fey step HP 60; Bloodied 30 Speed 7 (forest walk), climb 5
m Bite (standard; at-will) AC 15; Fortitude 14, Reflex 13, Will 15 m Claw (standard; at-will) Poison
+9 vs. AC; 1d6 + 4 damage, and the fey panther shifts Immune blinded, gaze, sleep; Vulnerable 10 fire +6 vs. AC; 2 poison damage (3 poison damage with combat
1 square. Saving Throws +2 advantage).
Charging Pounce Speed 0 Alignment Chaotic evil Languages Elven
When the fey panther hits with a charge attack, it deals Action Points 1 Skills Perception +6, Stealth +16
1d6 extra damage and knocks the target prone. m Grasping Roots (standard; at-will) Str 7 (2) Dex 17 (+3) Wis 12 (+1)
Fey Step (move; encounter) Teleportation Reach 3; +5 vs. Reflex; 1d6 + 3 damage, and the target Con 7 (2) Int 5 (3) Cha 10 (+0)
The fey panther teleports 5 squares. is grabbed. The voice can grab up to two creatures at
Alignment Unaligned
Skills Stealth +11
Languages one time.
R Twisted Nature (minor 1/round; at-will)
Tactics
Str 14 (+4) Dex 18 (+6) Wis 13 (+3) Reach 10; targets a twig blight ally; the target makes a The creatures regard the characters intrusion as the
Con 14 (+4) Int 2 (2) Cha 11 (+2) melee basic attack with a +2 bonus to the attack roll. worst affront and fight to the death to protect the tree.
C Psychic Lance (standard; at-will) Psychic
The Voice in the Darkness uses blightborn calling on
3 Bloodthorn Vines (B) Level 2 Soldier Close burst 10; one or two creatures in burst; +5 vs. Will;
Medium natural beast (plant) XP 125 each 1d6 + 3 psychic damage, and the target is dazed until the its first action, then follows up with psychic lance. On
Initiative +3 Senses Perception +3; blindsight 10 end of its next turn. its next turn, it uses psychic lance and then spends an
HP 41; Bloodied 20 C Insidious Whispers (standard; recharges when the voice has
action point to use insidious whispers, provided several
AC 18; Fortitude 15, Reflex 12, Will 14 no spawned twig blights) Psychic
Close burst 3; enemies in burst; +5 vs. Will; 1d6 + 3 characters are in range. The voice can make opportu-
Speed 5 (forest walk)
m Striking Vine (standard; at-will) psychic damage, and the target makes a melee basic attack nity attacks against enemies within 3 squares thanks
+9 vs. AC; 1d8 + 5 damage. against a creature the voice chooses. to threatening reach, and it directs its minions to target
M Impaling Thorn (standard; recharges when the bloodthorn A Blightborn Calling (minor; recharge 3 4 5 6)
grabbed melee strikers. Whenever it recharges blight-
vine doesnt have a creature grabbed) Healing Close burst 5; The voice spawns four blightborn twig
The vine impales the targets flesh with a thorn: +9 vs. blights in unoccupied squares within the burst, and the born calling, it refreshes its minions. Should it become
Fortitude; 1d8 + 4 damage, and the target is grabbed. twig blights act immediately. The twig blights remain imperiled, it uses desperate cry to invigorate its allies.
Sustain Standard: The vine sustains the grab, the target until destroyed or until the end of the encounter. The twig The bloodthorn vines protect the tree, using impal-
takes 2d8 + 4 damage, and the vine regains 5 hit points. blights act on the voices turn. The voice can have up to six
twig blights at a time. ing thorn to grab and drag attackers away from the
Pulling Vines (minor; at-will)
The bloodthorn vine shifts 1 square, pulling any creature C Abyssal Cry (free, when damaged by an attack; recharges tree and then move back to stay within 3 squares of
grabbed by it into a space adjacent to it. when a bloodthorn vine drops to 0 hit points) the hazard.
Alignment Unaligned Languages Close burst10; targets non-minion allies; the target gains
Anise and the fey panther close on the characters,
Str 17 (+4) Dex 10 (+1) Wis 14 (+3) 10 temporary hit points and a +1 bonus to attack rolls
Con 17 (+4) Int 2 (3) Cha 6 (1) until the end of its next turn. using twisted space squares (see Features of the Area)
Fear of Annihilation (while bloodied) to attack the characters from unexpected directions
The voice gains a +4 bonus to damage rolls. or simply closing the distance through movement.
Threatening Reach
The voice can make opportunity attacks against all They focus on characters that hang back, the panther
enemies within its reach (3 squares). charging when possible, and Anise hitting groups
Alignment Chaotic evil Languages Abyssal with destabilizing breath and then charging.
Str 13 (+1) Dex 8 (1) Wis 14 (+2)
Con 14 (+2) Int 12 (+1) Cha 17 (+3)

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Twisted Space: The demonic entitys mere pres-


ence has weakened reality in places, opening unstable
portals around the battlefield. Whenever a creature
enters a square containing warped space, roll 1d6. The
3 2 creature teleports to an unoccupied square adjacent to
the portal corresponding to the result on the die.
Sinking Pit: The massive tree holding the Voice
in the Darkness rises from a shallow depression in the
clearings center. All squares in the depression and
B B around the tree count as difficult terrain. Creatures
with earth walk or forest walk ignore this difficult

V 1
terrain.
Treasure: Scattered among the roots at the base of
the tree are three parcels including two magic items
(level 2 and 3), 1,500 sp, and 3,000 cp.

P B
Conclusion
Upon destroying the Voice in the Darkness, the
A woods return to a normal and natural state. The
remaining bands still at large in the countryside sepa-
4 5
rate in confusion as the enchantment breaks. Many
are overcome with shame and grief at what they
have done. Some return to the Chaos Scar to seek
6 vengeance against the more powerful terrors and
others leave the region altogether. At your discretion,
the contamination might linger in a few elves. Such
enemies would undoubtedly seek revenge on those
Features of the Area walls are 8 feet tall. A character can climb a wall with
who destroyed their master.
a successful DC 10 Athletics check. A square of wall
Hillock: A small hill rises from the clearing. Slope
has AC 5, Reflex 5, Fortitude 10; hp 40.
squares leading up the hill are difficult terrain. About the Author
Warped Trees: The Voice in the Darkness cor- Robert J. Schwalb is an award-winning game designer
Monolith: A stone monolith stands atop the hill, a
rupted the few trees in the clearing, giving them whose work can be found in numerous roleplaying source-
vestige from another time. The first character to touch
fleshy bark, leathery leaves, and blood for sap. Any books and accessories. His most recent work can be found
the stone regains the use of an expended encounter in the Dark Sun Campaign Setting, Dark Sun Creature Catalog,
creature starting its turn in a square adjacent to a
attack power. Monster Manual 3, and the Players Handbook 3. Robert lives in
warped tree is slowed until the start of its next turn. Tennessee.
Ruins: Pitted and crumbling walls still stand in
this clearing. The walls count as blocking terrain. The

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Slivers
Call
A Chaos Scar Adventure
By Stephen Radney-MacFarland
illustration by David Rapoza cartography by Jason A. Engle
TM & 2009 Wizards of the Coast LLC All rights reserved.

Slivers Call takes place in the Chaos Scar, near the Kings Wall.
The characters become entwined in the rivalry of a pair of arcane
scholars searching for a long-lost treasure.

The wizard Casaubon hires a group of adventures to help him


achieve his destiny. The characters must confront mercenaries,
warlocks and an ancient evil as they unseal the final barrier
imprisoning this powerful treasure.

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Slivers Call

Slivers Call is a short adventure for five 2nd-level memory crystal in a forgotten corner of the academys The crystals last entry was a disjointed and con-
characters that takes part in the Chaos Scar, near Lost Secrets Library. fusing jumble of emotions and thoughts. Some of
the Kings Wall. The characters become entwined in Casaubon read the memory crystals contents, them were Xor-Souf s, but others came from an inde-
the rivalry of a pair of arcane scholars searching for which described the final days of Xor-Souf, a long- scribable being wielding potent psionic power. The
a long-lost treasure. Both rivals are under the influ- dead githzerai. Xor-Souf had spent the last part of her telepathic voice raged that Xor-Souf was and unsuit-
ence of psionic commands from a sliver of the Chaos life chasing a strange meteor streaking through the able vessel for its gift. It called out to Casaubon by
Meteor that compel them to uncover it. heavens toward the worldthe same one that ulti- name to come to the Chaos Scar, find the sliver, and
The wizard Casaubon is on the verge of finding mately carved the Chaos Scar. She knew the cosmic claim true power.
the sliver and hires a group of adventures to help him stone was an artifact of evil and rightly feared it, but A brilliant but flawed scholar, Casaubon was
achieve his destiny. The characters first confront a she was also drawn by its immense powerand by a instantly seduced by the slivers call. Xor-Souf had
mercenary force hired by his rival, then come upon psionic call issuing from it. As she followed the rocks died hundreds of years before his birth, yet the voice
her with her warlock associates as they unseal the path, she stayed ever vigilant for a sliver of the main spoke his name. He became convinced he found his
final barrier imprisoning the sliver. Finally they must massthe one issuing the psionic callto break away. true destiny, one written in the stars long agomaybe
contend with the ancient evil as it takes control of Foolishly, she believed that she could harvest some even before the Dawn War.
their employer. of the meteors power from such a shard without suc- In other words, Casaubon took the first steps
If youre not playing a Chaos Scar campaign, you cumbing to its evil. toward delusion, obsession, and insanity.
can still use this adventure by integrating the Cave When the meteor made landfall, a fragment did The half-elf academics obsession with the sliver
of Dark Whispers into any existing campaign, in a break away to embed itself in the ground not far from grew each day. He spent every moment of free time
stretch of wilderness where a meteorite fragment fell the main impact site. The next-to-last memory stored researching the Chaos Scar, Xor-Souf, and the
long ago. If you use the adventure somewhere other within the crystal was of Xor-Souf landing her planar meteor. His studies developed into plans for an expe-
than the Chaos Scar, youll need to invent your own vessel near the Chaos Scar and leaving it to excavate dition, and those grew into a conspiracy with a fellow
explanation for the slivers malign influence. the shard. studentan earthsoul genasi swordmage named
For details on the Chaos Scar and its environs, Ediza.
read the [link] Chaos Scar introduction [/link] and Ediza came from a family of means, unlike Casau-
check out the map of the entire valley. bon. He struck up a romance of convenience with
Memory Crystals the genasi, leading her on with the promise of power
Background These psionic crystals come in many sizes, but none in return for funds and materiel to supply his expe-
larger than a short sword. Creatures trained in Arcana dition. Although he was careful not to share all his
The promise of riches and adventure has called many can access the crystal as a standard action and then secrets with Ediza, in the end Casaubon was the one
to the Chaos Scar over the centuries, but other voices scan its memories, much like reading a book. The manipulated. His evasiveness piqued the genasis
literally summon the gullible and the greedy with sin- smallest crystals hold one to ten pages worth of curiosity. She eventually found and read Xor-Souf s
ister and seductive words. information; the largest can contain the equivalent memory crystal, but the strange voice in the crystals
Five years ago, the half-elf wizard Casaubon heard of 10,000 pages. Memory crystals can serve as both last entry called her name, not Casaubons.
one of those voices in an unlikely place. While a ritual books and as scrolls. This revelation hit Ediza like a punch in the gut.
student at the renowned White Lotus Academy of Not only was she being used for her wealth (which
the arcane arts, the mage stumbled upon a githzerai she had always suspected), but Casaubon wanted to

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cheat her of her rightful destiny. Ediza secretly left Once the characters reach the inner temple, they Treasure
the academy and mounted her own expedition to the are attacked by more wraithsas well as by Casau- Slivers Call uses the treasure parcel system
Chaos Scar. Now, nearly a month later, Casaubon is bon, who has bonded with the sliver and does not described in the Dungeon Masters Guide. The charac-
struggling to catch up to her. intend to share its power with anyone. ters should earn a total of five treasure parcels in this
The sliver saw in Casaubon the ideal qualities for a adventure. Listed below are the most likely places to
servant but was content to lead Ediza on to hasten its Dungeon Tiles find treasure and what each parcel should contain.
release. Once Casaubon arrives at the excavation site, All of this adventure maps were constructed with one (When placing magic items, you should consult your
the sliver moves to embrace its chosen one. set each of the following D&D Dungeon Tile sets: players wish lists, if any).
Halls of the Giant Kings (DU1), Caves of Carnage (DU3), If appropriate, you can have a monster use a magic
Adventure Synopsis and Sinister Woods (DU5). item in an encounter, making changes to its stat block
The map for encounter W1 uses tiles from the as needed to reflect the items abilities.
Casaubon approaches the characters with a plan to Caves of Carnage and Sinister Woods sets. The maps for
explore a site in the Chaos Scar known as the Cave of encounters W2 and W3 draw on the Halls of the Giant
Dark Whispers. Kings and Caves of Carnage sets. Getting Started
Outwardly the half-elf seems an eccentric and Slivers Call starts when the characters meet Casau-
slightly befuddled wizard looking for some long-lost bon. The circumstances of the meeting depend on the
bit of arcana. Insightful characters might suspect that current needs of your campaign. The mage introduces
Parcel 1: Two potions of healing and 190 gp
Casaubon is not being entirely honest about his quest, himself.
(carried by Casaubon)
or even gain a clue as to his true mental state.
All encounters Im Casaubon, a wizard and explorer. I recently finished
If the characters take the job, they accompany the
wizard to the Chaos Scar and eventually approach the my apprenticeship and, as a parting gift, my master gave
Parcel 2: One level 3 magic item
Cave of Dark Whispers. There they encounter Edizas me a scroll detailing the location of an ancientand likely
(carried by a mercenary)
mercenaries, who are guarding the excavation. Casa- undisturbedtreasure trove in the Chaos Scar. I hired
Mercenaries at the Mouth
ubon urges bloody battle, but if the characters defeat a group of adventurers to help me procure it, but I was
the mercenaries by other means, they can learn more Parcel 3: 100 gp gem (amber) and 70 gp betrayed. Their leader, a treacherous genasi named Ediza,
about Ediza, Casaubon, and the history of the cave. (carried by a mercenary) stole the scroll and left me for dead. I seek help to continue
Beyond are the lower ruins, once the temple and Mercenaries at the Mouth searching for the treasure, as well as to get revenge on those
base of operations for the long-dead Cult of Dark Whis- who betrayed me. Im willing to pay well.
Parcel 4: One level 5 magic item
pers, dedicated to the malevolent sliver. The characters (carried by Ediza or one of the warlocks) Casaubons behavior can give the characters a clue
find Ediza and a pair of halfling warlocks attempting The Sealed Doorway that the situation is not quite as it seems.
to open the final seal on the slivers resting place. Once
they open the door, the swordmage and warlocks are Parcel 5: One 250 gp art object Insight DC 12
aided by sliver wraiths, servants of the whispering (buried in the rubble in the old temple) The wizard fidgets and looks away when he talks about
shard, but only until the wraiths are destroyed. Then Call Heeded Ediza and her treachery. You get the impression that hes
their essence empowers the whispering slivers true holding something back.
chosen, Casaubon, to help him defeat his rival.

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Arcana DC17 Fools Gold ritual (Arcane Power, page 155) to fund Casaubon Level 3 Elite Controller
In addition to fidgeting, Casaubon exhibits odd tics that the more expensive parts of his expedition, traveling Medium natural humanoid, half-elf XP 300
Initiative +2 Senses Perception +0; low-light vision
suggest symptoms of prolonged psionic suggestion. Such in disguise to different towns so as to avoid pursuit
HP 88; Bloodied 44
exposure often causes insanity, usually in the form of by bilked merchants. He has 50 gp worth of ritual AC 18; Fortitude 14, Reflex 14, Will 14
delusions of grandeur, but it can manifest as full-blown components left, which he can use to create 500 gp of Saving Throws +2
sociopathic behavior. illusory gold. Since the ritual takes only a minute, and Speed 6
Action Points 1
the fake gold lasts for only 4 hours, the wizard prefers m Dagger (standard; at-will) F Weapon
If the characters ask for any payment up front, Casau-
to hand it over only after reaching the Cave of Dark +8 vs. AC; 1d4 + 1 damage.
bon tries to delay them. In truth, he is broke and has r Magic Missile (standard; at-will) F Force, Implement
Whispers. He insists on accompanying the party to
been for weeks, though he has some residuum and Ranged 20; +6 vs. Reflex; 3d4 + 4 force damage.
the excavation site.
alchemical reagents at his disposal. (Over the years R Misdirected Mark (standard; encounter) F Implement
With a successful DC 24 Arcana or Perception Ranged 10; +7 vs. Reflex; 1d8 + 5 damage, and the target
spent studying the memory crystal and planning
check, a character can identify the gold as false. is marked by an ally of Casaubons choice within 5 squares
the expedition, he carefully stole small quantities of him until the end of his next turn.
of ritual components from the academys stores.) Digging Deeper R Light (minor; at-will)
Ranged 5; targets one object or unoccupied square; the
Since Edizas betrayal, Casaubon has been using the
The characters might not trust Casaubon, especially if target sheds bright light that fills the square and all squares
they notice his odd behavior. The unexplained holes within 4 squares of it. The light lasts 5 minutes and can
be put out with a free action. Casaubon can have only one
in his story and his insistence on coming along should
Casaubon light active at a time.
be red flags. Cautious characters might research A Maze of Mirrors (standard; encounter) F Illusion,
Casaubon is not unattractive, but he is by no means Casaubon or the excavation site to learn more about Implement
handsome. A tall and lanky man with dark blond hair, both before they join the wizards expedition. Area burst 1 within 10; + 6 vs. Will; until the end of
curly on top and shorn at the sides, he is often sullen, Casaubons next turn, the target is immobilized and takes a
Before they leave town, the PCs can ask the locals
4 to attack rolls.
sometimes terse. The wizard wears long blue robes about the cave and its history. Townsfolk point them Expeditious Retreat (move; encounter)
and usually keeps his face hidden under a voluminous to the shrine of Ioun, the god of knowledge, skill, and Casaubon shifts twice his speed.
hood. He displays a number of strange physical habits, prophecy. Alignment Unaligned Languages Common, Deep
Speech, Draconic
such as twiddling his fingers and rubbing his face.
Skills Arcana +10, Bluff +6, History +10
Though he insists on coming along, Casaubon does Scribers of Ioun Str 11 (+1) Dex 13 (+2) Wis 9 (+0)
not participate in encounters unless forced. The The shrine is little more than a small library tucked Con 12 (+2) Int 18 (+5) Cha 16 (+4)
wizard stays at the back of the party, providing light Equipment robes, dagger, wand, spellbook
into an alleyway near the towns marketplace. It is run
and verbal guidance, but he stays out of combat by two aged human brothers named Peer and Poul The twins can provide some useful information in
unless the characters get into serious trouble. In Revet. Identical twins, the two are hard to tell apart. response to the characters inquiries. They frequently
such a circumstance, he provides token spellcasting Both have shaggy gray hair tucked under scribers interrupt each other, each finishing the others sen-
(typically magic missile or misdirected mark), but if the caps; they wear the same color, style, and cut of robes; tences as though sharing his thoughts.
situation gets too hot, he uses expeditious retreat to and they speak in the same low grumble. The only
flee, returning only when the coast is clear. obvious difference between them is in the style of the
handlebar mustaches that both affect: Peer wears his
curled upward, while Pouls curls down.

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What can you tell me about Casaubon? Approaching Beyond the cave mouth is a 100-foot-long wind-
We have heard the name. An earthsoul genasi woman ing tunnel, scaffolding lining its walls. The passage
warned us he might be coming this way. We think they are
the Cave of ends at a steep flight of stairs descending to the lower
temple complex.
rivals or maybe more one adds with a winkif you know Dark Whispers A DC 12 Perception check reveals signs of a larger
what I mean.
Casaubon leads the characters to the ruins at the labor camp not far from the entrance ruins. The camp
What did Ediza want? was home to two dozen laborers camped there until
mouth of the cave. The area is guarded by a group of
She came in looking for information about the Cave of Dark Edizas mercenaries. very recently.
Whispers. We warned her about its danger, but we dont
think she was listening. It is a terrible place better left alone.
At the far end of the clearing, crumbling walls front a cliff Finding Ediza
face. Strange symbols are carved into the weathered gray Beyond the stairs, the characters find the gateway to
What is the Cave of Dark Whispers? stone of the ruins. Beyond is a recently excavated cave the inner sanctum of the Cult of Dark Whispers. The
mouth, its newly cleared passage stabilized by wooden temple has been blocked by cave-ins for a century,
The brothers let out a sigh in unison. Long ago, before
scaffolding. and Edizas team broke through the last barrier only
we were born, the cave was home to a cult that revered a
In front of the cave mouth sits a motley group of five a few days ago. Since then, she and her warlock assis-
whispering thing said to dwell in its depths. At the cults
humans eating around a fire. Most wear simple leather tants have been working to defeat the arcane seals on
height, half the town was under its sway. Its sole purpose
jerkins and carry maces, but one large lout is clad in bear a door guarding the inner chamber, where the sliver
seemed to be to locate some chosen one. Eventually the
furs and hefts a greataxe over his shoulder. He bullies the lies. They are on the verge of doing so.
enemies of the cult crushed it and caved in its subterranean
others aside to grab chunks of venison. Little do the excavators know that their actions
temple, but some folk say they can still hear dark whispers
Above the humans, a cloak-garbed dwarf perches atop a will release the remnants of souls ensnared by the
from beneath the earth. The cave is dangerous and should
ruined wall, watching the clearing with a loaded crossbow shard that now seek to merge with its chosen servant.
remain buried.
at his side. His gray clothing and skin almost blend into the Tactical Encounter: W2. The Sealed Doorway
If the characters ask for advice, the brothers suggest crumbling stonework. (page 16).
finding out what the wizard is up to. If Casaubon or They are the genasis hirelings. We must kill them,
Ediza plans to uncover the Cave of Dark Whispers, Casaubon whispers. The Whispering Temple
finding out why might let the characters halt any If the characters question the wizards bloodthirsty Once the inner chamber has been breached, the char-
threat that might be awakened. Such research might suggestion, he attempts to sway them with wild acters have to deal with the power of the sliver and its
involve retracing the wizards movements, which stories of Edizas treachery. His claims are largely servants, as well as an empowered Casaubon intent
could reveal the existence of the memory crystal and f ictional but, in his madness, he has convinced him- on keeping its power to himself.
its disappearance from the academys library. self they are true. A DC 14 Insight check allows a Tactical Encounter: W3. Call Heeded (page 19).
character to recognize the wizards fabrications.
Tactical Encounter: W1. Mercenaries at the
Mouth (page 14).

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W1. Mercenaries at The gnome skulks stay in fortified positions 4 Human Bandits (H) Level 2 Skirmisher
behind the walls, allowing the humans to draw Medium natural humanoid XP 125 each
the Mouth enemies into the courtyard. They fire hand crossbows Initiative +6 Senses Perception +1
HP 37; Bloodied 18
with combat advantage until melee is joined, then use AC 16; Fortitude 12, Reflex 14, Will 12
Encounter Level 5 (XP 1,100) fade away to disengage. Speed 6
The dwarf bolter fires down from atop the ruined m Mace (standard; at-will) F Weapon
Setup wall, preferring to target enemies that dont have
+4 vs. AC; 1d8 + 1 damage, and the human bandit shifts 1
4 human bandits (H) square.
cover. He has anchored himself to the wall with a r Dagger (standard; at-will) F Weapon
1 human berserker (B) leather strap, strengthening the effect of his stand your Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
1 dwarf bolter (D) ground ability. M Dazing Strike (standard; encounter) F Weapon
2 gnome skulks (G) +4 vs. AC; 1d8 + 1 damage, the target is dazed until
the end of the bandits next turn, and the bandit shifts
Dwarf Bolter (D) Level 4 Artillery
The gnome skulks start hidden behind the crumbling 1 square.
Medium natural humanoid XP 175
Combat Advantage
walls. Do not place them on the map until they attack Initiative +5 Senses Perception +8; low-light vision
The bandit deals 1d6 extra damage with melee and ranged
or a character notices them. HP 46; Bloodied 23
attacks against any creature granting combat advantage
AC 17; Fortitude 16, Reflex 16, Will 14
to it.
Perception DC 17 Saving Throws +5 against poison effects
Alignment Any Languages Common
Speed 5
You catch a slight movement among the ruins from the m Warhammer (standard; at-will) F Weapon
Skills Stealth +9, Streetwise +7, Thievery +9
corner of your eye. Small cloaked figures raising hand Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
+8 vs. AC; 1d10 + 2 damage.
Con 13 (+2) Int 10 (+1) Cha 12 (+2)
crossbows lurk amid the crumbling stone. R Crossbow (standard; at-will) F Weapon
Equipment leather armor, mace, 4 daggers
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
The mercenaries have been warned by Ediza that a Aimed Shot
With ranged attacks against creatures that dont have Human Berserker (B) Level 4 Brute
wizard matching Casaubons description might try to Medium natural humanoid XP 175
cover, the dwarf bolter gains a +2 bonus to attack rolls and
disrupt the excavation. Theyre also worried because deals 1d6 extra damage on a hit.
Initiative +3 Senses Perception +2
they have not heard from the expeditions leader for HP 66; Bloodied 33; see also battle fury
Stand Your Ground
AC 15; Fortitude 15, Reflex 14, Will 14
some time. They are ready to defend themselves, but When a dwarf is pulled, pushed, or slid, it can move 1
Speed 7
fewer squares. When an attack would knock the dwarf
only to a point. m Greataxe (standard; at-will) F Weapon
prone, it makes a saving throw to remain standing. See
+7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
also stabilizing restraints.
Tactics Stabilizing Restraints
M Battle Fury (free, when first bloodied; encounter)
The human berserker makes a melee basic attack with a
The mercenaries know the importance of a fortified The dwarf bolter reduces forced movement by 2 squares
+4 bonus to the attack roll and deals 1d6 extra damage
instead of 1 and gains a +2 bonus to saving throws against
position and take advantage of their superior terrain. any effect that would knock it prone. However, it is also
on a hit.
R Handaxe (standard; at-will) F Weapon
The humans start the battle behind the cover of immobilized. The bolter can release the restraints by
Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
the central collapsed wall. They throw daggers and taking a minor action.
Alignment Any Languages Common
Alignment Unaligned Languages Common, Dwarven
handaxes at enemies in an attempt to draw them Skills Athletics +9, Endurance +9
Skills Dungeoneering +10, Endurance +7
through the bottleneck, where the berserker lunges to Str 17 (+5) Dex 12 (+3) Wis 11 (+2)
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 10 (+2) Cha 12 (+3)
attack. Once the characters close, the bandits use the Con 16 (+5) Int 11 (+2) Cha 10 (+2)
Equipment hide armor, greataxe, 2 handaxes
terrain to gain combat advantage wherever possible. Equipment chainmail, warhammer, crossbow with 20 bolts,
leather strap

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2 Gnome Skulks (G)


Small fey humanoid
Level 2 Lurker
XP 125 each
Development Fallen Tree: A large tree has fallen to the side of
the cliff. It provides cover, and its squares are difficult
Initiative +8 Senses Perception +2; low-light vision Characters taking a closer look at the strange mark-
HP 34; Bloodied 17 terrain.
ings on the ruined walls notice a repetition of symbols
AC 16; Fortitude 14, Reflex 14, Will 12 Forest: Squares containing forest are difficult ter-
related to Ihbar, a dark nebula revered by some star
Speed 5 rain and provide cover.
m War Pick (standard; at-will) F Weapon pact warlocks.
Rubble: Piles of rubble from the excavation litter
+7 vs. AC; 1d8 + 3 damage (crit 1d8 + 11).
R Hand Crossbow (standard; at-will) F Weapon Features of the Area the area. Squares containing rubble are difficult
Ranged 10/20; +7 vs. AC; 1d6 + 3 damage. terrain.
Combat Advantage Illumination: Daylight illuminates the area. The
Ruined Walls: The walls are 10 feet tall and 5
The gnome skulk deals 1d6 extra damage with melee mercenaries campfire sheds bright light if they are
and ranged attacks against any creature granting combat feet wide. A creature can climb to the top of a wall
encountered at night.
advantage to it. with a DC 20 Athletics check. It can walk along the
Campfire (Night Only): Any creature that enters
Fade Away (immediate reaction, when the gnome skulk takes top, treating those squares as difficult terrain.
damage; encounter) F Illusion or starts its turn in the campfires square takes 1d6
The gnome skulk turns invisible until it attacks or until the fire damage.
end of its next turn.
Reactive Stealth
If a gnome has cover or concealment when it makes an
initiative check at the start of an encounter, it can make a
Stealth check to become hidden.
Shadow Skulk
A hidden gnome skulk that misses with a melee or a
ranged attack remains hidden.
Alignment Unaligned Languages Common, Elven
Skills Arcana +10, Stealth +11, Thievery +9
Str 8 (+0) Dex 17 (+4) Wis 12 (+2)
Con 16 (+4) Int 14 (+3) Cha 13 (+2)
Equipment leather armor, war pick, hand crossbow with
20 bolts

Surrender Is an Option
Ediza has paid the mercenaries well to this point, but
her long absence has softened their resolve. For pur-
poses of Intimidate checks to compel surrender, the
bandits, bolter, and skulks are considered unfriendly
(+5 Will defense modifier), and the berserker is hos-
tile (+10 Will defense modifier).

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Slivers Call

W2. The Sealed Arcana or Religion DC 15 Ediza (E) Level 2 Elite Soldier
The halflings are studying a mass of melted silver, engraved Medium elemental humanoid (earth), genasi XP 250
Doorway with Supernal hieroglyphics, that seals the two doors Initiative +5
HP 74; Bloodied 37
Senses Perception +2

together. Traces of six similar seals, now broken, line the AC 18; Fortitude 15, Reflex 14, Will 14
Encounter Level 3 (XP 750) seam between the doors. This last one appears to be giving Saving Throws +2
the pair trouble. Speed 6
These lower ruins once served as temple to the Cult of Action Points 1
Dark Whispers. Rocks are piled almost to the ceiling, If the characters hesitate, do not make their m Longsword (standard; at-will) F Weapon
nearly blocking the passage to the chamber beyond. +9 vs. AC; 1d8 + 4 damage.
presence known, or wait to see what is going on, M Swordsnare (standard; encounter) F Weapon
The characters can make their way through, getting a read: +9 vs. AC; 1d8 + 4 damage, and the target is immobilized
glimpse of the activity inside as they do so. until the end of Edizas next turn. Ediza can use this power
Eureka! I finally have it! The silver-haired halfling
in place of a melee basic attack when charging or using her
Setup shrieks. He then mumbles an arcane phrase, and the silver aegis of assault.
R Lightning Lure (standard; at-will) F Implement, Lightning
seal warps and cracks.
Ediza, genasi swordmage (E) Ranged 3; +7 vs. Fortitude; 1d6 + 6 damage and Ediza pulls
Jargo (J) and Reymol (R), half ling star pact Reymol (R) and Jargo (J) Level 1 Artillery the target 3 squares to a square adjacent to her.
warlocks Small natural humanoid, halfling XP 100 each C Sword Burst (standard; at-will) F Implement, Force
Initiative +3 Senses Perception +5 Close burst 1; +7 vs. Reflex; 1d6 + 6 force damage.
2 sliver wraith seekers C Aegis of Assault (minor; at-will) F Teleportation
HP 31; Bloodied 15
AC 18; Fortitude 14, Reflex 14, Will 14 Close burst 2; no attack roll; Ediza marks the target, and
Do not place the sliver wraiths on the battle map ini-
Saving Throws +5 against fear effects the target remains marked until Ediza uses this power on
tially. They are released once the seal is broken (see Speed 6 another creature or this mark is superseded by another
below). m Dagger (standard; at-will) F Weapon mark. If a creature marked by this power makes an attack
+6 vs. AC; 1d4 damage. that does not include Ediza, is within 10 squares of Ediza,
When the characters get a look at the cleared r Eldritch Blast (standard; at-will) F Implement and hits the creature with the that attack, Ediza can, as an
chamber, read: Ranged 10; +6 vs. Reflex; 1d10 + 3 damage. immediate reaction, teleport to a square adjacent to that
R Dire Radiance (standard; at-will) F Fear, Implement, creature, and make a melee basic attack against it.
A pair of male halflings in robesone bald, the other with Radiant C Earthshock (minor; encounter)
short-cropped silver hair intently study a large, iron- Ranged 10; +6 vs. Fortitude; 1d6 +3 radiant damage, and if Close burst 1; targets enemies in burst touching the
the target moves closer to this character on its next turn, it ground; +7 vs. Fortitude; the target is knocked prone.
bound double door at the far end of the chamber. Behind Mythal Recovery (minor; encounter)
takes 1d6 +3 extra damage.
them a female earthsoul genasi paces nervously. C Arms of Hadar (standard; encounter) F Implement Ediza makes a saving throw against one effect that a save
Close burst 2; +6 vs. Reflex; 1d8 + 3 damage, and the can end.
The warlocks are having some difficulty with the last target is pushed 4 squares. Alignment Unaligned Languages Common, Primordial
seal, but Jargo (the silver-haired halfling) is on the Second Chance (immediate interrupt, when hit by an Skills Arcana +9
attack; encounter) Str 17 (+4) Dex 14 (+3) Wis 12 (+2)
verge of cracking it.
The attacker must reroll the triggering attack and take the Con 13 (+2) Int 16 (+4) Cha 13 (+2)
new result. Equipment leather armor, longsword, githzerai
Alignment Unaligned Languages Common memory crystal
Skills Arcana +8, Thievery +7
Str 10 (+0) Dex 14 (+2) Wis 10 (+0)
Con 14 (+2) Int 16 (+3) Cha 16 (+3)
Equipment leather armor, dagger, rod

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Slivers Call

2 Sliver Wraith Seekers (S) Level 3 Controller Tactics Sliver Wraiths and Casaubon
Medium aberrant humanoid (undead) XP 150 each
When the PCs make themselves known, Ediza moves The wraiths real goal is to fall in battle and have their
Hypnotic Form (Charm) aura 2; each enemy that ends its turn
in the aura is slowed and takes a 2 penalty to Will until to block them so that the halflings can continue work- dying essence meld with Casaubon, who has been
the end of its next turn. ing on the seal. She marks defenders or strikers in the chosen by the sliver.
Initiative +4 Senses Perception +2 group, and uses her lightning lure to pull in a leader or
HP 31; Bloodied 15 When a sliver wraith drops to 0 hit points, read
AC 15; Fortitude 14, Reflex 15, Will 14
a controller (targeting Casaubon if possible). Her first
the following:
Immune dazed, disease, poison; Resist 10 necrotic, priority is protecting the halflings; after they have
insubstantial opened the seal, she fights to the death, dealing as The strange wraith implodes into a mote of purplish light
Speed fly 6 (hover); phasing that streaks toward Casaubon, striking him square in the
much damage as possible to all who dare get between
m Maddening Touch (standard; at-will) F Psychic
+5 vs. Will; 1d6 + 2 psychic damage, and the target is her and her perceived destiny. chest. The wizard stumbles at the impact but seems unhurt.
knocked prone and cant stand up (save ends). If the characters attack before the halflings have
C Seekers Calling (standard; recharge 6) F Psychic Each time a sliver wraith dies and merges with
opened the final seal, they both continue their efforts
Close burst 5; targets one creature in burst; +5 vs. Will; Casaubon, it grants the wizard a benefit. These ben-
2d6 + 2 psychic damage and the seeker slides the target 5
as long as they are protected. Each round, each half-
efits might not have much effect as long as Casaubon
squares to a square either adjacent to the seeker or within ling adjacent to the door can attempt a DC 15 Arcana
avoids combat but become much more important
its hypnotic form aura. check as a standard action. On a success, the seal
Alignment Evil Languages Deep Speech in the final encounter. In addition, each sliver that
breaks. Once they are free to join the fight, the war-
Str 6 (1) Dex 17 (+4) Wis 13 (+2) merges with Casaubon counts toward his ultimate
Con 14 (+3) Int 10 (+1) Cha 15 (+3) locks use dire radiance and arms of Hadar to support
transformation (see page 19).
Ediza and keep the characters at a distance.
Once the seal is broken, the sliver wraiths phase
through the door and scream into the room. They
attack only the characters, apparently to aid Ediza.
Casaubon keeps out of the fight for the most part,
although he takes action to defend himself against
attacks from Ediza or the warlocks.

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Slivers Call

Features of the Area


Ceiling: 10 feet high.
Illumination: The excavators lanterns shed
bright light that fills the chamber.
Fallen Rocks: Rocks fill the 2-square-wide area
directly in front of the stairs. A character must climb
up the rocks (Athletics DC 5), squeeze through the
space they occupy, and then drop 8 feet to enter the
main chamber. A creature gains cover while squeez-
ing in squares filled with rocks.
Rubble: These squares are difficult terrain.
Sealed Door: The door is impossible to open, and
the sliver wraiths cannot pass through, until all the
seals have been defeated. If the halflings do not break
the seal, the PCs can attempt to do so. This is a com-
plexity 1 skill challenge (4 successes before 3 failures)
requiring DC 15 Religion or Arcana checks as stan-
dard actions while adjacent to the door. On a failure,
all creatures within 5 squares of the door lose a heal-
ing surge. A failed skill challenge can be retried.

Development
After Ediza is defeated, Casaubon searches her body
and tries to pocket the memory crystal (Perception
DC 12 to notice). If a character manages to retrieve
the crystal and access its stored memories, he or she
experiences the same thing that Casaubon and Ediza
did. However, the psionic voice calls the characters
name instead. Again, the sliver seeks release by any
agent but prefers to merge with Casaubon as soon as
the opportunity arises.

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Slivers Call

W3. Call Heeded Whenever a sliver wraith drops to 0 hit points, its Casaubon, Slivers Servant
Medium aberrant humanoid, half-elf
Level 3 Elite Controller
XP 300
essence melds with Casaubon. Once he has trans-
Initiative +2 Senses Perception +0; low-light vision
Encounter Level 4 (XP 975) formed, the wizard enters the fray on the wraiths
HP 88; Bloodied 44
side. He attempts to grab one character with his ten-
Setup AC 18; Fortitude 14, Reflex 14, Will 14
tacle arm while hurling spells at the others. Saving Throws +2
3 sliver wraith guardians (G) Speed 6
2 sliver wraith seekers (S) 3 Sliver Wraith Guardians (G) Level 2 Soldier Action Points 1
Medium aberrant humanoid (undead) XP 125 each m Tentacle Arm (standard; only while not grabbing a creature;
Once the doors are unsealed, Casaubon is eager Hypnotic Form (Charm) aura 2; each enemy that ends its turn at-will)
to enter the inner temple where rests the object he in the aura is slowed and takes a 2 penalty to Will until Reach 2; +8 vs. AC; 1d6 + 3 damage and the target is
seeks. It lies in the bottom of a pit dug though the the end of its next turn. grabbed. The target does not need to be adjacent to
Initiative +4 Senses Perception +2 Casaubon for him to sustain the grab, but must be within
years by the destructive energy of its own malice. Casaubons reach. Casaubon can have only one creature
HP 26; Bloodied 13
The sliver is guarded by a pair of sliver wraith AC 16; Fortitude 13, Reflex 14, Will 13 grabbed at a time.
seekers and a trio of sliver wraith guardians. As in Immune dazed, disease, poison; Resist 10 necrotic, r Magic Missile (standard; at-will) F Force, Implement
insubstantial Ranged 20; +6 vs. Reflex; 3d4 + 4 force damage.
the previous chamber, the wraiths try to merge with
Speed fly 6 (hover); phasing M Soul Drain (standard; only while grabbing a creature;
Casaubon. After three of them do so (including those m Dizzying Touch (standard; at-will) F Psychic encounter)
from the outer chamber), he is transformed into an +5 vs. Will; 1d6 + 2 psychic damage, and the target is +6 vs. Fortitude; targets the grabbed creature; the target is
aberrant servant of the sliver. marked and grants combat advantage until the end of the dazed (save ends) and loses 1 healing surge.
guardians next turn. R Misdirected Mark (standard; encounter) F Implement
When Casaubon is transformed, read: Alignment Evil Languages Deep Speech Ranged 10; +7 vs. Reflex; 1d8 + 3 damage, and the target
Str 6 (1) Dex 17 (+4) Wis 13 (+2) is marked by an ally of Casaubons choice within 5 squares
The wizard screams and falls to his knees; his hands clutch Con 14 (+3) Int 10 (+1) Cha 15 (+3) of him until the end of his next turn.
his head in pain. Then his right hand stretches grotesquely A Maze of Mirrors (standard; encounter) F Illusion,
and begins to bubble with violet pustules, transforming 2 Sliver Wraith Seekers (S) Level 3 Controller Implement
Medium aberrant humanoid (undead) XP 150 each Area burst 1 within 10; + 6 vs. Will; until the end of
within moments into a sickly purple tentacle. When the Casaubons next turn, the target is immobilized and takes a
Hypnotic Form (Charm) aura 2; each enemy that ends its turn
transformation is complete, the wizard rises, his eyes aglow in the aura is slowed and takes a 2 penalty to Will until 4 penalty to attack rolls.
with a weird green luminescence. He smiles wickedly. the end of its next turn. Alignment Evil Languages Common, Deep Speech,
Initiative +4 Senses Perception +2 Draconic
Fools! The sliver is mine, he hisses. And I will share
HP 31; Bloodied 15 Skills Arcana +10, Bluff +6, History +10
its power with no one. AC 15; Fortitude 14, Reflex 15, Will 14 Str 17 (+4) Dex 13 (+2) Wis 9 (+0)
Con 12 (+2) Int 18 (+5) Cha 16 (+4)
Tactics Immune dazed, disease, poison; Resist 10 necrotic,
insubstantial Equipment robes, dagger, wand, spellbook
The sliver wraiths dart forth to attack the characters. Speed fly 6 (hover); phasing
As in the outer chamber, they leave Casaubon alone m Maddening Touch (standard; at-will) F Psychic
+5 vs. Will; 1d6 + 2 psychic damage, and the target is
until they are destroyed, then try to merge with him.
knocked prone and cant stand up (save ends).
The seekers hover near or on the aberrant circles, C Seekers Calling (standard; recharge 6) F Psychic
hoping to lure characters into them with seekers call- Close burst 5; targets one creature in burst; +5 vs. Will;
ing. By keeping them in range of their hypnotic form 2d6 + 2 psychic damage and the seeker slides the target 5
squares to a square either adjacent to the seeker or within
auras, the wraiths force the characters to provoke its hypnotic form aura.
opportunity attacks if they try to leave a circle. The Alignment Evil Languages Deep Speech
guardians protect the seekers, marking characters Str 6 (1) Dex 17 (+4) Wis 13 (+2)
Con 14 (+3) Int 10 (+1) Cha 15 (+3)
snared by seekers calling.
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Slivers Call

Features of the Area


Ceiling: 10 feet high.
Illumination: The aberrant circles glow with
eldritch power, dimly lighting the area.
Aberrant Circles: Any nonaberrant creature that
ends its turn in a circle is dazed until the end of its
next turn.
Rocks: Squares containing rocks are blocking
terrain.
Rubble: These squares are difficult terrain.
Pit and Sliver: The pit is 15 feet deep, and at its
bottom is the meteorite sliver. This black metal shard
is about 2 feet long and radiates malignance. When
any creature other than Casaubon ends its turn hold-
ing or carrying the shard, it takes 15 psychic damage.

Development
Once the characters defeat Casaubon, they have to
figure out what to do with the sliver. Its too dangerous
to move, but given enough time and with help, they
should be able to collapse the cavern once more. The
party might also seek out arcane specialists or priests
to reseal the temples entrance.

About the Author


Born on a stormy Christmas day, in our nations capital,
during the Nixon administration, the stars were definitely
wrong when Stephen Radney-MacFarland came screaming
into the world. Spending most of his impressionable years as a
vagabond and nere-do-well, Stephen eventually settled in the
Northwest to waste his life on roleplaying games.
Stephen teaches a class on roleplaying design for the Art
Institute of Seattle, molding the minds of young and upcom-
ing designers. Be afraid. Be very afraid.

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20
The Shrine of
The Shrine of Glass-Spire Forest

There are many strange places beyond


the great wall, that edifice which has
spawned a thousand stories. But Glass-Spire Forest
perhaps none are so strange as the A Chaos Scar Adventure for 2nd-level characters.
place that adventurers call the glass By Cal Moore
forest. Those few who have returned
cartography by Sean MacDonald
from journeys in the great valley tell TM & 2009 Wizards of the Coast LLC All rights reserved.

of the keening that arises near this


The Shrine of Glass-Spire Forest is a Chaos Scar Side Trek/adventure designed for five characters of 2nd level.
strange locale when the wind blows
This scenario consists of a skill challenge and two encounters, so you can run it in the Chaos Scar campaign or
to the east, as if a thousand wind as a short stand-alone adventure.
chimes had been set in motion. Some
stories even speak of a strange shrine
Adventure
within this glass forest, but those are
only whispers told to someone whos Background
willing to buy the next pint. Long ago, a meteor fell from the heavens and crashed land beyond and tales of fierce creatures and strange
into the world, carving a long valley into the earth places. One such story tells of the Glass-Spire Forest.
in its fury. The energies released warped the valley, Not far from the wall, near one of the existing
leaving bizarre terrain along with shards of mete- gaps leading into the valley, the meteorite caused
orite scattered in its wake before finally coming to the earth and stone of the valley floor to undergo a
rest at the head of the valley. The meteorites ener- transformation as it passed, pulling the land upward
gies attracted many powerful creatures. The region into spires of sharp-edged brown- and gray-colored
became a place of terror and warfare, for the those glass. In this location, a shard broke away from the
who controlled the meteorite or its shards gained meteorite to land among the newly formed glass
great power. For this reason, an ancient king had the spires, where it burrowed into the ground. After set-
valley walled off to contain the horrors. tling, the shards alien energies were such that the
The seal was not perfect, and over millennia the glass spires continued to grow, slowly like living trees,
land changed, allowing monsters to continue enter- and thus the Glass-Spire Forest was created.
ing the valley or to range out from it and raid nearby In time, a dolgaunt sorcerer named Xennul dis-
lands. In time, the area was seen as a proving ground covered the place. Sensing the power of the shard,
and an opportunity for adventurers, whether by Xennul used a magic ritual to construct a domed,
destroying the monsters or gaining fame and wealth glass shrine around the shard within the center of
from the hoards such creatures acquired (or, for a the glass forest. The shard continued to support the
lucky few, by acquiring a meteorite shard). Eventually, forest but also allowed Xennul to tap into its power for
the bravest adventurers began going beyond the wall, foul purposes. To that end, Xennul used the shards
and a few even returned alive with basic maps of the energy to warp a nearby nest of insectoid creatures

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The Shrine of Glass-Spire Forest

into a berrant glass guardians to protect the forest and cealed there. The character gains the knowledge of
shrine. They were inadequate, however; soon after, how to reach the Glass-Spire Forest.
more powerful creatures arrived, and they took the Tale of the Glass Forest: Stories of a shrine among
shard and killed Xennul within its own shrine. a glass forest beyond the wall have existed for a long
With the shard removed, the Glass-Spire Forest time. Recently, a pair of adventurers returned from
stopped growing, but traces of the shards power still beyond the wall with a tale of a strange forest of glass
remain in the area. The forest has become a maze of spires that shriek like giant glass chimes when the
standing and shattered spires, making travel through wind blows. They have no wish to return to the forest
it difficult and dangerous. The glass guardians have but are willing to provide the location for a price.
also survived, and they attack any who intrude upon
the shrine. In addition, although Xennul was killed, it
Treasure
handled the meteorite shard long enough that a mea- As a shorter adventure, the characters should get
sure of its essence was imprinted within the shrine. only two parcels of treasure. This adventure grants
This foul presence still lurks there and is drawn to parcels 3 and 7 from the 2nd-level list (Dungeon Mas-
the shard in the hope of being reunited with it; this ters Guide, page 127). One parcel comes in the form
essence calls out in whispers to those who might hear, of residuum from the remains of the glass guardians
seeking to draw potential slaves to it who it can use to equal to parcel 7s value (170 gp), which can be sold or
retrieve the shard. used for rituals or item creation. Parcel 3 should be a
level 4 magic item drawn from the players wish lists.
Involving the characters Modify the treasure as needed for your partys level.
Any of the following adventure hooks are suitable for
involving the characters in the adventure.
Starting the
The Calling: While traveling near the strange old
Side Trek/Adventure
wall, one of the characters hears the sound of glass After crossing beyond the great wall, a half-days
wind chimes that none of the others can hear. Mixed travel brings the characters to the Glass-Spire Forest
in with the chimes are whispers that speak of powerful as dusk sets in.
magic, ancient lore, and power to be found. If followed, When the characters see the forest, read:
the whispers lead the character to an entrance in the
wall and from there to the Glass-Spire Forest. Ahead, you see a strange sight. The late-afternoon sun
The Whispering Shard: An adventurer who glints off the tops of many tall glass spires of various earthy
managed to return from the Glass-Spire Forest colors standing at different angles. The land has been
brought back a piece of one of the glass spires as a warped and twisted, forming a forest of glass spires. As the
memento. The chunk of brown glass comes into a wind swirls among the strange formations, a soft but high-
player characters possession, and that character pitched keening rises. Sharp glass shards carpet the ground,
begins having dreams of the forest while whispers making travel through this forest difficult.
in his or her mind speak of a priceless treasure con-

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The Shrine of Glass-Spire Forest

General Details Perception check to detect pursuit, Nature can also avoid causing themselves undue injuries from brush-
be used to try to throw off pursuit (DC 15), which ing against the sharp shards (no Endurance check
The forest covers a few square miles. Because of the
removes the glass guardian nestlings from the combat required). The dome of the shrine comes into view
shattered glass littering the ground, as well as the
encounter. This check can be used only once and shortly thereafter, and the characters will enter a
strange reflections given off by the oddly angled
counts as 1 success. combat encounter with the glass guardians when
spires, navigating the forest to the shrine is a difficult
Perception (DC 15): Find safe paths and the they arrive.
and dangerous process. Doing so safely and without
best route to the shrine. This check is more difficult Failure: With each failed skill check, the char-
drawing the attention of nearby predators requires a
because of the way the glass spires warp the light, as acters make mistakes in their journey, causing them
skill challenge and takes several hours.
well as the fact that the spire edges appear smooth harm and/or alerting glass guardians in the area to
Level: 2 (XP 525)
but are actually very sharp. This skill can earn a their location, which will create a more dangerous
Complexity: 3 (requires 8 successes before 3
maximum of 2 successes. After the second failure, combat encounter when they arrive at the shrine.
failures)
a secondary Perception check is opened (one check First Failure: The character failing the check
Primary Skills: Acrobatics, Arcana, Athletics,
only) to hear the sounds of the pursuing glass guard- accidentally causes a nearby spire to shatter, sending
History, Nature, Perception, Stealth
ian nestlings (DC 10). Success opens up Stealth or shards flying in all directions. Each character loses 1
Acrobatics (DC 10): Balance on broken sections
Nature to throw off pursuit (no success/failure to over- healing surge.
of glass, move through narrow spaces between sharp
all challenge). Second Failure: The character failing the check
fragments, and use acrobatic maneuvers to avoid
Stealth (DC 15): Opens up after the second failure alerts a pair of glass guardian nestlings to the groups
scraping against sharp shards. This skill can earn a
when a secondary Perception check is successful to presence. The nestlings will track the characters back
maximum of 2 successes.
notice pursuit. A character can gain 1 additional chal- to the shrine and join in the combat encounter there.
Arcana (DC 15): Extend your senses outward to
lenge success and remove the glass guardian nestlings This failure opens up Perception to notice (hear) the
notice the taint of the meteorite shard still within the
from the combat encounter. This check can be used guardians pursuit, potentially allowing the use of
glass spires of the forest, sensing the direction that
only once. a Stealth check or Nature check to throw the glass
this energy is emanating from (the shrine). This skill
Secondary Skills: Dungeoneering, Heal guardian nestlings off the trail.
can earn a maximum of 1 success.
Dungeoneering (DC 12): Because of the alien Third (total) Failure: Each character must make
Athletics (DC X): Leap over piles of shards, safely
landscape, which has some resemblance to the a DC 10 Endurance check or lose 1 healing surge to
climb spires to see the path, and help party members
Underdark, this skill can be used in place of a Nature injuries sustained while picking their way through
get through tight spaces in the path. This skill can
check, with a harder DC. the deadly glass shards. Additionally, an extra glass
earn a maximum of 2 successes.
Heal (DC 15): Successfully pad hands and feet, guardian notices the groups presence and joins the
History (DC 15): Use knowledge of the history
or bandage minor wounds during the journey (one combat encounter at the shrine. The dome of the
and stories of the Glass-Spire Forest to identify the
check, can be aided at DC 10). This check doesnt shrine will come into view shortly thereafter, and the
reputed location of the shrine. This skill can earn a
count toward the skill challenge success or failure, characters will enter a combat encounter with the
maximum of 1 success.
but if successful, it adds a +5 bonus to each characters glass guardians when they arrive.
Nature (DC 10): The Glass-Spire Forest has
Endurance check if the challenge is failed.
similarities to a real forest. Use nature knowledge to
Success: If the characters earn 8 successes, they
choose the best path and avoid dangerous places. This
find their way to the shrine without alerting a nearby
skill can earn a maximum of 2 successes. After the
glass guardian to their presence and manage to
second failure, if a character has made a successful

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The Shrine of Glass-Spire Forest

Encounter 1: Glass Tactics


The nestlings will climb nearby spires to reach posi- Glass Guardians
Guardian Attack tions where they can use spire leap. The adult glass
Glass guardians are aberrant creatures created from
guardians use piercing shard to fire glass shards at
Encounter level 4 (886 XP), or giant scorpions but with a carapace made from a
the group before engaging the nearest enemy with
Encounter level 5 with the 2 nestlings glasslike substance. They walk on six segmented
lancing claw attacks. They fight to the death, since
(948 XP), or legs and have a single arm ending in a sharp, glassy
they were bred to guard the shrine.
Encounter level 5 with extra guardian point instead of a claw. Like scorpions, they have an
if the characters failed the skill challenge 4 Glass Guardian (G) Level 4 Brute overhanging tail, but instead of a stinger, adults have
(1,123 XP). Medium aberrant magical beast XP 175 many glass shards loosely attached at the top that can
Initiative +6 Senses Perception +3; low-light vision, be whipped at an enemy.
Setup tremorsense 4
Piercing Slivers aura 1; an enemy that ends its turn in the aura
4 glass guardians (G) takes 2 damage.
6 glass guardian nestlings (H) HP 65; Bloodied 32; see also death burst.
AC 16; Fortitude 14, Reflex 15, Will 13 6 Glass Guardian Level 2 Minion Skirmisher
Speed 6 Nestlings- (N)
The glass guardians emerge from the spires and m Lancing Claw (standard; at-will) Small aberrant magical beast XP 31
attack when the characters approach the shrine. If +7 vs. AC; 2d8 + 5 damage. Initiative +6 Senses Perception +1; low-light vision,
r Piercing Shard (standard; at-will) tremorsense 4
the party failed the skill challenge, there will be an
Ranged 5; +8 vs. AC; 1d8 damage, and ongoing 5 damage Piercing Slivers aura 1; an enemy that ends its turn in the
additional glass guardian, and there may be two addi- (save ends). aura takes 2 damage.
tional glass guardian nestlings if they werent thrown C Death Burst (when the glass guardian drops to 0 hit points) HP 1; a missed attack never damages a minion; see also
off the partys trail. Close burst 2; +5 vs. Reflex; 2d6 damage, and ongoing 5 death burst.
damage (save ends). AC 15; Fortitude 13, Reflex 15, Will 12
When the characters enter the grounds near the Alignment Unaligned Languages Speed 8, climb 6
Str 17 (+5) Dex 18 (+6) Wis 12 (+3) m Lancing Claw (standard; at-will)
shrine, read: Con 15 (+4) Int 4 (1) Cha 8 (+1) +6 vs. AC; 4 damage.
Erected in the center of a small clearing ahead of you m Spire Leap (standard; at-will)
The glass guardian nestling must be on a surface above the
is a shrine of opaque glass. Its smooth dome is formed target. The nestling shifts 3 squares (it can jump during
from a single piece of light blue glass that caps a series of this move) before the attack; +7 vs. AC; 5 damage. Effect:
fused spires of various earthy colors. A dark archway to The nestling doesnt take falling damage from using this
attack power.
your left presents the only entrance, but before you can
C Death Burst (when the glass guardian nestling drops to
investigate further, scorpionlike creatures made from 0 hit points)
the same stuff as the spires dart into the clearing and Close burst 2; +5 vs. Reflex; 4 damage.
advance on your position. Alignment Unaligned Languages
Skills: Stealth +9
Str 13 (+2) Dex 16 (+4) Wis 10 (+1)
Con 13 (+2) Int 4 (1) Cha 6 (1)

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The Shrine of Glass-Spire Forest

Features of the Area Terrain Outside the Clearing: All terrain out-
side the clearing and the path is difficult terrain
Illumination: Bright. The party enters the clear-
because of the broken spires littering the area.
ing at dusk, but the spires enhance the fading light.
Treasure: Being aberrant creatures, some of the
Entrance to the Shrine: A large glass door sits
glass guardians organs have value as residuum for
within the recessed archway. The door is closed but
rituals and item enchantment. A total of 170 gp in
has a single, rectangular pane of purple glass set into
residuum can be collected from this group.
its center. Striking the pane with a fragment from any
of the glass spires will cause the pane to resonate with
a high pitch for 20 seconds (3 rounds), and then the
door will open. The door can also be forced open with
a DC 18 Strength check or a DC 17 Thievery check.
Shrine: The outer shrine walls are constructed
of sharp, ridged glass spires. They extend upward 15
feet to the edge of the dome, which climbs another
10 feet to its apex. Climbing the walls requires a DC
15 Athletics check; with any failure, the character
takes 1d6 damage from the sharp edges in addition
to falling damage. Movement on the slick domed roof
requires a DC 10 Acrobatics check to avoid slipping
and falling off the roof.
Spires: The freestanding spires in the area rise
to a height of between 10 and 20 feet (see map).
Climbing the spires requires a DC 10 Climb check;
with any failure, the character takes 1d6 damage in
addition to any falling damage. The nestlings can
automatically climb these surfaces.
Shattered Spires (S): These areas within the
clearing are difficult terrain. Any character moving
through the square must make a DC 10 Acrobatics or
Athletics check or take 1d6 damage from the sharp
shards.

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The Shrine of Glass-Spire Forest

Encounter 2: Features of the Area


Illumination: The pair of magical fonts filled
Shard Slave of with glowing water provide bright, bluish-white light
the Glass Shrine out to 15 feet. Elsewhere, the last light of the day seep-
ing through the glass walls creates dim light in the
Encounter level 5 (1,000 XP) main chamber.
Magical Fonts: The power of the meteorite shard
Setup still infuses the shrine, creating the lighted water. If
1 shard slave (S) a character douses his or her weapon or implement
in the water (a minor action), his or her next attack
The shard slave, a remnant of Xennul trapped in the made before the end of his or her next turn deals radi-
shrine, waits in the main room, hoping to dominate ant damage in addition to its normal damage types.
one or more of the characters so that it may use their Depression: A series of four narrow steps leads to
body to search for the shard that was taken from the bottom of a six-foot depression within the main
Xennul. A depression in the center of the room and chamber. Set at the bottom is a circle of thick glass
patches of treacherous flooring present terrain obsta- with a 2-inch by 6-inch by 1-inch impression within
cles and hazards for the characters. it. This once housed the meteorite shard. Each square
in the depression is difficult terrain. A character can
When the characters enter the shrine, read:
make a DC 10 Athletics check or Acrobatics check
The ceiling of the shrines dome glows with a faint to treat these squares as normal terrain during his
blue radiance, illuminating the structure slightly. An or her turn while moving through these squares. On
antechamber with glass basins set on either side opens into a failure, the character falls prone in the first such
the main chamber. There, narrow steps descend about 6 square entered. A DC 10 Arcana check or Religion
feet down into a rectangular depression in the floor with check reveals that something of great power (the
some sort of glass disc at its center. Beyond the depression, a shard) once resided within the impression, and mem-
pair of the strange glass guardians wait unmoving. Walls: The walls are 15 feet high and merge into
ories of it still linger throughout the shrine.
the domed ceiling. They are relatively smooth, with
When the characters move into the main room, Statues: Each statue resembles a glass guardian
the only holds provided by sharp protrusions, so that
read: but is simply inert glass. A statue has defenses of 4
a DC 15 Athletics check is required to climb. On a
and 3 hit points. Reducing a statue to 0 hit points
You sense movement from a shadowed alcove beyond the failure, the character takes 1d6 damage in addition to
causes it to explode: close burst 2; +5 vs. Reflex; 1d6
motionless guardians, which appear to be glass statues. falling damage.
damage, and ongoing 5 damage (save ends). The stat-
An ethereal humanoid figure floats forward, whispering in Treasure: A third font stands at the back of the
ues provide cover.
your minds of its precious shard as it reaches toward you shrine. Instead of holding water, it contains a pane of
with long, wispy tendrils. Although humanoid, its gaunt purple glass. Lying on top of or against this font is the
features, gaping orifices, and wormlike tongue resemble other treasure parcel; a level 4 item from the partys
nothing familiar. Such an abomination could only have magic item wish list. Also, see the Scrying Font side-
been spawned in some alien realm. bar at the end of this adventure.

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The Shrine of Glass-Spire Forest

Treacherous Flooring: Three types of hazard- Treacherous Floor Level 2 Obstacle


ous terrain within the main chamber may cause the Hazard XP 125
characters difficulty. Each type fills two squares (see This section of floor is different from the rest. As you step on it, What if a Character
map) and looks similar to the surrounding flooring, you realize that the floor isnt safe.
is Killed by
making it difficult to detect. The shard slave is unaf- Hazard: Six squares in the main chamber contain one of three
types of hazardous terrain: spiked, sticky, and slippery. the Shard Slave?
fected by this terrain.
Perception
F Spiked Flooring (X): Small, sharp glass spikes If the shard slave manages to kill a character, at your
F DC 15: When adjacent to one of these squares, a
stick out of the floor. character with a passive Perception of 15 or higher will option, it will inhabit that characters body, pushing
F Sticky Flooring (Y): The floor is strangely notice the true texture of that square. the characters soul into the background rather than
F DC 15: Any character can make an active Perception killing him or her. At that point, the next attack that
tacky, gripping at anything that comes in check to notice all hazardous terrain within 3 squares of
contact with it. hits the shard slave (and that doesnt reduce it to 0
him or her; DC 13 if the area is brightly lit.
F Smooth Flooring (Z): The floor is extremely Trigger hit points) will seem to shatter its body and vapor-
smooth and slippery.
The hazard attacks whenever a character enters one of the ize it. In actuality, it has entered and taken control
hazards six squares. of the dead characters body. If appropriate, get that
Attack (Spiked Flooring)
Tactics Immediate Reaction Melee characters player to go along with the ruse. Give
The shard slave uses dominating tendril to try to Target: The creature that triggered the hazard. him or her the shard slaves key motivations toward
Attack: +6 vs. Fortitude the goal of retrieving its shard. If the ruse is later
dominate or kill one or more characters. Dominated Hit: 1d6 damage, and ongoing 5 damage (save ends).
characters hear the shard whispering in their minds discovered and the shard slave is forced out of the
Attack (Sticky Flooring)
that they must retrieve the shard of power for Xennul Immediate Reaction Melee character through a ritual or other means, the char-
while its attached. It will try to use call of the shard
Target: The creature that triggered the hazard. acter resumes control.
Attack: +6 vs. Reflex
early in the fight when at least two characters are in Hit: The target is immobilized (save ends).
range, and then spend an action point to use double Miss: The target is slowed until the end of its next turn.
attack on two different characters if its tendrils are Attack (Smooth Flooring)
Immediate Reaction Melee
unattached. If its surrounded, it will either use shard Target: The creature that triggered the hazard.
reflection to escape or use shard burst to push away Attack: +6 vs. Reflex
enemies and then spend its action point to make a Hit: The target falls prone.
Countermeasures:
tendril attack. The shard slave will direct any char-
F A character who makes a successful Athletics check (DC
acter its dominating to attack arcane spellcasters 6 or DC 11 without a running start) can jump over a single
or those who have the ability to move its dominated square of hazardous flooring.
victims away from it. The hazardous terrain in the F An adjacent character can disable a hazardous square
with a DC 15 Thievery check if that character has some
shrine doesnt affect the shard slave. sort of covering that can be placed over the square.
F A character can attack a hazardous square (AC 12, other
defenses 10; Hp 20; resist 5 all). Destroying a hazardous
square removes the hazard and changes it to difficult
terrain.

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The Shrine of Glass-Spire Forest

Shard Slave Level 4 Solo Controller About the Author


Medium aberrant humanoid (undead) XP 875 Cal Moore joined Wizards of the Coast in 2000 as an editor
Initiative +6 Senses Perception +8; darkvision for the Showdown line of sports TCGs. He has contributed to
HP 148; Bloodied 74 Scrying Font a wide range of trading card games, miniatures games, and
AC 16; Fortitude 13, Reflex 18, Will 17 Avalon Hill games while at Wizards. In 2009, he joined the
Use of the scrying font is at the DMs discretion. It is RPG side of the business and hasnt looked back. Cal has been
Resist 5 necrotic; insubstantial (if the shard slave takes radiant
damage, it doesnt benefit from being insubstantial during
an excellent springboard to further adventures, but part of an ongoing Thursday night game with the same core
its next turn); Vulnerable 5 radiant (and see insubstantial) if you dont want to create those adventures or have players, both as DM and player, since he joined the company.
Saving Throws +5 nothing prepared for the clues to lead to, then the
Speed 6
font can simply be dead or inoperable.
Action Points 2
m Dominating Tendril (standard; at-will) F Charm, Psychic If you choose to utilize the font of purple glass in
Reach 3; +7 vs. Reflex; 1d8 + 1 psychic damage, and the the back alcove, then it still holds some power. Any
target takes ongoing 5 psychic damage (save ends). First character trained in Arcana or Religion who comes
Failed Save: The target instead takes ongoing 5 psychic
damage and is dominated (save ends both). The tendril
within 10 feet of the font will sense the power held
remains attached until the target saves. within it. With investigation, a DC 10 Arcana check
m Double Attack (standard; encounter) or DC 12 Religion check will reveal that the font will
The shard slave makes two dominating tendril attacks.
operate as a limited scrying device. Determining its
C Call of the Shard (standard; recharge 6) F Charm, Psychic
Close burst 5; +7 vs. Will; 1d10 + 3 psychic damage, and operation requires another check: DC 15 Arcana, DC
the target takes a 2 penalty to saving throws (save ends). 17 Religion, or DC 15 Thievery (fooling about with it).
C Shard Burst (standard; encounter) F Force Success indicates that a character must make contact
Close burst 2; targets enemies; +7 vs. Fortitude; 2d8 + 3
force damage, and the target is pushed 3 squares.
with the purple stone and channel energy into it (a
Shard Reflection (immediate reaction, when the shard slave healing surge). Doing so reveals either the general
takes damage; encounter) location of the shard slaves meteorite shard (this
The shard slave shifts 6 squares.
can lead to further adventures devised by the DM)
Alignment Evil Languages telepathy 10
Str 4 (1) Dex 19 (+6) Wis 12 (+3) or a gigantic fortress at the head of a valley (also with
Con 13 (+3) Int 14 (+4) Cha 8 (+1) details to be supplied by the DM).

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Dead by Dawn An adventure for 2nd-level characters

By Aeryn Blackdirge Rudel F Illustration by Craig Spearing

Dead by Dawn is a short adventure for five 2nd- shard fills the surrounding forest with the siren call BACKGROUND
level characters. It takes place in a small forest near of dark power, causing the many corpses in the Chaos
the Kings Wall, in a long-abandoned temple dedi- Scar to stir. So far, only a few of the restless dead have Long ago, a misguided cleric of Erathis named Tyrik
cated to the worship of the demon prince Orcus. The risen from their graves, but now a group of brave Gerithson built a small temple to his deity in the
temple has been given a new and dire purpose by a adventurers have discovered the abandoned temple, wilds of the Chaos Scar. Foolishly, Tyrik believed he
Chaos Shard from the great meteor. This shard radi- just as the shards call grows to a new peak, and the could bring civilization and order to the savage land
ates dark energy capable of reanimating the dead, dead across this corner of the scar are about to walk beyond the Kings Wall. Unfortunately, Erathis does
and its power has been strengthened by the lingering the world once more. not suffer fools lightly, and the goddess did not inter-
evil of the demon princes temple. Each night, the vene when a band of cultists devoted to the demon

TM & 2010 Wizards of the Coast LLC All rights reserved.

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Dead by Dawn

lord Orcus swooped down and slaughtered Tyrik GETTING THE the day. Should they decide to explore the temple, they
Gerithson and his followers. quickly lose track of time, and before they know it,
After annihilating the followers of Erathis, the cult CHARACTERS INVOLVED the sun is setting and ominous moaning and shuffling
of Orcus claimed the temple and rededicated it to noises fill the forest beyond the temple walls
the worship of the demon prince of undeath. The cult Dead by Dawn takes place in the Chaos Scar. You
can use one of the hooks below to get the characters
was led by a grizzled priest named Garvus Harbane
into the valley and the temple of Orcus. TREASURE
who maintained his position through the power of a
meteor shard he had discovered. The shard radiated
Hook 1: Farians Fee PREPARATION
strong necrotic energy, and Garvus called his prized
possession the necroshard. Farian Blackhand, a mercenary and scoundrel, asks The following treasure parcels are available in Dead
After leading the cult for many years, Garvus the characters to enter the Chaos Scar and locate a by Dawn. Since the encounter area remains the same
sought to prolong his life through a dangerous group of mercenary adventurers called Dorans Dag- throughout the adventure, two of the four treasure
necromantic ritual a few years ago. However, he gers. Farian fears that Doran and his group have met parcels can be found on the bodies of attacking
foolishly used the necroshard as the rituals focus a bad end, and since Farian has not been paid for his zombies.
and unleashed a wave of raw energy that killed him last job with the Daggers, he asks the characters to
find Doran Underhelm, dead or alive, and collect the Parcel 1: Temple Interior Level 3 magic item
and every living creature in the temple. Although a Parcel 2: The Rectory 100 gp, two 100-gp gems
catastrophic and lethal failure for Garvus, his ritual 100 gp owed to him. Farian tells the characters that Parcel 3: Zombie Siege: Two potions of healing,
increased the potential power of the necroshard Doran often carries large sums of coin and gems on First Wave one 100-gp gem, 60 gp
his person, and since the mercenary leader is likely Parcel 4: Zombie Siege: Level 4 magic item
tenfold. Each night since, the shard has slowly been Second Wave
growing in power. The necroshards power is at its dead, the characters can keep whatever they find on
strongest at night, when it saturates the surround- his corpse, less what is owed to Farian. However, if
ing area with the power of death. This necromantic Dorian is alive and the characters can collect Farians PLAYER INTRODUCTION
energy has been slowly building, feeding on the many fee, he agrees to split it with them. Doran can be iden-
Read or paraphrase the following when the charac-
deaths in the Scar over the years. Tonight, the corpses tified by a tattoo of crossed axes on his left forearm.
ters reach the temple of Orcus:
of the Scar will rise as an army of zombies. Farian believes Dorans Daggers set out to explore
an abandoned temple they discovered on a previous
The trees of the forest suddenly give way to a large, bare
excursion into the Chaos Scar. If the characters agree
clearing dominated by a weed-choked temple. Its peaked
to help him, Farian can tell them exactly where it is.
roof, festooned with demonic gargoyles, is largely intact,
Quest XP: 250 XP for finding Doran dead or alive
although its windowless walls are cracked and crumbling.
and returning with Farians fee.
The main entrance to the temple, two mammoth,
Hook 2: Pit Stop ironbound doors, yawn open, exposing nothing but
darkness beyond. Although obviously abandoned and in
Use this hook after the characters finish an adventure
disrepair, the structure exudes a quiet malevolence made
within the Chaos Scar. While traveling through a
all the more haunting by the waning light of the setting sun.
small forest on their way out of the Chaos Scar, the
characters stumble upon the temple of Orcus late in

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AREA 1: The older mural is more than a simple depiction other unsavory subjects. A character can climb on top
of events and images important to the faithful of of a bookshelf with a DC 15 Athletics check.
TEMPLE INTERIOR Erathis. The mural contains clues to the location of Braziers: If lit, the two large braziers provide
an old treasure cache containing items that could bright illumination out to 8 squares. The two smaller
When the characters enter the temple, it is late in the prove immensely helpful to the characters later in the ones provide bright illumination out to 4 squares.
day and the sun is setting. Allow the characters to adventure. Finding this cache requires two successful Debris: Squares with debris are considered dif-
explore the temple interior and the rectory beneath it DC 15 Perception or Religion checks by a character ficult terrain.
during the last few minutes of daylight. or characters who seek a deeper meaning in the faded Doors: Including the main doors, there are two
mural devoted to Erathis. If the characters are suc- sets of doors along the east and west wall, for a total of
When the characters enter the temple interior, cessful, they discover the location of the hidden cache five doors in all. All the doors are jammed except the
read: behind the statue of Orcus at the northern end of the main doors, swelled and rusted with age. Opening
You step from the fading sunshine into the surprisingly temple (see Features of the Area). one of these doors requires a DC 15 Strength check.
cold darkness of the temple interior, gloomy and shrouded Pit: The pit is 10 feet deep. Climbing into and out
in shadow. The temples floor is smooth, polished stone. When the characters reach the northern end of of the pit requires a DC 10 Athletics check.
The ceiling has collapsed in some areas and littered the the temple interior, read the following: Smaller Statues: The two smaller statues along the
ground with fallen debris, and in one section, the floor has This end of the temple is similar to the other, save it is east and west walls depict a male and female demon,
collapsed, leaving an open pit. The interior walls feature dominated by a massive statue of a horrid demon. The winged and horrible. Creatures adjacent to a statue
fading murals depicting scenes of butchery, cannibalism, floor around the statue is stained with the rust-colored have cover. A character making a DC 10 Perception
and other profane acts. The temple is divided into two patina of old blood. The statue is flanked by a pair of huge check notices that the statues have been repurposed,
sections by a row of tall, ornate bookshelves filled with braziers, each standing five feet high. and were once depictions of the goddess Erathis and
crumbling scrolls and tomes. In addition, you notice a what was likely a cleric or paladin in her service.
number of egresses beyond the main door, and two sets of It should be obvious to the characters the statue is a Sarcophagi: A sarcophagus is difficult terrain that
smaller doors along the eastern and western walls. representation of Orcus, Demon Lord of Undeath. A provides cover. Both sarcophagi are empty, having
DC 15 Perception check reveals that the statue is a long ago been plundered.
The murals depict scenes of the Abyss. In addition to more recent addition to the temple. The crumbling Trapdoor: The trapdoor opens easily and leads to
the demons in the murals, various types of undead base of another statue is barely visible beneath the the temple rectory.
are prominently depicted. Characters studying the current one. Treasure: Behind the great statue of Orcus,
mural closely see hints of an older, even more faded hidden in a hollow beneath a loose stone in the floor,
mural beneath the existing one. This older mural Features of the Area lies a cache of holy items secreted by the faithful of
depicts scenes of vibrant cities; robed, stern-faced Illumination: The temple interior is unlit, Erathis long ago. If the characters succeeded at the
clerics preaching to a rapt audience of half-naked although sunlight from the doorway filters through Perception or Religion checks from examining the
savages; diplomatic negotiations presided over by and fills the main chamber with dim light. mural of Erathis, they learn the exact location of the
more robed clerics; and in the center of it all, a tall, Ceiling: The ceiling in this area is 30 feet high. cache. If they failed the skill checks, they might still
statuesque woman in blue and silver. Characters who Book Shelves: Each bookshelf is 10 feet high, find the cache of items after The Siege Begins encoun-
make a DC 10 Religion check correctly identify these constructed of thick hardwood, and holds scrolls and ter (page 31). The cache contains four vials of holy
images as iconography of the church of Erathis, god- books on the subjects of demonology, undeath, and water (level 1) and two potions of healing.
dess of civilization.

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AREA 2: RECTORY When the characters enter the temple rectory, Tactics
read: The zombie adventurers attack the nearest charac-
Encounter Level 1 (XP 550) The trapdoor opens easily with a gentle tug, unleashing a ter with zombie grab. At first, Garvus stays clear of
blast of violent purple light followed by the charnel stench melee and attacks the characters with grave bolt or
Garvus (G)
of death. A short spiral staircase leads down 10 feet into a horrific visage when it can avoid catching the zombie
3 zombie adventurers (Z)
small rectory. The room below contains two sets of tables adventurers in the blast. When two of the zombie
and chairs, a moth-eaten bearskin rug, two unlit braziers
Setup similar to those in the temple above, and two small beds
adventurers have fallen, Garvus uses reanimate and
The trapdoor in the northern end of the temple then enters melee. The undead in the rectory fight to
with footlockers in an alcove. A small altar sits against the their destruction.
interior leads to a small rectory that once served as
northern wall, and a pair of double doors stands in the
the personal quarters of the temples high priests. It
center of the west wall.
was here Garvus Harbane performed the ritual that
Three rotting corpses lay in a heap near the two beds
claimed his life and the lives of his followers so many
in the southern end of the room. Each is dressed in leather
years ago. His corpse, withered and all but mummi-
armor, now tattered and crusted with dried gore, and they
fied, is still here, the necroshard hanging from its
all appear to have been half-devoured. A fourth corpse sits
shriveled neck.
before the altar, legs curled beneath it, head bowed as if in
Although the corpses in the forest will animate
prayer. This corpse is little more than a mummified husk,
tonight for the first time, the corpse of Garvus Har-
and its moth-eaten clerical robes bear the dire skull symbol
bane, due to its close proximity to the necroshard,
of Orcus. Around its neck hangs a large, black gem on a
has been animating each night for the past few
crude leather thong. The gem glows brightly with a dire
weeks as a deathlock wight. Garvus, however, is not
purple light that fills you with queasy dread.
alone in the rectory. Doran Underhelm and his mer-
cenary group Dorans Daggers decided to spend the
As the characters begin to examine the room, the sun
night in the temple rectory after a fruitless explora-
sets and the power of the necroshard is unleashed.
tion of the temple. When night fell, the necroshards
The first clue that the characters are in real trouble is
power was unleashed and Garvus animated corpse
the animation of the corpses of Garvus and Dorans
slew them all.
Daggers.

When the corpses animate, read:


The rectory is suddenly filled with a low, guttural moaning.
To your horror, the four corpses, no longer simply inert
flesh, climb unsteadily to their feet. The gem around the
neck of mummified cleric pulses brightly as the four undead
horrors lurch to the attack.

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3 Zombie Adventurers (Z) Level 2 Brute Garvus Harbane (G) Level 4 Controller in the Destroying the Necroshard section
Medium natural animate XP 125 (Deathlock Wight) at the end of the adventure. However, if the
Initiative 1 Senses Perception +0; darkvision Medium natural humanoid XP 175
HP 40; Bloodied 20 Initiative +4 Senses Perception +1; darkvision necroshard is destroyed at night, at the height
AC 13; Fortitude 13; Reflex 9; Will 10 HP 54; Bloodied 27 of its power, it unleashes one final, mammoth
Immune disease; poison; Resist 10 necrotic; Vulnerable 5 AC 18; Fortitude 15; Reflex 16; Will 17 burst of necromantic energy. This massive
radiant Immune disease; poison; Resist 10 necrotic; Vulnerable 5
radiant
infusion of power keeps the zombies animated
Speed 4
m Slam (standard; at-will) Speed 6 until sunrise and sends the undead horde into a
+6 vs. AC; 2d6 + 2 damage m Claw (standard; at-will) F Necrotic berserk frenzy. Whenever the characters fail a
M Zombie Grab (standard; at-will) +9 vs. AC; 1d6 necrotic damage, and the target cannot
primary skill check during the Zombie-Proofing
+4 vs. Reflex; the target is grabbed (until escape). Checks spend healing surges until the end of its next turn.
made to escape the zombies grab are made with a 5 R Grave Bolt (standard; at-will) F Necrotic the Temple and Shoring Up the Defenses skill
penalty. Ranged 20; +6 vs. Reflex; 1d6 + 4 necrotic damage, and challenges add an additional zombie rotter to the
Zombie Weakness the target is immobilized (save ends). number of zombies breaching the defenses.
Any critical hit to the zombie reduces it to 0 hit points R Reanimate (minor; encounter) F Healing, Necrotic
Ranged 10; affects a destroyed undead creature of a level
F Leave it Alone: If the characters simply leave
instantly.
Alignment Unaligned Languages no higher than the deathlock wights level + 2; the target the necroshard in the rectory, events proceed as
Str 14 (+3) Dex 6 (1) Wis 8 (+0) stands as a free action with a number of hit points equal normal in the adventure. In this scenario, there
Con 10 (+1) Int 1 (4) Cha 3 (3) to one-half its bloodied value. This power cannot affect
are no significant changes to the adventure as
minions.
The characters should recognize the black gem C Horrific Visage (standard; recharge 4 5 6) F Fear written.
around Garvus neck as a meteor fragment. They can Close blast 5; +7 vs. Will; 1d6 damage, and the target is F Let Them Have It: At some point, knowing
pushed 3 squares. the zombies are drawn to the necroshard, the
learn more about its function and purpose with a DC Alignment Evil Languages Common
15 Arcana or Religion check. For each successful skill characters might decide that letting the zombies
Skills Arcana +10, Religion +10
check the characters make, give them one of the fol- Str 10 (+2) Dex 14 (+4) Wis 9 (+1) have the damnable thing is the best course of
lowing pieces of information.
Con 14 (+4) Int 16 (+5) Cha 18 (+6) action. Tossing the necroshard out an open
F This shard radiates staggering amounts of door, however, does little to dissuade the hungry
of possible actions the characters might take and the
necromantic energy, easily enough to animate undead from their secondary goal: eating the
consequences of those actions.
the dead within the rectory. characters. In addition, the zombie that ends up
F Bring it Along: If the characters take the
F The shards power is likely strengthened by the with the necroshard is instantly transformed
necroshard from the rectory, the character
lingering energy in the temple of Orcus. into a shard zombie (see Zombie Siege: Second
carrying the necroshard on his or her person
F The shards power, like many evil items and Wave) and is added to the number of zombies
becomes the center of attention during the
creatures, is stronger at night. breaching the characters defenses the next time
ensuing zombie siege. Whenever the character
F Undead may be drawn to the energy produced they fail a primary skill check in the Zombie-
carrying the necroshard fails a primary skill
by the shard. Proofing the Temple or Shoring Up the Defenses
check in the Zombie-Proofing the Temple and
skill challenges.
Shoring Up the Defenses skill challenges, add
Now that the characters have the necroshard and an additional zombie rotter to the number of
likely understand its dire potential, what they do zombies breaching the defenses.
with it based on this knowledge could have serious F Destroy It: If the characters decide to destroy
consequences during the zombie siege. Below is a list the necroshard, they can do so, as detailed

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Features of the Area


Illumination: The necroshard provides dim
illumination.
Ceiling: The ceiling in this area is 10 feet high.
Altar: The small altar here is dedicated to Orcus.
However, a DC 15 Perception check reveals that it
was once dedicated to Erathis and later desecrated.
Beds: The beds are difficult terrain that provides
cover.
Braziers: If lit, the two braziers provide bright
illumination out to 4 squares.
Doors: The doors along the east wall are jammed,
swelled and rusted with age. Opening these doors
requires a DC 15 Strength check. Beyond the doors
is an impassable, rubble choked passageway that may
lead to other parts of the temple.
Footlockers: The footlockers are locked, but can
be opened with a DC 10 Thievery check. They con-
tain rotting clerical vestments and objects used in the
worship of Orcus.
Tables and Chairs: The tables and chairs are dif-
ficult terrain.
Treasure: If the characters search the adventur-
ers corpses, they can identify Doran Underhelm by
a tattoo of two crossed axes on his left forearm. As
Farian promised, Doran has the rogues 100-gp pay-
ment and a pair of small diamonds (worth 100 gp
each) in a large pouch on his belt.

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ZOMBIE SIEGE: must claw their way free from the earth. This gives
the characters a few precious minutes to barricade
WE CAN MAKE IT!
THE SIEGE BEGINS the doors and set up their defenses. Use this skill
challenge to represent fortifying the temple. At some point, the players might think fighting their
Encounter Level 2+ (XP 614+) Level: 2 (XP 375). way through the zombie horde is a better option than
Complexity: 3 (requires 8 successes before 3 remaining in the temple and enduring an undead
Zombie-Proofing the Temple siege. If this option comes up, let the players get a
failures).
3+ zombie rotters good look at what theyre facing.
Primary Skills: Athletics, Dungeoneering, Reli-
1+ zombie soldiers You look out upon a nightmarish scene. Hundreds of
gion, Theivery.
Athletics (DC 15, standard action, 1 success, no maxi- animated corpses crowd around the temple, three and
Setup mum): The character realizes finesse is no trade for four rows deep. Humans, dwarves, elves, and every con-
The sun has set and darkness has fallen over the temple. ceivable race, both civilized and savage, are represented
quick and effective physical labor. The character pounds
Now that the characters have dealt with the zombies among the shambling horde. Worse yet, the corpses of
nails, carries heavy objects, and uses brute strength
in the temple and identified the necroshard, the real dinosaurs, dire animals, and even more fantastic beasts
shove invading zombies back through the doors.
fun begins. Right after the characters identify the add their mass and strength to the zombie assault.
Dungeoneering (DC 15, standard action, 1 success, no
necroshard (see area 2), they hear a terrific commo- Despite the zombies numbers, there are still gaps in
maximum): The characters knowledge of stone and
tion above them and outside the temple interior. At this their ranks; gaps the fleet and nimble among you might
underground construction lets him or her see how the
point, they should race up the stairs to investigate. use to escape the multitudes of undead. However, as if
temple might best be fortified using the meager sup-
plies available. the gods were reading your thoughts, a stag suddenly
When the characters reach the temple bursts from cover and runs a bounding course through
Religion (DC 15, standard action, 1 success, no maxi-
interior, read: the advancing zombies. Hope soars within you as the stag
mum): The character offers a prayer to Erathis, asking
Outside the temple, the forest is filled with a cacophony of easily dodges the clumsy blows of the first few undead
her to lend her strength to the characters endeavor
agonized moaning and screaming that turns your blood to it encounters before the great, animated corpse of a
and slow the tide of undead seeking to further des-
ice. Through the main entrance of the temple, you see a truly tyrannosaurus rex surges from the mass of undead bodies
ecrate her temple.
horrific sight. The forest, lit by shafts of pale moonlight, is surrounding the temple and snaps the stag up in its colos-
Thievery (DC 15, standard action, 1 success, no maxi-
alive with rotting corpses clawing their way free from shallow sal jaws. The stag utters a single bleat of pain and surprise
mum): The character has spent a lifetime getting into
graves. You try to count their numbers, but soon realize there before the zombie T-rexs jaws slam down, stifling the
places he or she is not wanted. Its not terribly difficult
is little point. The undead horde appears to approach several stags cries in a gout of blood. A wriggling pile of smaller
to turn that concept on its head and use those skills to
hundred, if not several thousand, members. There is nowhere zombies quickly forms around the undead dinosaur, eager
craft sturdy barricades.
to run; stiff, shambling forms fill the landscape as far as you for the gobbets of flesh falling from its mouth.
Secondary Skills: Perception.
can see in every direction. The dubious safety of the temple is The stag provides only a momentary distraction for
Perception (DC 5, minor action, no successes): The
now your only hope of survival. the zombie horde. In seconds, there is little left of the poor
characters keen eyes help more skilled companions
find the best materials to aid in fortifying the temple. beast beyond a crimson smear on the ground. But there is
Zombie-Proofing the Temple A successful check grants a +2 bonus to one allys next fresher fare still to be had, and the masses of undead press
The zombies and other undead animated by the in, clawing at your hastily erected defenses and creating
Dungeoneering or Thievery check made as part of
necroshard are sluggish at first, and many of them an impassable wall of rotting flesh.
this skill challenge.

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Dead by Dawn

Zombie Soldier Level 2 Soldier 3 Zombie Rotters Level 3 Minion


Medium natural animate XP 125 Medium natural animate XP 38
Initiative +2 Senses Perception +2; Initiative 1 Senses Perception 1;
darkvision darkvision
HP 38; Bloodied 19 HP 1; a missed attack never damages a minion.
AC 18; Fortitude 15; Reflex 13; Will 13 AC 13; Fortitude 13; Reflex 9; Will 10
Immune disease; poison; Resist 10 necrotic; Vulnerable 5 Immune disease; poison
radiant Speed 4
Speed 6 m Slam (standard; at-will)
m Longsword (standard; at-will)
+6 vs. AC; 5 damage.
+8 vs. AC; 1d8 + 3 damage. Alignment Unaligned Languages
M Protective Strike (immediate interrupt, when an adjacent foe
Str 14 (+3) Dex 6 (1) Wis 8 (+0)
attacks a zombie rotter; at-will) Con 10 (+1) Int 1 (4) Cha 3 (3)
+9 vs. AC; 1d8 + 3 damage, and the target takes a 4
penalty to the triggering attack.
Alignment Unaligned Languages
Str 16 (+4) Dex 12 (+2) Wis 13 (+2)
Con 14 (+3) Int 10 (+1) Cha 10 (+1) MAN THE DEFENSES!
The characters cant really fail here; otherwise, they The Zombie-Proofing the Temple and Shoring Up the
would be overrun by zombies and massacred. Instead, a Defenses skill challenges are only peripherally concerned
failure represents bad timing and sloppy execution. They with the manual labor of fortifying the temple or repair-
still erect the defenses; they just have to fight off more ing barricades. Theyre mostly concerned with getting
zombies while doing so. See the Man the Defenses side- the temple barricaded or getting the defenses repaired
bar for more details on this skill challenge. before the zombies overwhelm the heroes. A primary
Special: The skill challenge simulates the charac- skill check failure does not mean the character didnt use
ters fighting off zombies while fortifying the temples the proper materials or flawless construction techniques.
defenses. Note that these two events happen simultane- Rather, it represents bad timing: A zombie manages to
ously. On any round that the characters do not attempt squirm through a hole in the wall before the character
at least one primary skill check, it counts as a failure can nail a board over it; a zombie slams through a door
Success: The characters succeed in fortifying the before the character can throw his weight against it. In
and more zombies breach the characters defenses.
temple and buy themselves some time before the next addition, failing the skill challenge doesnt mean the zom-
wave of zombies. Tactics bies overwhelm the heroes; it means the characters were
Failure: Each time the characters fail a primary less efficient than they could have been, and they had to
The zombie soldier remains close to a zombie rotter
skill check, a group of three zombie rotters and a single fight more zombies as a result.
during combat, using protective strike to hamper the
zombie soldier breaks through the characters hastily
characters attacks against the zombie minions. The
erected defenses. This encounter uses only the six vis-
zombie rotters simply attack the closest character,
ible entry points in the temple (numbered 1 though 6):
flailing away with slam attacks.
the main door, the two sets of doors along the east and
west walls, and the pit in the floor. Roll 1d6 to deter-
mine which entry point the zombies break through.

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ZOMBIE SIEGE: When the encounter begins, spilt the initial


group of zombies into two groups of 1 grave hound,
FIRST WAVE 2 zombie rotters, and 1 zombie soldier, and then roll
a d8 twice (reroll duplicate rolls) to determine which
Encounter Level 3+ (XP 702+) two entry points the first wave of zombies breaches.

2 gravehounds Shoring Up the Defenses


4 zombie rotters
During the battle, the characters need to repair their
2 zombie soldiers
defenses to prevent more zombies from breaking into
the temple.
Setup Level: 2 (XP 125)
Not long after the characters erect their defenses, the
Complexity: 1 (requires 4 successes before 3
zombie horde, now at full strength, makes a serious
failures).
push to gain entrance into the temple. When this
Primary Skills: Athletics, Dungeoneering, Reli-
encounter begins, 2 grave hounds, 4 zombie rotters,
gion, Thievery.
and 2 zombie soldiers have managed to break into the
Athletics (DC 15, standard action, 1 success, no maxi-
temple. The characters need to fight off the zombies
mum): The character realizes finesse is no trade for
that make it inside while repairing their breached
quick and effective physical labor. The character
defenses.
pounds nails, carries heavy objects, and uses brute
strength shove invading zombies back through the
When the attack begins, read:
doors.
The temple is filled with a cacophony of thick, horrid
Dungeoneering (DC 15, standard action, 1 success, no
moaning and the staccato rhythm of hundreds of undead
maximum): The characters knowledge of stone and
fists beating against the temple doors. Suddenly, a sharp
underground construction lets him or her see how the
cracking noise echoes through the temple, and you realize
temple might best be fortified using the meager sup-
your defenses have been breached!
plies available.
Religion (DC 15, standard action, 1 success, no maxi- Secondary Skills: Perception.
For this encounter and the next one, there are eight Perception (DC 5, minor action, no successes): The
mum): The character offers a prayer to Erathis, asking
numbered entry points into the temple, although only characters keen eyes help more skilled companions
her to lend her strength to the characters endeavor
six are visible to the characters: the main door, the find the best materials to aid in fortifying the temple.
and slow the tide of undead seeking to further des-
two sets of doors along the east and west walls, and A successful check grants a +2 bonus to one allys next
ecrate her temple.
the pit in the floor. The remaining two entrances are Dungeoneering or Thievery check made as part of
Thievery (DC 15, standard action, 1 success, no maxi-
tunnels dug by the zombies that open up in the floor this skill challenge.
mum): The character has spent a lifetime getting into
of the temple, creating a pit just like the one currently Success: The characters succeed in repairing their
places he or she is not wanted. Its not terribly difficult
visible. If one of the tunnel entrances is rolled, replace defenses, and only face the initial number of zombies.
to turn that concept on its head and use those skills to
the rubble square with a pit, which remains visible for
craft sturdy barricades.
the rest of the encounter.

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Failure: Each time the characters fail a primary 4+ Zombie Rotters


Medium natural animate
Level 3 Minion
XP 38
Development
skill check, two more zombie rotters enter the combat If the characters fight off the zombies and complete
Initiative 1 Senses Perception 1; darkvision
(roll 1d8 to determine which entry point they breach). HP 1; a missed attack never damages a minion. the skill challenge, they buy themselves another few
If the characters score three failures (a complete AC 13; Fortitude 13; Reflex 9; Will 10
hours of reprieve. However, the zombie horde is not
failure), an additional zombie solider enters the fray Immune disease; poison
Speed 4 done with the characters yet, and another, stronger
from one of the breached entry points (roll randomly). m Slam (standard; at-will) push is on the way.
The characters cannot accrue failures by failing skill +6 vs. AC; 5 damage.
checks. Instead, a failure represents bad timing and Alignment Unaligned Languages
Str 14 (+3) Dex 6 (1) Wis 8 (+0)
sloppy execution by the characters. They still repair
Con 10 (+1) Int 1 (4) Cha 3 (3) HEY, I KNOW
the defenses; they just have to fight off more zombies
THAT ZOMBIE!
while doing it. See the Man the Defenses sidebar on 2+ Zombie Soldier Level 2 Soldier
page 32 for more details. Medium natural animate XP 125 If your players have played through other Chaos Scar
Initiative +2 Senses Perception +2; darkvision adventures, you might want to have a villain from
Special: The skill challenge simulates the charac-
HP 38; Bloodied 19
ters fighting off zombies while fortifying the temples AC 18; Fortitude 15; Reflex 13; Will 13 the past show up as a zombie. Zombified versions of
defenses. Note that these two events happen simul- Immune disease; poison; Resist 10 necrotic; Vulnerable 5 The Hand of Torog from Den of the Slavetakers, the
taneously. On any round that the characters do not radiant halflings from the Brothers Grey, or bullywugs from
Speed 6
attempt at least one primary skill check, it counts as Stick in the Mud all work well. In addition to serving
m Longsword (standard; at-will)
a failure and more zombies breach the characters +8 vs. AC; 1d8 + 3 damage. as a fun Easter egg for your players, the appearance
defenses. M Protective Strike (immediate interrupt, when an adjacent foe of these villains clearly demonstrates the far-reaching
attacks a zombie rotter; at-will) power of the necroshard.
2 Gravehounds Level 3 Brute +9 vs. AC; 1d8 + 3 damage, and the target takes a 4
Medium natural animate XP 150 penalty to the triggering attack.
Initiative +2 Senses Perception +1; low-light vision Alignment Unaligned Languages
HP 54; Bloodied 27 Str 16 (+4) Dex 12 (+2) Wis 13 (+2)
AC 14; Fortitude 14; Reflex 12; Will 11 Con 14 (+3) Int 10 (+1) Cha 10 (+1)
Immune disease; poison; Resist 10 necrotic; Vulnerable 5
radiant Tactics
Speed 8
m Bite (standard; at-will) F Necrotic The zombie rotters attack the closest living creature
+7 vs. AC; 1d6 + 3 damage, and the target takes ongoing 5 with slam attacks, while the zombie soldier remains
necrotic damage (save ends) and is knocked prone. close to the rotters, granting them the benefits of its
M Death Jaws (when reduced to 0 hit points) F Necrotic
protective strike. The grave hounds also attack the near-
The gravehound makes a bite attack against a target within
its reach. est living target, bearing characters to the ground
Zombie Weakness with their bite attacks.
Any critical hit to the zombie reduces it to 0 hit points
instantly.
Alignment Unaligned Languages
Str 16 (+4) Dex 13 (+2) Wis 10 (+1)
Con 14 (+3) Int 1 (4) Cha 3 (3)

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ZOMBIE SIEGE: 2 Corruption Corpses


Medium natural animate
Level 4 Artillery
XP 175
2 Hobgoblin Zombies
Medium natural animate
Level 2 Brute
XP 125

SECOND WAVE Initiative +3 Senses Perception +3; darkvision


Grave Stench aura 1; living enemies in the aura take a 5
Initiative 1
HP 40; Bloodied 20
Senses Perception +0; darkvision

penalty to attack rolls. AC 15; Fortitude 15; Reflex 11; Will 12


Encounter Level 4+ (XP 927+) HP 46; Bloodied 23 Immune disease; poison; Resist 10 necrotic; Vulnerable 5
Regeneration 5 (if the corruption corpse takes radiant radiant
2 corruption corpses damage, regeneration doesnt function on its next turn) Speed 4
2 hobgoblin zombies AC 17; Fortitude 16; Reflex 14; Will 14 m Slam (standard; at-will)
1 shard zombie Immune disease; poison; Resist 10 necrotic; Vulnerable 5 +6 vs. AC; 2d6 + 2 damage.
radiant M Zombie Grab (standard; requires a free hand; at-will)
6 zombie rotters
Speed 4 +4 vs. Reflex; the target is grabbed (until escape). Checks
m Slam (standard; at-will) made to escape the zombies grab are made with a 5
Setup +8 vs. AC; 1d6 + 3 damage. penalty.
R Mote of Corruption (standard; at-will) F Necrotic Zombie Weakness
After a short reprieve, the zombie horde makes a
The corruption corpse hurls a black glob of necrotic filth: A critical hit to a hobgoblin zombie reduces it to 0 hit
stronger push to overrun the characters. This encoun- ranged 10; +7 vs. Reflex; 2d6 + 3 necrotic damage, and the points instantly.
ter is handled much like the previous one and uses target is weakened (save ends). Alignment Unaligned Languages
the Shoring up the Defenses skill challenge while the C Death Burst (when reduced to 0 hit points) F Necrotic Str 17 (+4) Dex 6 (1) Wis 8 (+0)
The corruption corpse explodes: close burst 1; +7 vs. Con 10 (+1) Int 1 (4) Cha 3 (3)
characters battle zombies. However, the second wave
Fortitude; 2d6 + 3 necrotic damage.
encounter includes a few significant changes: Alignment Unaligned Languages Shard Zombie Level 4 Controller (Leader)
Str 16 (+5) Dex 13 (+3) Wis 12 (+3) Medium natural humanoid XP 175
F The initial group of breaching zombies includes Con 16 (+5) Int 4 (1) Cha 3 (2) Initiative +2 Senses Perception +10; darkvision
HP 57; Bloodied 28
a new type of zombie unique to the necromantic AC 18; Fortitude 15; Reflex 15; Will 15
F Run the Shoring up the Defenses skill challenge
energies of the necroshard. The shard zombie Resist 10 necrotic; Vulnerable 5 radiant
again. However, this time, when the characters
is both intelligent and powerful, and would be Speed 6
fail a primary skill check, three zombie rotters m Slam (standard; at-will)
an ideal candidate to insert a familiar face, as
break through and join the combat. If the +9 vs. AC; 1d8 + 3 damage.
mentioned in the Hey, I Know That Zombie R Claw of Doom (standard; at-will)
characters completely fail the skill challenge
sidebar. In addition to the shard zombie, 2 Ranged 10; +9 vs. Fortitude; a shadowy claw slides the
(earn three failures), an additional corruption target 3 squares, and one zombie ally adjacent to the
corruption corpses, 2 hobgoblin zombies, and
corpse breaks through and joins the combat. target after the slide makes a melee basic attack against
6 zombie rotters comprise the initial group of the target.
Remember, even if the characters fail the skill
zombies the character face in this encounter. C Speed of the Damned (standard; at-will)
challenge completely, they still manage to repair
Like the first encounter, divide the zombies into Close burst 10; up to four zombie rotters; targets make a
their defenses and hold off the zombie horde. melee basic attack.
two groups, and then roll 1d8 twice to determine
They just have to fight a lot more zombies to Arise, Corpse (standard; encounter)
the two entry points the undead breach. Four zombie rotters appear in unoccupied squares adjacent
accomplish the same goal.
to the shard zombie.
Undead Tenacity
When a zombie rotter within 2 squares of the shard
zombie hits a creature, it grabs that creature.
Alignment Evil Languages Common
Str 15 (+4) Dex 11 (+2) Wis 16 (+5)
Con 17 (+5) Int 17 (+5) Cha 11 (+2)

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Dead by Dawn

6+ Zombie Rotters
Medium natural animate
Level 3 Minion
XP 38
Tactics
Initiative 1 Senses Perception 1; darkvision The hobgoblin zombies and zombie rotters attack
IS THAT ALL YOU GOT?
HP 1; a missed attack never damages a minion. the closest characters with slam attacks. The corrup-
AC 13; Fortitude 13; Reflex 9; Will 10 If the characters have had an easy time of it, and the
tion corpses begin combat at range, hurling motes
Immune disease; poison
of corruption at characters until the heroes engage zombie assaults have not proved sufficiently challeng-
Speed 4
m Slam (standard; at-will) them in melee. The shard zombie remains within 2 ing, simply throw another Zombie Siege encounter
+6 vs. AC; 5 damage. squares of the zombie rotters so they can benefit from at them before dawns arrival. However, each time
Alignment Unaligned Languages
undead tenacity. It uses claw of doom to drag characters you run a Zombie Siege beyond the two presented in
Str 14 (+3) Dex 6 (1) Wis 8 (+0)
Con 10 (+1) Int 1 (4) Cha 3 (3) using ranged attacks or spells into melee and speed the adventure, use progressively tougher zombies, or
of the damned when three or more zombie rotters even other types of corporeal undead, such as ghouls
surround a single hero. The shard zombie uses arise, and wights.
corpse when half the initial zombie rotters have been
destroyed.
When the characters exit the temple, read:
Development The clearing around the temple is littered with hundreds of
If the characters can survive this last assault, they are bodies, from tiny, shrunken goblin corpses to the behemoth
witness to a glorious sight after the last zombie falls. carcass of what appears to be a dragon. Corpses are stacked
up against each of the temple doors ten and twenty high,
When the characters defeat the last zombie in and the stench of rot and death fills the air in a nauseating
this encounter, read: miasma
The zombie shudders and collapses as the energy
animating its rotting body dissipates from your attack. You
turn toward the main doors, expecting another wave of
fiendish undead. Instead, the temple interior is suddenly
filled with shafts of pale, morning sunshine, bursting
through the cracks and holes in the doors and walls. You
then realize the forest outside the temple walls has become
still and quiet.

Dawn has come, and the power of the necroshard


fades in the light of the morning sun. The characters
have survived the night. However, when they finally
exit the temple, one more horror awaits.

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Dead by Dawn

CONCLUSION: You gain a +2 bonus to this check if you received Keeping the Shard
divine aid from Erathis during the Zombie-Proofing
If the characters decide to keep the necroshard, they
WHAT TO DO WITH the Temple and Shoring Up the Defenses skill
can harness its power by placing it in the hilt of a
challenges.
THE NECROSHARD? Other Skills: Diplomacy, Dungeoneering.
weapon. Encasing the shard in metal is the only safe
way for it to be handled; however, even if the charac-
The characters could simply leave the necroshard Diplomacy (DC 10, no successes): Erathis is the god-
ters take this precaution, the necroshard can still be
in the temple, but its power would continue to grow, dess of civilization and community, and is known to
dangerous to its owner and his or her allies.
and eventually an unstoppable horde of zombies be both diplomatic and reasonable. Youre no cleric,
would sweep out of the Chaos Scar and into civilized but your silver tongue might sway the goddess to aid Necroshard Weapon Level 5+
lands. This is certainly reason enough to destroy it. you in your endeavor. You grant a +2 bonus to one This large black gem can be placed in the hilt of a melee weap-
However, if certain precautions are taken, the power allys next Religion check made as part of this skill on imbuing the weapon with necrotic power.
of the necroshard can be harnessed and used by the challenge. Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
characters. Dungeoneering (DC 15, no successes): You use your Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
knowledge of stonework to remove all traces of evil Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon (Any One-Handed or Two-Handed Melee Weapon)
Destroying the Shard iconography from the altar. On a success, all Religion Enhancement: Attack rolls and damage rolls
If the characters decide to destroy the necroshard, checks made as part of this skill challenge gain a +2 Critical: +1d10 necrotic damage per plus.
bonus. Property: Weapon attacks made with the weapon against
they find it is almost impervious to attacks. However, living creatures gain a +1 bonus on attack rolls vs. Fortitude.
surviving the zombie horde earns them the favor of Success: Erathis lends her divine power to
Power (Daily F Necrotic): Free Action: Use this power when
Erathis, especially if one or more characters managed the characters, the altar is reconsecrated, and the you hit with the weapon. The target takes an extra 1d8
to beseech aid from the goddess during the zombie necroshard is destroyed in a blast of white light. The necrotic damage and is weakened until the end of your
characters gain an additional 250 XP for destroying next turn.
siege. A simple DC 10 Religion check grants the char- Level 15 or 20: 2d8 necrotic damage.
acters divine insight on how the necroshard can be the necroshard. In addition, Erathiss followers hear Level 25 or 30: 3d8 necrotic damage. D
destroyed. of the characters deed, and their favorable opinion of
the heroes could take the form of a number of future About the Author
Destroying the Necroshard benefits. Aeryn Blackdirge Rudel is a staff writer and editor for
Goodman Games, a freelance writer and RPG designer, and
The altar in the temple rectory can be reconsecrated, Failure: If the characters fail the skill challenge,
the editor-in-chief of the 4E magazine Level Up. He has been a
and once the altar is again a divine conduit for the allow them try again with a 2 penalty to all checks. professional game designer since 2005, and his recent author
power of Erathis, the necroshard can be destroyed by However, if they fail the skill challenge a second time, credits include Blackdirges Dungeon Denizens, Critter Cache:
they fail to destroy the necroshard, and in the process, Daemons, and Heros Handbook: Tief ling. Aeryn currently lives
placing it on the altar and performing a ritual, repre- in Modesto, California with his wife Melissa, a nongamer
sented by this skill challenge. they offend Erathis. Until they can divine some way whose tolerance for her husbands geekery borders on the
Level: 2 (XP 250). to destroy the necroshardperhaps by beseeching supernatural.

Complexity: 2 (requires 6 successes before 3 aid from a high priest of a good-aligned deitythey
failures). receive a 1 penalty to all Diplomacy checks.
Primary Skill: Religion.
Religion (DC 10, 1 success, no maximum): You call
upon the power of Erathis to destroy the necroshard.

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37
The
Hammer
Falls
A Chaos Scar Adventure

By Corwin Riddle
illustration by Slawomir Maniak
cartography by Jason A. Engle

The Hammer Falls is a short adventure for five 2nd- a battle in the metalworks where they must contend
level characters that takes place in the Chaos Scar. with unstable furnaces and workers. Finally, the char-
The characters enter an abandoned metalworking acters descend into the heart of the refinery, where
refinery under the control of a clan of duergar who Sleed and Barulg await.
have given their souls to infernal forces in exchange If youre not playing a Chaos Scar campaign, you
for power. Inside, they work tirelessly to uncover the can still use this adventure by integrating the metal-
secrets within a river of lava corrupted by a shard working refinery into any existing campaign, where
from the meteorite. you can choose an alternative magical force that has
Taskmaster Barulg and his duergar clan use their altered the lava. If you use the adventure in a location
expertise of mining and smelting in an attempt to other than the Chaos Scar, youll need to create your
infuse weapons with the lavas power, while Sleed, an own reasons for the infernal interest in the duergars
imp who has discovered that the corrupted lava can affairs.
be twisted into powerful and obedient elemental ser- For details on the Chaos Scar and its environs,
vitors, supervises the progress. The characters enter read the Chaos Scar introduction and check out the
the refinery and encounter an ambush, followed by map of the entire valley.

TM & 2010 Wizards of the Coast LLC All rights reserved.

J u n e 2 010 | D u n g e o n 17 9
4
The Hammer Falls

Background the furnaces night and day in hopes of creating more Barulg
such armaments.
A cruel brute, Barulg knows little but blood and
The malign influence and corruption found within These magical experiments drew the eye of Sleed,
violence, and he enjoys inflicting pain and suffering
the Chaos Scar cannot always be traced to a tangible a clever imp with a strong interest in the lavas strange
on others. Believing that Sleeds masters will protect
piece of the meteorite. Though many shards remain properties. Sent by his master to observe the meteors
him, he becomes angered if the imp abandons him.
scattered throughout the valley or claimed by its influence and effects, Sleed easily took advantage of
Barulg has little to say, preferring to let his warham-
covetous denizens, some have dissipated, dissolved, the duergars infernal associations to seal a pact for
mer converse with the characters.
melted away, or been consumed by other forces. their souls, promising power to Barulg and his duer-
These shards are never fully destroyed; the meteors gar when greater devils come to stake a claim in the
destructive essence endures within the power that valley. Sleed then took over the operation, bringing in Synopsis
absorbed it, slowly spreading its corruption and per- other devils to help expand and escalate the experi-
The characters enter the refinery and are imme-
verting its new incarnation with the meteorites evil. ments to create more powerful magic items.
diately met with resistance from duergar sentries
One such shard, separated at impact, slowly bur- As the experiments continued and the lava
who attempt to warn their allies in the adjacent
rowed deep into an expanse of rocky terrain, where was exposed to rituals, an unexpected side effect
metalworking room. Depending on whether a sentry
it found its way into a vein of magma. Liquidated by occurred: Pieces of the lava and magma began to
escapes and how the characters enter the metalworks,
the intense heat, the shardalong with its corruption come alive as elemental servitors, under the control of
they might walk into another ambush or catch the
and essencewas absorbed into the molten rock. Over the ritual casternamely, Sleed. Seeing the potential
duergar smiths unaware as they work the furnaces.
time, it rose to the surface as a river of strange lava in an army of fiery warriors, Sleed began to catalog
Bolstering their numbers are an imp and an elemen-
which glows with an unnatural, bluish hue. This lava his experiments, hoping to find a consistent way to
tal servitor.
followed the channels created by older magma flows, create such elementalsor a way to bring even more
Following the tunnel down from the metalworks
which led it into the underbelly of a long-abandoned powerful elementals into being.
brings the characters to the bottom of the refinery, a
metalworking refinery.
Brought back to life under the cruel direction of Sleed fiery pit where Sleed and Barulg wait. Once the battle
begins, Sleed summons an escort of elemental servi-
taskmaster Barulg and his duergar clan, the refinerys Sleed is clever, and the imp excels at surviving. If
tors to assist. Depending on how the fight progresses,
metalworking resources were used to forge weap- threatened, he tries to bargain for his life while
Sleed may attempt to escape through a tiny trap door
ons for duergar raiding parties. However, soon after planning an escape. Hes installed a trap door at the
leading to the surface, leaving Barulg and the elemen-
arriving and activating the furnaces, the duergar bottom of the refinerylarge enough only for a crea-
tals to fend for themselves. Its up to you whether he
discovered that the strangely colored lava contained ture of his staturethat leads back to the surface. He
tries to flee and if the characters have a chance to
latent magical properties, and they began to experi- has no loyalty to Barulg or his clan and wont hesitate
pursue him.
ment in an attempt to harness its power. to leave them behind.
The lava is nothing if not unpredictable, and after
many failed attemptsand casualtiesthe duergar
smiths were able to use the lava to craft a single
magical weapon: a monstrous warhammer imbued
with a fiery essence. Barulg immediately claimed
the hammer as his own, forcing the duergar to work

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The Hammer Falls

Dungeon Tiles
This adventures map was constructed with one set
each of the following D&D Dungeon Tile sets: Arcane
Corridors (DT2), Hidden Crypts (DT3), and Fane of the
Forgotten Gods (DT7). Each room can be constructed
simultaneously to save time while the adventure is
being played.

Treasure
The characters should earn a total of three treasure
parcels in this adventure. Listed below are the most
likely places to find treasure and what each parcel
should contain. The magic items should come from
the players wish lists. Do not count Barulgs hammer
as part of the treasure parcels.

Parcel 1: 200 gp and a potion of The Entrance


healing (carried by a duergar scout)
Parcel 2: One level 3 magic item The Metalworks
(found near the furnaces)
Parcel 3: 170 gp and an Enchant Sleeds Sanctum
Magic Item ritual (found on Sleeds desk)

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The Hammer Falls

Getting the Hook 2: No Dwarf Hook 3: A Small Sample


Left Behind Ruana Lorewise, an eccentric elven wizard with an
Players Involved A trio of dwarven brothers, miners by trade, saw interest in geological phenomena of a magical nature,
The Hammer Falls takes place in the Chaos Scar. smoke and steam billowing from a long-dormant was out exploring some volcanic rock formations
The following adventure hooks provide informa- metalworking refinery near the Kings Wall, and when she detected a trickle of strange lava which
tion and motivation that could send the characters they decided to investigate. Upon entering Barulgs pulsed with an odd, bluish hue. Following it, she
to the metalworking refinery. These hooks include refinery, they were ambushed by a group of duergar, found that it led to an old refinery. Unfortunately,
minor quests that can net the characters some extra and only one of the dwarves managed to escape. The when nearing the building, a group of small, fiery
experience. dwarf, an obstinate and ornery fellow named Balidor elementals appeared, scaring her off before she could
Cragbottom, knows a bit about duergar and their properly investigate the area.
Hook 1: Bring Down ways, and he believes its possible that his brothers are More fascinated than ever, Ruana hires the char-
the Hammer being kept alive as slaves, or worse, sacrifices for one acters to bring back a sample of lava from within the
Lord Drysdale of Restwell Keep has tasked guards- of the duergars infernal altars. refinery, convinced that potent magic can be found at
man Rikter Idrisil, a sturdy human bearing many Balidor is unwilling to leave his brothers to die but the heart of the lava flow that runs below. She offers
scars, with maintaining the peace near a section of admits that he isnt much of a fighter and wouldnt a reward for the sample, and provides a magical vial
the Kings Wall that lies dangerously close to Barulgs get far on his own. Seeing the characters as capable capable of holding the lava.
refinery. Every few nights, Barulg and his clan emerge adventurers, he offers them gold if theyre willing to Quest XP: 125 XP and 100 gp for bringing back a
from their hideout, cross the wall, and raid nearby investigate and return with any information regard- sample of the strange lava.
settlements for food, supplies, and even slaves on ing the fate of his brothers.
occasion. Rikter and his guards have had enough of Quest: 125 XP and 200 gp for bringing back Getting Started
this aggression and are determined to drive the duer- information about Balidors brothers.
gar completely out of the valley. Regardless of the hook used to get the characters into
Rikter has sent several patrols into the refinery to the Chaos Scar, read or paraphrase the following
deal with the duergar, but no progress has been made. when they reach the metalworking refinery:
Rikter has begun to suspect that more than duergar
lurk in the caverns, but he is confident that Barulg An overpowering stench of sulfur lingers in the air as you
holds them all together; killing him should disperse approach the refinery. Its evident from the decay and
the rest of his clan. Lacking the proper manpower to debris that the facility has not been used in many years.
penetrate the refinery, Rikter hires the characters to One of the upper walls has collapsed, and rusty tools lie
enter and kill Barulg and bring back his giant war- scattered around the entrance, yet steam and smoke billow
hammer as proof of his demise. out from the broken chimneys, rising above the faint sound
Quest: 625 XP and 300 gp for returning with of hammers on anvils that echo within the broken walls.
Barulgs warhammer.

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The Hammer Falls

Area 1: 2 Duergar Guards (G)


Medium natural humanoid (devil)
Level 4 Soldier
XP 175 each
2 Duergar Scouts (S)
Medium natural humanoid (devil)
Level 4 Lurker
XP 175 each

The Entrance Initiative +6


HP 58; Bloodied 29
Senses Perception +4; darkvision Initiative +8
HP 48; Bloodied 24
Senses Perception +9; darkvision

AC 21; Fortitude 17, Reflex 15, Will 15 AC 18; Fortitude 18, Reflex 16, Will 16
Encounter level 2 (XP 700) Immune illusion; Resist 5 fire, 5 poison Immune illusion; Resist 5 fire, 5 poison
Speed 5 Speed 5
The only room at ground level, the entryway shows m Warhammer (standard, at-will) F Weapon m Warhammer (standard, at-will) F Weapon
+11 vs. AC; 1d10+3 damage. +8 vs. AC; 1d10 + 2 damage.
the age of the building; its walls are crumbling and R Beard Quills (minor, encounter) F Poison R Crossbow (standard, at-will) F Weapon
partially collapsed, and with the debris scattered on Ranged 3; +11 vs. AC; 1d8 + 3 damage, and ongoing 2 Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
the floor, each step is uncertain. The duergar inten- poison damage and -2 penalty to attack rolls (save ends). R Infernal Quills (minor, encounter) F Poison
Infernal Anger (minor; recharge 5 6 ) F Fire Ranged 3; +9 vs. AC; 1d8 + 3 damage, and the target takes
tionally leave the room dark, extinguishing the only
Until the start of the duergar guards next turn, it deals ongoing 2 poison damage and a -2 penalty to attack rolls
two braziers when the scouts spot potential intruders. an extra 4 fire damage when its melee attacks hit, and if (save ends both).
They prefer to capture any intruders to use as slaves, an adjacent enemy moves or shifts during this period, the Shadow Attack
but their first priority is to deny entrance to the lower duergar guard can shift 1 square as an immediate reaction. A duergar scouts attacks deal 2d6 extra damage while the
Alignment Evil Languages Common, scout is invisible.
levels of the refinery.
Deep Speech, Dwarven Underdark Sneak (minor; while in dim light or darkness and
Skills Dungeoneering +9 adjacent to an object or a wall that occupies at least 1
Setup Str 14 (+4) Dex 15 (+4) Wis 15 (+4) square; at-will)
Con 18 (+6) Int 10 (+2) Cha 8 (+1) The duergar scout becomes invisible until the end of its
2 duergar guards (G)
Equipment chainmail, warhammer next turn or until after it hits or misses with an attack.
2 duergar scouts (S) Alignment Evil Languages Common, Deep
Though prepared for intruders, it is possible for the Speech, Dwarven
The duergar scouts start on the top of the wooden characters to sneak into the room and detect the Skills Dungeoneering +9, Stealth +9
Str 15 (+4) Dex 17 (+5) Wis 14 (+4)
balcony at opposite sides, hiding in the shadows. Do duergars presence before being seen. The scouts
Con 18 (+6) Int 10 (+2) Cha 7 (0)
not place them on the map until they attack or a char- have passive Perception of 19; if the characters beat Equipment chainmail, crossbow, crossbow bolt x10,
acter notices them (see below). it with their Stealth checks, they can enter the room warhammer
unnoticed. If the characters bring a light source,
Perception DC 10
When the characters enter the refinery, read: they are noticed immediately. If they are discovered,
The two braziers flanking the entrance are unlit, but the
As you make your way down a gentle ramp, the air becomes the duergar scouts and guards attempt to sneak into
coals within are slightly warm and glow a faint redthe
warm and thick and the taste of ash settles on your tongue. advantageous positions (make Stealth checks for each
fires were recently extinguished.
A tunnel at the far end of the room glows a pale orange, duergar and compare them to the characters passive
carrying light and the rhythmic tempo of pounding Perception checks).
Perception DC 15
hammers into the room. Light from the tunnel leaves the The Perception check results below assume that
Between the clanging sounds of metal on metal, you hear
walls and corners ominously dark. You can make out a the duergar are aware of the characters approach and
the soft, subtle creak of weight on wooden boards. Glancing
rickety wooden balcony near the rear of the room, which have extinguished the braziers accordingly. If that
toward the source of the noise, you see a shadowy figure
overlooks an uneven stone floor covered with debris and isnt the case, the braziers are still lit (see the read-
atop the balcony and the glint of metal in its hand.
holes. aloud text below the Perception check results).

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The Hammer Falls

If the characters successfully sneak into the allies in the adjacent room. If a duergar does make it
room, read: out alive, add him to the next encounter.
As the rear hallway flickers with fiery light, you can make
S
out the silhouettes of two stout figures standing just inside, Development
their shadows flowing into the room. They dont seem to be If a duergar managed to escape, he runs ahead to
looking in your direction. alert his allies in the next room, joining them in the G
second encounter. The escaping duergar assumes
Tactics that the characters will not be able to find the secret S G
The duergar start the encounter with two goals in door into the metalworks, and he has set an ambush
mind: take live prisoners, and keep intruders away near the main stairway entrance. The characters
from the inner workings of the refinery. They start the can surprise or disorient the ambushers if they take
fight looking to weaken and capture the characters, the secret tunnel or split up and approach via both
but attempt to kill them as soon as they realize the entrances.
heroes are a significant threat.
Once combat begins, the duergar guards move into Features of the Area
range and use beard quills to weaken the characters, Braziers: The braziers can be tipped over with
following up with warhammer attacks and making use a DC 5 Athletics check, spilling the coals onto an
of infernal anger whenever possible. The guards do adjacent square and dealing 1d6 fire damage to any
their best to keep the characters in the center of the creatures within a close burst 1.
room, allowing the duergar scouts a clear line of sight Giant Hole: A creature stepping onto the square
for their ranged attacks. drops 10 feet and is knocked prone.
If still unnoticed, the duergar scouts enter combat Hidden Door: Located atop the wooden balcony,
a round later, hoping to surprise any characters that the door opens into a tunnel leading to the metal- If a character finds the secret door atop the
have already entered the room. Since the scouts works. A character can discover the door with a DC wooden balcony, read:
should be hiding in darkness, they can make immedi- 15 Perception check. Cleverly disguised as a ventilation shaft, the small door
ate use of shadow attack. If the characters start to focus Illumination: The bottom floor is lit by light slides open. Peering inside reveals a narrow tunnel, filled
on the scouts, they will to fade into the darkness atop escaping from the furnace room, which qualifies as with the familiar glow of the nearby furnace room.
the balcony, using underdark sneak to change location dim light. The wooden balcony and most corners are
while preparing another shadow attack. When a char- shrouded in darkness. Treasure
acter first closes the distance, the scout uses infernal Wooden Balcony: Elevated 15 feet above the If the characters light the braziers, either during or
quills. floor, the balcony is sturdy enough to support a lot after the fight, they can easily spot some gold and a
If the battle is going poorly for the duergar and of weight and any climbing on its sides, but could be potion of healing dropped by one of the duergar; oth-
only two remain, at or near their bloodied values, brought down if two or more supports are broken, erwise, finding them in the dark requires a DC 10
one of the duergar attempts to flee the room through dropping anyone on the balcony to the ground and Perception check.
a secret door atop the balcony, hoping to warn their knocking them prone. Each support has 25 hp, AC 2,
and Fortitude 12.

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The Hammer Falls

Area 2: If one of the duergar managed to escape from the If the characters enter the metalworks unno-
previous encounter and warn his allies in the metal- ticed, read the following:
The Metalworks works, the characters could be walking into a second Several small duergar surround the furnaces, adjusting
ambush. The escaped duergaralong with the guard, valves and heating a large sword. An imp rests nearby,
Encounter level 2 (XP 650) miners, and impwill hide behind the furnaces and floating casually while looking bored. A stout guard leans
on either side of the main door, expecting the charac- against one of the walls, his helmet pulled down over his
The corrupted lava flows into this room, where the
ters to use the main hallway entrance. Readjust their eyeshe looks to be asleep.
weapons are created and the bulk of the experiments
setup positions to reflect the situation. Characters
performed. Several duergar work the furnaces with
entering from the hidden doorway will likely enter Perception DC 10
one of Sleeds imps, preparing another attempt at cre-
unnoticed in this scenario, gaining a surprise round. The furnaces seem dangerously erratic, spouting fire and
ating a lava-infused magical weapon. With the noise
the blue lava onto the floor nearby.
from hammers, steam, and the roaring furnaces, its
If a duergar escaped to the metalworks from the
difficult for them to hear anyone approaching. They
previous encounter, read the following as they Perception DC 15
expect the sentries to alert them to any potential
near the room: The lava flow near the back of the room erupts and splashes
problems.
The always-constant sound of hammers on anvils comes to with volatile waves. What seems to be a head of molten rock
an abrupt stop, leaving an eerie silence that is soon replaced rises above the lava for a second, glaring with fiery eyes
Setup by loud chatter. before falling back into the channel.
1 duergar guard (G)
3 duergar miners (M)
Regardless of their entrance, read the following When the magma hurler appears, read:
1 imp (I)
when the characters enter the metalworks: Emerging from the river of lava is an elemental of magma
1 magma hurler (H)
As you descend deeper into the refinery, you are met with a and smoldering rock.
sudden wall of hot air and ash. The hallway opens up into
The magma hurler starts hidden in the river of lava
a giant metalworking facility, which is in surprisingly good When a furnace spews lava, read:
until its allies are in trouble. Do not place it on the
condition compared to the rest of the refinery. Stretching The furnaces shake violently, their metal walls and grates
map until it attacks.
toward a tall ceiling of stonework and rock, two giant iron screeching as they strain to hold together. A geyser of lava
furnaces spout fire and shake violently. Many discarded erupts from inside, throwing flaming slag and magma in
Another Ambush weapons are scattered around the floor, warped and melted every direction.
If the characters prevented the duergar from escaping
beyond recognition. Near the back of the room is a river of
the previous room, the entire party gains a surprise
lava, but of a bluish hue, glowing and surging with energy.
round, regardless of which entrance they take; none
of the workers are expecting company, and with the
level of noise, its almost impossible for them to hear
the characters arrive. The guard is relaxed and inat-
tentive, while the miners and the imp are focused on
the furnaces. Enemies should be set up as shown on
the map.

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The Hammer Falls

Duergar Guard (G)


Medium natural humanoid (devil)
Level 4 Soldier
XP 175
Imp (I)
Tiny immortal humanoid (devil)
Level 3 Lurker
XP 150
Tactics
Initiative +6 Senses Perception +4; darkvision Initiative +8 Senses Perception +8; darkvision Regardless of how the battle begins, the imp immedi-
HP 58; Bloodied 29 HP 40; Bloodied 20 ately vanishes and attempts to hide until it sees a good
AC 21; Fortitude 17, Reflex 15, Will 15 AC 17; Fortitude 15, Reflex 15, Will 15
opportunity to attack with tail sting or bite, prefer-
Immune illusion; Resist 5 fire, 5 poison Resist 15 fire
Speed 5 Speed 4, fly 6 (hover) ring to flank when possible. If caught in a dangerous
m Warhammer (standard, at-will) F Weapon m Bite (standard, at-will) position, the imp gives priority to using vanish and
+11 vs. AC; 1d10+3 damage. Reach 0; +7 vs. AC; 1d6 + 1 damage.
retreating rather than attacking. The imp will not hes-
R Beard Quills (minor, encounter) F Poison M Tail Sting (standard, encounter; recharges when the imp uses
Ranged 3; +11 vs. AC; 1d8 + 3 damage, and ongoing 2 vanish) F Poison itate to hover over the lava flow to stay out of a melee
poison damage and -2 penalty to attack rolls (save ends). Reach 0; +8 vs. AC; 1d8+3 damage, and the imp makes characters reach.
Infernal Anger (minor; recharge 5 6 ) F Fire a secondary attack against the same target. Secondary The guard and miners try to corner the charac-
Until the start of the duergar guards next turn, it deals Attack: +5 vs. Fortitude; the target takes ongoing 5 poison
ters near the furnaces, hoping to inflict as much fire
an extra 4 fire damage when its melee attacks hit, and if damage and a 2 penalty to Will defense (save ends both).
an adjacent enemy moves or shifts during this period, the Vanish (standard; at-will) F Illusion damage as possible as the furnaces erupt each turn.
duergar guard can shift 1 square as an immediate reaction. The imp becomes invisible until the end of its next turn or The miners have no real tactical prowess but do their
Alignment Evil Languages Common, Deep Speech, until it attacks.
best to surround and flank characters when able. The
Dwarven Alignment Evil Languages Common, Supernal
Skills Dungeoneering +9 Skills Arcana +9, Bluff +9, Stealth +9 guard uses infernal anger immediately and upon each
Str 14 (+4) Dex 15 (+4) Wis 15 (+4) Str 12 (+2) Dex 17 (+4) Wis 14 (+3) recharge, saving beard quills for a character who has
Con 18 (+6) Int 10 (+2) Cha 8 (+1) Con 16 (+4) Int 16 (+4) Cha 16 (+4) moved beyond reach.
Equipment chainmail, warhammer
Appearing in the most advantageous part of the
Magma Hurler (H) Level 4 Artillery
3 Duergar Miners (M) Level 5 Minion Medium elemental humanoid (earth, fire) XP 175 lava flow, the magma hurler enters combat when
Medium natural humanoid (devil) XP 50 each Initiative +8 Senses Perception +4 either the imp or duergar guard is bloodied or when
Initiative +5 Senses Perception +4; darkvision HP 41; Bloodied 20 all three duergar miners are killed, whichever comes
HP 1; a missed attack never damages a minion. AC 18; Fortitude 15, Reflex 17, Will 13
AC 20; Fortitude 17, Reflex 14, Will 17 Immune petrification; Resist 10 fire; Vulnerable cold (a
first. The magma hurler can stay within the lava flow
Immune illusion; Resist 10 fire, 10 poison magma hurler that takes cold damage is slowed until the if within range of the characters but is likely to move
Speed 5 end of its next turn) out to use magma ball against any characters in a
m Warhammer (standard, at-will) F Weapon Speed 4
clump.
+3 vs. AC; 4 damage. m Slam (standard, at-will)
Alignment Evil Languages Common, Deep +8 vs. AC; 1d6 + 4 damage.
Speech, Dwarven R Magma Ball (standard, at-will) F Fire
Skills Dungeoneering +11 Ranged 15; +7 vs. Reflex; 1d6+6 fire damage. Miss:
Str 17 (+5) Dex 13 (+3) Wis 14 (+4) Creatures adjacent to the target take 1d6 fire damage.
Con 20 (+7) Int 10 (+2) Cha 7 (0) Alignment Unaligned Languages Primordial
Equipment chainmail, warhammer Skills Endurance +7
Str 18 (+6) Dex 22 (+8) Wis 14 (+4)
Con 11 (+2) Int 5 (1) Cha 8 (+1)

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Development Features of the Area


After a quick search of the metalworks, the characters Illumination: The room is well lit by the furnaces
find many piles of warped and useless weaponsrem- and lava, pulsing with red and blue hues.
nants of failed experimentsthough they can also Elevation: The ceiling is 30 feet high, made
find the treasure noted below. A DC 12 Arcana check of stonework built into the underside of the rocky
reveals that the bluish lava contains strong magical terrain.
properties and almost appears to have a life of its Furnaces: Each furnace is 10 feet tall, and deals
own. If the characters are looking for a sample of lava 1d6 fire damage to any creature that enters or begins H
for Ruana, they can obtain it here; Balidors brothers, its turn in one of its squares. At the end of each round,
however, are nowhere to be found. the furnace spews flames and lava, dealing 1d4 fire
Although the characters might think they have damage to any creature adjacent to it, which also
the element of surprise as they continue, a small fire gains vulnerable 5 fire until the end of its next turn.
M M
elemental from the lava flow in the metalworks has Lava Flow: The lava flow is a combination of
already seen and reported the intruders to Sleed, rock, lava, and magma slowly flowing from the west M
who has started gathering his notes and summoning through a slightly recessed stone channel 5 feet below I

elemental servitors in preparation for a battle and the floor. A creature falling into the lava takes 1d6
possible escape. fire damage upon falling in and 1d6 fire damage
when starting its next turn in the lava.
G
Treasure
Scattered among all the worthless items on the floor
of the metalworks is one intact level 3 magic weapon.

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The Hammer Falls

Area 3: Perception DC 15 Barulg, Duergar Theurge (B)


Medium natural humanoid (devil)
Level 5 Controller
XP 200
Some of the stones have been removed from the floor near
Sleeds Sanctum the rear of the chamber and been replaced with a small
Initiative +2
HP 63; Bloodied 31
Senses Perception +11; darkvision

wooden trap door. AC 19; Fortitude 16, Reflex 16, Will 18


Encounter level 3 (XP 725) Immune illusion; Resist 5 fire, 5 poison
Speed 5
Arcana DC 15 m Warhammer (standard, at-will) F Weapon
The characters continue down another set of stairs
The chasm here emanates the strongest magical aura in the +10 vs. AC; 1d10 + 1 damage.
and hallways, finally reaching the bottom of the refin- R Hellbolt (standard, at-will) F Fire
refinery and appears to be the source of the lava flow.
ery and Sleeds den, where the corrupted lava broke Ranged 10; +9 vs. Reflex; 1d10 + 4 fire damage.
through the ground and the magical potency is at its Sleed, Imp (S) Level 3 Lurker R Infernal Quills (minor, encounter) F Poison
Tiny immortal humanoid (devil) XP 150 Ranged 3; +10 vs. AC; 1d8 + 3 damage, and the target
peak. Here, Sleed works to perfect his process while
Initiative +8 Senses Perception +8; darkvision takes ongoing 2 poison damage and a -2 penalty to attack
Barulg stays nearby to protect him. They have been rolls (save ends both).
HP 40; Bloodied 20
expecting intruders after hearing the commotion AC 17; Fortitude 15, Reflex 15, Will 15 C Wave of Despair (standard, encounter) F Psychic
above and have summoned three elemental servitors Resist 15 fire Close blast 5; +9 vs. Will; 1d8 + 4 psychic damage, and the
Speed 4, fly 6 (hover) target is slowed and dazed (save ends both).
to assist them in battle. A Brimstone Hail (standard, recharge 5 6 ) F Fire
m Bite (standard, at-will)
Reach 0; +7 vs. AC; 1d6 + 1 damage. Area burst 2 within 15; +9 vs. Reflex; 3d6 + 4 fire damage,
Setup M Tail Sting (standard, encounter; recharges when the imp uses and the target is knocked prone.
vanish) F Poison C Hammer Strike (standard, recharge 4 5 6) F Fire
Sleed, imp (S)
Reach 0; +8 vs. AC; 1d8+3 damage, and the imp makes Close burst 1; +9 vs. Reflex; 3d6 + 5 fire damage, and each
Barulg, duergar theurge (B) creature in the burst is pushed 1 square.
a secondary attack against the same target. Secondary
3 magma runners (R) Attack: +5 vs. Fortitude; the target takes ongoing 5 poison Alignment Evil Languages Common, Deep Speech,
damage and a 2 penalty to Will defense (save ends both). Dwarven
Vanish (standard; at-will) F Illusion Skills Arcana +7, Dungeoneering +13, Religion +7
When the characters enter Sleeds sanctum, read:
The imp becomes invisible until the end of its next turn or Str 13 (+3) Dex 12 (+3) Wis 18 (+6)
The sheer heat of this room tells you that youve reached the until it attacks. Con 16 (+5) Int 15 (+4) Cha 11 (+2)
heart of the refinery. Much of the floors stonework has been Alignment Evil Languages Common, Supernal Equipment warhammer
removed, revealing a small fissure. Inside, the strange bluish Skills Arcana +9, Bluff +9, Stealth +9
Str 12 (+2) Dex 17 (+4) Wis 14 (+3)
lava seeps out of the rocks, pulsing as it flows through the
Con 16 (+4) Int 16 (+4) Cha 16 (+4)
channel below into the metalworks. Near the chasm is a trio
of small magma elementals, smoldering as they await an
order from their master.
The corner of the room hides a small imp, who eyes you
suspiciously before nodding to a duergar, who approaches
carrying an enormous warhammer. Waves of the corrupted
lava seem to flow beneath the metal surface of the hammer,
which glows and pulses with a familiar blue hue. I assume
youve come for this, he mocks, gesturing to his weapon.
Dont worry, you shall have it.

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The Hammer Falls

3 Magma Runners (R) Level 2 Skirmisher


Small elemental humanoid (earth, fire) XP 125
Initiative +6 Senses Perception +3
HP 37; Bloodied 18
AC 16; Fortitude 13, Reflex 15, Will 14
Immune petrification; Resist 5 fire (a magma runner that
takes fire damage gains +2 speed until the end of its next
turn); Vulnerable cold (a magma runner that takes cold
damage is slowed until the end of its next turn)
Speed 8 R
m Slam (standard, at-will) F Fire
+7 vs. AC; 1d6 + 3 damage plus 1d6 fire damage.
M Molten Rush (standard, recharge 5 6 ) F Fire R
The magma runner moves at half speed, and can make
a slam attack against each creature it moves adjacent to.
Any creature that attacks the magma runner during this R
movement takes 5 fire damage.
Alignment Unaligned Languages Primordial
Skills Acrobatics +9, Athletics +6
Str 10 (+1) Dex 17 (+4) Wis 14 (+3)
B
Con 13 (+2) Int 6 (1) Cha 8 (0)

Tactics
With their shared fire resistance, Sleed, Barulg, S
and the magma runners will not hesitate to use the
lava chasm to their advantage, running over it and
attempting to keep the characters on the other side of whichever character he believes to be the biggest room to move. Otherwise, he prefers to hover invisibly
it when possible. threat. Although not extremely intelligent, Barulg is a above the lava pit and make Arcana checks to trigger
The magma runners have been summoned by capable fighter and excels in combat. He will always the lavas attack when a character gets too close. Sleed
Sleed as protection, so they engage any character look to flank targets with the elementals while keep- isnt certain that the characters are strong enough
that damages or threatens the imp. They intention- ing excellent position. The room is quite small and to defeat Barulg and his elementals and wont stick
ally walk in and out of the lava to take fire damage, Barulg has several area attacks which he will use around to find out if things look bad. He flees imme-
giving them a speed boost to make maximum use when characters bunch up and provide multiple tar- diately when Barulg dies or when all three elementals
of molten rush, charging through the characters gets. Barulg prefers to save hammer strike for when he are defeated. Sleed is clever and will not announce
party in the small room. If Sleed tries to escape, all is surrounded and needs to reposition, but if its pos- his escape; the imp simply turns invisible and makes
remaining magma runners move between the imp sible to damage any of the magma runners with this a run for it when the characters are disabled or dis-
and the party to intercept the characters and buy or brimstone hail while also hurting the characters, he tracted. Its possible the party wont notice the devil is
him some time. does so. gone until after the battle. Sleed intends on using the
Barulg begins combat by using infernal quills on the Sleeds first priority is to stay alive. He uses vanish trap door, but if the characters are aware and seem to
first character to deal a significant amount of damage immediately and whenever engaged. He uses bite or be guarding it, the imp heads up the stairs and out of
to him, otherwise using hellbolt or warhammer against tail sting only when he has a tactical advantage and the refinery through the metalworks.

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The Hammer Falls

Development Lava Chasm: The 4 squares at the center of the Appendix:


chasm contain lava. The surface of the lava is 5 feet
If Sleed escapes, the characters find charred rem-
nants of notes made in Infernal, which could lead to a
below the level of the floor. The 1-square-wide perim- New Magic Item
eter of rock surrounding the lava is rough stone which
future adventure in the Chaos Scar. If decrypted, the
acts as difficult terrain. A creature falling into the
notes detail a process for creating powerful elemental Magma Hammer Level 4+
lava takes 1d6 fire damage upon falling in and 1d10
servitors even more powerful than the magma hurler This hammer shifts slowly, as though its surface were gently
fire damage when starting its turn in the lava. flowing lava.
and magma runners.
The lava itself can be controlled by nearby crea-
If Sleed is captured, he attempts to bargain with Lvl 4 +1 1,000 gp Lvl 19 +4 125,000 gp
tures and used against enemies as a terrain power Lvl 9 +2 5,000 gp Lvl 24 +5 625,000 gp
the characters for his release. Hes unwilling to give
(Dungeon Masters Guide 2, page 62). Sleed already Lvl 14 +3 25,000 gp Lvl 29 +6 3,125,000 gp
up any information about his masters and their plans
understands how to use the Lava Pit terrain power
but will freely talk about the strange lava and Barulgs Weapon: Hammer
and attacks with it whenever possible. Characters Enhancement: Attack rolls and damage rolls
clan. Though the devil in charge is never mentioned,
who see the pit used to attack can make Arcana Critical: +1d6 fire damage per plus, and the target takes
it should be clear that for Sleed and his masters, the
checks as indicated to figure out ongoing 5 fire damage (save ends).
refinery was merely a test. Level 14 or 19: Ongoing 10 fire damage (save ends).
Trap Door: A trap door, barely big enough for an
Found on Sleeds desk is the treasure. If the char- Level 24 or 29: Ongoing 15 fire damage (save ends).
imp, leads up to the surface. Power (Daily, Fire): Free Action. Use when you hit a target
acters take time to explore the rest of the chamber,
Sleeds Desk: This small wooden desk is covered with the weapon. Each creature adjacent to you takes 5 fire
they will discover broken mining picks and light damage, and you push the target 1 square.
with charred papers.
armor bearing the Cragbottom name. The brothers Level 14 or 19: 10 fire damage.
themselves are not here, possibly sacrificed, burned to Level 24 or 29: 15 fire damage.
Lava Pit At-Will Terrain
a crisp, or transferred to another location. Thats up to A fiery blob of lava launches itself at a nearby target.
you to decide. The question of their fate could launch Minor Action
Requirement: You must be trained in Arcana and must have About the Author
another adventure.. Corwin Riddle hails from the sunny streets of Austin, Texas,
seen a creature be attacked with this terrain power.
Barulgs hammer is still intact and can be taken by where he works as a freelance writer and freelance dreamer.
Check: Arcana check (DC 13) to understand how to control
the characters. Although guardsman Rikter wants to and attack with the Lava Pit. The Hammer Falls is his first published article for the Dun-
geons & Dragons game but certainly not the last.
see the weapon as proof of the duergars demise, he Success: You can use this terrain power automatically until
the end of the encounter. Each use counts as a standard
doesnt want it, and actually prefers that the charac-
action. You must be within 3 squares of the lava to trigger
ters take it far away. the attack.
Target: One creature within 3 squares of the lava pit.
Features of the Area Attack: +6 vs. Reflex
Hit: 1d4 fire damage plus ongoing 3 fire damage (save ends).
Illumination: The room is well-lit by lava and
torches, but the corners are dim with shadows.
Ceiling: The room has a 10-foot-high ceiling of
Treasure
A small amount of gold and the Enchant Magic Item
solid rock.
ritual can be found on Sleeds desk.

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35
Down the
Goblin
Hole
By Gareth Hanrahan
illustration by Empty Room Studios, Jeffrey Lai F cartography by Jason A. Engle
TM & 2010 Wizards of the Coast LLC All rights reserved.

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Down the Goblin Hole

Down the Goblin Hole is a short adventure for five Background further sign of Urgog the Mangler for years. It was
2nd-level characters. The Goblin Hole is located in assumed that he had been destroyed by some greater
the woods near the southeastern corner of the Chaos What do you do with a lying rogue? monster.
Scar. While several reasons for the characters to seek Throw him down the goblin hole! In fact, the goblin survived. In the scar, Urgog
out the Goblin Hole are provided in the Getting What do you do with a damned soul? found an ugly lump of magical crystal, a shard of
Started section, its also possible that the party just Throw him down the goblin hole! the meteor that made the scar long ago. Fearing that
randomly encounters goblins from the Hole while Oh, the goblin hole, the goblin hole, some thief might steal his prize, he took the shard to a
traveling in the Chaos Scar. If youre not running a Hells at the bottom of the goblin hole! place where it would be safe and securethe bottom
Chaos Scar campaign, then you can easily remove the  Traditional drinking song east of the Kings Wall of the Goblin Hole!
distinctive elements of that setting, such as Urgogs Once Urgog took up residence in the hole, other
fragment of the magical meteor, and replace them No matter how inhospitable, barren, or simply vile goblins were drawn there. Today, he rules over a tribe
with elements more suited to your game. The meteor a place is, some creature calls it home. There are of some fifty goblins. The eldritch influence of the
fragment could be a stolen drow relic, for example, monsters who dwell in the depths of the world, so far chaos shard in Urgogs possession has given the gob-
or perhaps a portal to some outer plane lies at the underground that the sun is a wild legend and even lins a strange affinity with the spiders who also infest
bottom of the Hole. light is a rarity beyond compare. There are things who the hole. Since Urgog arrived, the spiders have grown
The adventures encounters are designed to upset dwell in bubbling lava, in the icy wastes of the utter- larger and more intelligent.
established tactics and force players to think cre- most north, or in the harshest of deserts. The Goblin The most powerful of these spiders has trans-
atively. The fights themselves are hard enough, but Hole is not quite so dangerous as those places, but it formed into an unusually intelligent horror, a
its the unusual terrain and the waves of foes that is a place only goblins could lovea steep-sided pit feyspitter spider that is now the power behind Urgogs
make the combats memorable. Once a fight starts, the filled with ordure, strange fungal growths, thousands throne. At night, the spider whispers into Urgogs
players should feel as if everything is spinning out of of nasty spiders, and squirming things with odd num- ear, advising him on how to manipulate his followers
control and they are about to be overrun. That said, bers of legs. In the past, adventurers have descended and expand his influence. For his part, Urgog is quite
the goblins can also be played for humor in places into the Hole and cleared out the denizens, but the happy to have a giant, intelligent spider in the Goblin
there are plenty of absurd elements and opportunities goblins always return. Hole. Its an impressive pet and a useful ally. He
for slapstick in the adventure. Feel free to throw your The current chieftain of the local goblins and self- dreams of a horde of spider-riding goblins swarming
players off cliffs and dump them into pits full of spi- styled King of the Hole is Urgog the Mangler, who in over the world, conquering everything that stands in
ders and slime. his youth was a feared goblin warrior. In those years, their path.
he and his marauders raided human villages and put Once again, goblin raiders shouting Urgogs name
elf-woods to the torch. It is said that Urgog personally are attacking human settlements. Once again, brave
slew hundreds and that his tent was made out of the adventurers must go down the Goblin Hole.
flayed skin of adventurers and knights who tried to
stop his rampage. Eventually, the short lifespan of
goblin-kind caught up with Urgog. His strength and
cunning faded and his warband suffered a series of
defeats. They were driven deep into the Chaos Scar,
where most of the goblins perished and there was no

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Down the Goblin Hole

Dungeon Tiles Synopsis F Another adventurer encountered a band of


All of this adventures maps were constructed with goblins crossing through the lands east of the
one set each of the D&D Dungeon Tile sets Caves of Urgogs goblins control the forests around the Goblin Scar. These goblins were pushing a crudely-made
Carnage (DU3) and Sinister Woods (DU5). The map for Hole, so the characters must first deal with the cart laden with swords, helmets, and other booty.
encounter 1 uses tiles from Sinister Woods. The maps goblin guards and patrols. Once past this outer line The adventurer captured one of the goblins and
for encounters 2 and 3 draw on Sinister Woods and of defenses, the adventurers must make the perilous questioned the wretch, who revealed that the
Caves of Carnage. descent into the Goblin Hole itself, down a web-lined cart was tribute for Urgog the Mangler, King of
cliff. There, they battle more goblins and spiders the Goblin Hole.
Treasure before going underground and slaying Urgog and his
The characters should earn a total of five treasure followers. Research
parcels in this adventure. Listed below are the most A History roll (DC15) or consulting with local grey-
likely places to find treasure and what each parcel
Getting Started beards (such as the silver-masked mage Citirian at
should contain. (When placing magic items, consult There are several ways to get the characters involved Restwell Keep) lets the characters find out that Urgog
your players wish lists, if any). in this adventure. Pick one of these plot hooks or just was once a feared goblin warlord, but no one has
have the characters encounter the Goblin Hole as heard of him in more than ten years.
Parcel 1: Level 5 itemin Urgogs hoard they travel through the Chaos Scar.
Parcel 2: Level 3 itemin Urgogs hoard F Goblin raiders were sighted east of the Kings Down the Goblin Hole
Parcel 3: 260 gpin Urgogs hoard Wall. Traditionally, the goblins have used the After crossing the Kings Wall, the characters travel
Parcel 4: 170 gpon the corpse of a traveler caught Goblin Hole as a base in that area. Someone into the woodlands in the south of the Chaos Scar. The
in the webs in Encounter 1 should investigate the hole and find out how forests here are thick and dark, with few clear trails.
Parcel 5: Potion of Healing and 10 gpburied the goblins were able to cross the wall so easily. In places, the trees are strangely twisted and mutated
under the slime in the pit trap in Encounter 2 (They scaled the wall on the backs of their spider by the malign influence of the Scar. Initially, the
To make Urgog into a tougher challenge, give him minions.) Worryingly, some of the goblins were adventurers do not encounter any threatening beasts,
suitable magic items and have him use them in the shouting the name Urgog as a battle-cry. but they cannot escape the feeling that they are being
battle against the player characters. F Magical divinations by a friendly cleric (perhaps watched by inhuman eyes in the dark of the woods.
Chendera, the half-elf cleric who oversees the
temple of Avandra at Restwell Keep), point to the Goblin Ambush
existence of some growing threat in the depths of As they approach the Goblin Hole, characters see
the woods. Unless stopped, this threat may grow signs of the goblinsfootprints, discarded arrow-
too powerful to be dealt with easily, so heroes heads, small paths cut through the underbrush, and
must put an end to it quickly. The cleric advises the stumps of smaller trees cut down for firewood.
the characters to seek out the rumored Goblin If the characters blunder on through the woods,
Hole and begin investigating there. then they automatically run into the goblin ambush
(Encounter 1). If they proceed carefully, run the
optional skill challenge, Ambushing the Ambushers.
Tactical Encounter 1: The Goblin Ambush

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Down the Goblin Hole

properthe caves under the ravine. The cave walls


are covered in fungal growths and more spider webs.
Skill Challenge: In places, the characters must clamber down steep
Ambushing the Ambushers and treacherous slopes, as the caves are arranged one
atop the next. Each step brings the characters deeper
Level: 3 (150 XP)
underground. A quick retreat is impossible.
Complexity: 1 (requires 4 successes before 3
There are signs of goblins everywherechewed
failures)
bones, dirty blankets, discarded trash, and insulting
Primary Skills: Nature, Perception, Stealth
messages or strange ritual symbols daubed onto the
Nature (DC15): The character notices that there are
walls. The goblins living in the caves dare not con-
many fresh goblin footprints and spider tracks in this
front powerful invaders directly. They will wait for
area. Goblins must be nearby.
Urgog the Mangler to slay the trespassers.
Perception (DC15): The character spots some mud
and broken twigs on the lower branches of one tree,
The Bottom of the Hole
suggesting that something climbed it recently.
After slipping and sliding through three smaller chambers,
Stealth (DC15):The character conceals himself amid
you arrive at a larger cave. In the center of the floor is a
the underbrush and advances quietly, thereby avoid-
large hole which leads into a still deeper cavern. Crude rope
ing the goblin sentries.
ladders are tied to stalagmites that dangle into the hole,
Success: If the characters succeed, they are able
and you can see torchlight from below. A voice roars from
to avoid being ambushed by the goblins and they do
beneath you. I am Urgog the Mangler, Urgog the war-chief,
not start Encounter 1 caught in the spider-webs.
the King of the Goblin Hole! Come down and fight! Come
Failure: The characters stumble into the trap at
down and die! After a momentary pause, the voice says
the start of Encounter 1.
are you sure theyre up there? I cant hear anything!

A Perception check (DC15) lets the characters hear a


The Goblin Hole strange, chittering noise: the speech of the feyspitter
After defeating the goblins, the characters arrive at spider assuring Urgog that the adventurers are indeed
the edge of the Goblin Hole. Three sides of the ravine close at hand. Its impossible to use missile attacks to
are too steep to climb, but the fourth offers a way strike at Urgog or his guards from the upper cavern,
down. Its almost as steep, but that section of the cliff so the characters must climb down the ladders to slay
face is covered with a thick carpet of spider webs and the goblin chieftain.
vines. The characters can climb down the webs to the Tactical Encounter 3: Bottom of the Hole.
bottom of the ravine. Once Urgog and his followers are slain, the charac-
Tactical Encounter2: The Webwall ters can loot the treasure trove under the goblin kings
Once the goblins in the ravine are dealt with, throne.
the characters can descend into the Goblin Hole

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Down the Goblin Hole

Encounter 1: Goblin If the characters succeeded in the skill check, Development


read the following section aloud instead.
A clear trail leads off from the ambush site toward the
Ambushers Goblin Hole.
Just in time, you spot a cunningly hidden spider web
Encounter Level 2 (701 XP) stretching between two trees. You cautiously make your way Searching the webbed copse of trees turns up the
around the web and find several other, similar webs between corpse of another adventurer who wandered into the
Setup other trees. You came close to falling into someones trap ... trap and starved to death. His body has been sucked
4 goblin snipers (G) dry by the spiders, but his equipment is still intact.
In this case, the characters start in the open beyond Characters can salvage a longsword, leather armor,
2 bloodthorn vines (V)
the web-covered area. and 170 gold pieces from the corpse.
1 deathjump spider (D)
4 spiderlings (S) Tactics 4 Goblin Snipers (G) Level 1 Minion Artillery
The goblin snipers stay in the trees and keep firing, Small natural humanoid XP 25 each
The goblin snipers are in the trees, 15 feet above the
HP 1; a missed attack never damages a minion. Initiative +3
ground. The deathjump spider also starts in the trees targeting characters caught in the spider web if possi-
AC 13, Fortitude 12, Reflex 14, Will 12 Perception +1
but jumps down to join the fight as soon as battle ble. If the characters get too close, they move through Speed 6 Low-light vision
begins. the trees to keep out of melee range. Traits
The bloodthorn vines stay in the middle of the bat- Sniper
If the characters failed or did not attempt the tlefield and use their impaling thorns and pulling vines If the goblin misses with a ranged attack while hidden, it
Ambushing the Ambushers skill check, then to drag grabbed characters back toward the bottom remains hidden.
read the following aloud before setting up the of the map, away from the snipers. The vines attack Standard Actions
encounter. melee characters first.
m Short Sword (weapon) F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
As you make your way through the forest, you spot The deathjump spider uses its death from above
Hit: 4 damage.
something glistening between two trees. Its a strand of attack to move quickly around the battlefield. Ideally, r Shortbow (weapon) F At-Will
spider web, so thin as to be almost invisible if it were not it knocks down the character nearest to the goblins Attack: Ranged 20 (one creature); +8 vs. AC
for some droplets of dew. Looking more closely, you realize to give the bloodthorn vines a chance to grab and Hit: 4 damage.
that theres a full web stretching between those two trees ... drag that character. If none of the heroes are close Triggered Actions
to the goblins, then the deathjump spider tries to set Goblin Tactics F At-Will
and the trees next to them. Youre hemmed in on all sides by
up flanking attacks with the spiderlings and vines. Trigger: The goblin is missed by a melee attack.
webbing.
Effect (Immediate Reaction): The goblin shifts 1 square.
Its a trap! When surrounded, it uses prodigious leap to flee back
Skills Stealth +8, Thievery +8
to the safety of the trees.
Str 13 (+1) Dex 17 (+3) Wis 12 (+1)
The characters start in the web-covered area at the The characters should be outnumbered at least Con 13 (+1) Int 8 (1) Cha 8 (1)
bottom of the map. If a character tries to move out of two-to-one in this encounter. Use that initial shock for Alignment evil Languages Common, Goblin
this area, then he must make a DC20 Athletics check all its worth, because the players will realize quickly Equipment leather armor, short sword, shortbow, 20 arrows
or be restrained (save ends). that eight of their foes are minions and the situation
isnt as bad as it looks.

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Down the Goblin Hole

Deathjump Spider (D) Level 4 Skirmisher 2 Bloodthorn Vines (V) Level 2 Soldier Webs: One copse of trees is covered in sticky
Medium natural beast (spider) XP 175 Medium natural beast (plant) XP 125 each
webs that trap creatures who blunder in, making that
HP 52; Bloodied 26 Initiative +5 HP 41; Bloodied 20 Initiative +3
copse into a potential killing ground if characters did
AC 18, Fortitude 17, Reflex 16, Will 15 Perception +7 AC 18, Fortitude 15, Reflex 12, Will 14 Perception +3
Speed 6, climb 6 (spider climb) Tremorsense 5 Speed 5 (forest walk) Blindsight 10
not succeed at the Ambushing the Ambushers skill
Resist 5 poison Standard Actions challenge; see above.
Traits m Striking Vine F At-Will
Web Walk Attack: Melee 1 (one creature); +9 vs. AC
The spider ignores difficult terrain composed of webs. Hit: 1d8 + 5 damage.
Standard Actions M Impaling Thorn (healing) F Recharge when the vine doesnt G
m Bite (poison) F At-Will have a creature grabbed
S G D
Attack: Melee 1 (one creature); +9 vs. AC Attack: Melee 1 (one creature); +9 vs. Fortitude
Hit: 1d6 + 3 damage, and the target takes ongoing 5 poison Hit: 1d8 + 4 damage, and the vine grabs the target. S V
damage (save ends). Sustain Standard: The vine sustains the grab, the target takes
M Death from Above F Recharge 4 5 6 2d8 + 4 damage, and the vine regains 5 hit points.
Effect: The spider jumps up to 6 squares. This movement does Minor Actions
not provoke opportunity attacks. After the jump, the spider Pulling Vines F At-Will
G
uses bite, knocking the target prone on a hit. Effect: The vine shifts 1 square, pulling any creatures it has V
Move Actions grabbed into spaces adjacent to it.
Prodigious Leap F Encounter Str 17 (+4) Dex 10 (+1) Wis 14 (+3) G
Effect: The spider jumps up to 10 squares. This movement Con 17 (+4) Int 2 (3) Cha 6 (1)
does not provoke opportunity attacks. Alignment unaligned Languages
Skills Athletics +9, Stealth +8 S
Str 14 (+4) Dex 12 (+3) Wis 10 (+2) Features of the Area
Con 12 (+3) Int 1 (3) Cha 8 (1)
Illumination: Its daylight.
S
Alignment unaligned Languages
Trees: The goblin snipers have concealment
4 Spiderlings (S) Level 4 Minion Skirmisher thanks to the foliage of the trees, giving a -2 penalty
Small natural beast (spider) XP 44 each to attack rolls targeting them. They are 15 feet off the
HP 1; a missed attack never damages a minion. Initiative +6 ground, so they can only be hit by ranged attacks or
AC 18, Fortitude 14, Reflex 16, Will 15 Perception +3
weapons with Reach. Climbing a tree requires a DC
Speed 6, climb 6 (spider climb) Tremorsense 5
15 Athletics skill check. Goblin snipers deal extra
Standard Actions
m Bite (poison) F At-Will
damage against foes when they have combat advan-
Attack: Melee 1 (one creature); +9 vs. AC tage, and characters grant combat advantage while
Hit: 2 poison damage, and the target gains vulnerable 5 climbing.
poison until the end of the spiderlings next turn. If the The trees are so close together that their branches
target already has vulnerability to poison damage, increase have interwoven, allowing characters to move
the vulnerability by 2. between adjacent trees without needing to climb back
Skills Acrobatics +9
down. This is difficult terrain, so the goblins cannot
Str 11 (+2) Dex 15 (+4) Wis 12 (+3)
shift using goblin tactics while in the trees.
Con 10 (+2) Int 4 (1) Cha 7 (+0)
Alignment unaligned Languages

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Down the Goblin Hole

Encounter 2: Tactics searches the pit finds the pouch with a DC 9 Percep-
tion check. A character who falls into the pit finds the
The hex hurler begins by shrouding himself and his
The Webwall allies in a vexing cloud, giving himself and the warriors
pouch through dumb luck if you roll a 6 on 1d6.

Encounter Level 4 (976 XP) concealment. He then throws stinging hexes on any Goblin Hex Hurler (H) Level 3 Controller (Leader)
characters who are making good progress climbing Small natural humanoid XP 150
Setup down the cliff. Keep one warrior or cutter adjacent to HP 46; Bloodied 23
AC 17, Fortitude 14, Reflex 15, Will 16
Initiative +3
Perception +2
The cave tiles represent the flat bottom of the ravine. the hex hurler at all times so he can use lead from the
Speed 6 Low-light vision
Three sides of the ravine are so steep they cannot rear to deflect attacks.
Standard Actions
be climbed. The fourth side is represented by the The warriors and cutters stay at the bottom of the m Staff (weapon) F At-Will
webbed tile. This tile represents a wall that is per- cliff, moving enough to take advantage of their great Attack: Melee 1 (one creature); +8 vs. AC
pendicular to the other tilesthe encounter begins position ability as they hurl javelins up at the charac- Hit: 1d6 + 7 damage, and the goblin can slide the target 1
with the player characters climbing down this near- ters. If they run out of javelins, they form a defensive square.
line and await the characters. If possible, they stay R Blinding Hex F At-Will
vertical cliff.
within the hex hurlers vexing cloud. The cutters join Attack: Ranged 10 (one creature); +6 vs. Fortitude
At the start of the encounter, place the following
Hit: 2d6 + 1 damage, and the target is blinded until the end of
foes on the map: the fight as soon as a character reaches the bottom
the goblins next turn.
and that includes falling into the pit. They try to
1 goblin hex hurler (H) R Stinging Hex F Recharge 5 6
swarm the characters and set up flanking attacks for Attack: Ranged 10 (one creature); +6 vs. Will
2 goblin warriors (W)
any surviving warriors or spiders. Hit: The target takes 3d6 + 1 damage if it moves during its
There is also a hidden pit at the bottom of the cliff The spiders can move freely on the webs thanks to turn (save ends).
(marked by Xs). their climb speed, so they can position themselves to A Vexing Cloud (zone) F Encounter
best attack the characters. They do not use death from Effect: Area burst 3 within 10. The burst creates a zone that
When any character comes within four squares of lasts until the end of the goblins next turn. Enemies take a
above attacks while on the cliff wall but may use those
the bottom of the cliff, the following foes emerge from 2 penalty to attack rolls while in the zone.
attacks on characters who have reached the bottom of
shadowy holes in the cliff wall. A character who ends Sustain Minor: The zone persists until the end of the goblins
the ravine.
his turn within four squares of the cliff bottom can next turn, and the goblin can move it up to 5 squares.
While characters cling to the wall, they fight at a Triggered Actions
spot the hidden enemies with a DC15 Perception
severe disadvantage against the spiders (see Players Goblin Tactics F At-Will
check.
Handbook, page 182). If they jump down to escape the Trigger: The goblin is missed by a melee attack.
4 spiderlings (S) spiders, the goblin cutters rush out, making this an Effect (Immediate Reaction): The goblin shifts 1 square.
2 deathjump spiders (D) out-of-the-frying-pan-and-into-the-fire encounter. As Lead from the Rear F At-Will
with encounter 1, the characters could wind up badly Trigger: An enemy hits the goblin with a ranged attack.
When any character reaches the bottom of the cliff,
Effect (Immediate Interrupt): The goblin can change the attacks
the following foes emerge: outnumbered, but most of their foes are minions.
target to an adjacent ally of the goblins level or lower.
4 goblin cutters
Development Skills Stealth +10, Thievery +10
Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
Theres a leather pouch in the slime pit, dropped Con 14 (+3) Int 9 (+0) Cha 18 (+5)
there by some luckless adventurer. It contains 10 Alignment evil Languages Common, Goblin
gold coins and a potion of healing. A character who Equipment leather robes, staff

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Down the Goblin Hole

2 Goblin Warriors (W) Level 1 Skirmisher 4 Goblin Cutters Level 1 Minion Skirmisher 2 Deathjump Spiders (D) Level 4 Skirmisher
Small natural humanoid XP 100 each Small natural humanoid XP 25 each Medium natural beast (spider) XP 175 each
HP 29; Bloodied 14 Initiative +5 HP 1; a missed attack never damages a minion. Initiative +5 HP 52; Bloodied 26 Initiative +5
AC 17, Fortitude 13, Reflex 15, Will 12 Perception +1 AC 15, Fortitude 13, Reflex 14, Will 12 Perception +1 AC 18, Fortitude 17, Reflex 16, Will 15 Perception +7
Speed 6 Low-light vision Speed 6 Low-light vision Speed 6, climb 6 (spider climb) Tremorsense 5
Traits Standard Actions Resist 5 poison
Great Position m Short Sword (weapon) F At-Will Traits
If, on its turn, the goblin ends its move at least 4 squares away Attack: Melee 1 (one creature); +6 vs. AC Web Walk
from its starting point, it deals 1d6 extra damage on its ranged Hit: 4 damage, or 5 if the goblin has combat advantage against The spider ignores difficult terrain composed of webs.
attacks until the start of its next turn. the target. Standard Actions
Standard Actions Triggered Actions m Bite (poison) F At-Will
m Spear (weapon) F At-Will Goblin Tactics F At-Will Attack: Melee 1 (one creature); +9 vs. AC
Attack: Melee 1 (one creature); +6 vs. AC Trigger: The goblin is missed by an attack. Hit: 1d6 + 3 damage, and the target takes ongoing 5 poison
Hit: 1d8 + 3 damage. Effect (Immediate Reaction): The goblin shifts 1 square. damage (save ends).
R Javelin (weapon) F At-Will Skills Stealth +8, Thievery +8 M Death from Above F Recharge 4 5 6
Attack: Ranged 10/20 (one creature); +6 vs. AC Str 14 (+2) Dex 17 (+3) Wis 12 (+1) Effect: The spider jumps up to 6 squares. This movement does
Hit: 1d6 + 3 damage. Con 13 (+1) Int 8 (1) Cha 8 (1) not provoke opportunity attacks. After the jump, the spider
R Mobile Ranged Attack (weapon) F At-Will Alignment evil Languages Common, Goblin uses bite, knocking the target prone on a hit.
The goblin moves up to half its speed. At any point during that Equipment leather armor, short sword Move Actions
movement, it makes one ranged attack without provoking Prodigious Leap F Encounter
opportunity attacks. 4 Spiderlings (S) Level 4 Minion Skirmisher Effect: The spider jumps up to 10 squares. This movement
Triggered Actions Small natural beast (spider) XP 44 each does not provoke opportunity attacks.
HP 1; a missed attack never damages a minion. Initiative +6
Goblin Tactics F At-Will Skills Athletics +9, Stealth +8
AC 18, Fortitude 14, Reflex 16, Will 15 Perception +3
Trigger: The goblin is missed by an attack. Str 14 (+4) Dex 12 (+3) Wis 10 (+2)
Speed 6, climb 6 (spider climb) Tremorsense 5
Effect (Immediate Reaction): The goblin shifts 1 square. Con 12 (+3) Int 1 (3) Cha 8 (1)
Standard Actions
Skills Stealth +10, Thievery +10 Alignment unaligned Languages
m Bite (poison) F At-Will
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Attack: Melee 1 (one creature); +9 vs. AC
Con 13 (+1) Int 8 (1) Cha 8 (1)
Hit: 2 poison damage, and the target gains vulnerable 5
Alignment evil Languages Common, Goblin
poison until the end of the spiderlings next turn. If the
Equipment leather armor, spear, 5 javelins
target already has vulnerability to poison damage, increase
the vulnerability by 2.
Skills Acrobatics +9
Str 11 (+2) Dex 15 (+4) Wis 12 (+3)
Con 10 (+2) Int 4 (1) Cha 7 (+0)
Alignment unaligned Languages

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Down the Goblin Hole

False-Floor Pit Level 1 Warder


Trap XP 100
A covered pit is hidden near the center of the room. Timber
covered with flagstones is rigged to fall when a creature walks
on it, dropping the creature into a 10-foot-deep pit.
Trap: A 2-by-2 section of the floor hides a 10-foot-deep pit.
Perception
F DC 20: The character notices the false stonework.
Trigger
The trap attacks when a creature enters one of the traps
S D S
four squares. W
Attack
Immediate Reaction Melee
Target: The creature that triggered the trap.
Webwall X X H Cutters
start
Attack: +4 vs. Reflex; a character who falls off the cliff into the
pit trap is hit automatically.
X X W
here

Hit: Target falls into pit, takes 1d6 damage per 10 feet fallen,
and falls prone.
Miss: Target returns to the last square it occupied and its move S D S
action ends immediately.
Effect: The false floor opens and the pit is no longer hidden.
Countermeasures
F An adjacent character can trigger the trap with a DC 10
Thievery check (standard action). The floor falls into the pit.
F A character can jump over the pit.
F A character can climb out with a DC 20 Athletics check.

Features of the Area


Illumination: While the steep-sided ravine is in Pit Trap: The pit at the base of the cliff is a false-
shadow, its still considered brightly illuminated. floor pit trap much like the one described on page 87
Hole: The hole leads to the cavern under the of the Dungeon Masters Guide. Characters who land in
ravine. the pit take reduced falling damage1d6 per 10 feet
Web-Covered Cliff: Moving along the cliff fallen instead of 1d10because the deep slime at the
requires an Athletics check (DC10) to move at half pits bottom cushions the landing somewhat (but also
speed. Remember that characters grant combat makes the walls more difficult to climb). This pit cant
advantage while climbing. Characters who are pulled be disarmed or disabled.
or pushed off the cliff or who are knocked prone
will fall unless they make a saving throw to catch
themselves.
The cliff is 35 feet tall; a character who falls takes
1D10 damage per 10 feet fallen (but see Pit Trap).

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Down the Goblin Hole

Encounter 3Spiders Standard Action


C Rockslide (zone) F At-Will
evelopments and what measures the characters take
d
to protect themselves.
& Goblins & Kings Attack: Area burst 3 (creatures in burst); +10 vs. AC Urgogs treasure hoard is in a chest under his
Hit: 3d8 +3 damage, and target is knocked prone.
throne. It consists of two magic items (Level 5 and
Level 6 Encounter (1,200 XP) Miss: Half damage.
Level 3) and 260 gold pieces.

Setup Round 3: The goblins make another rockslide Urgog (U) Level 4 Elite Controller (Leader)
Place the following foes on the map at the start of the attack. (goblin underboss)
Small natural humanoid, goblin XP 350
encounter: Round 4: The goblins swing down on ropes from
HP 110; Bloodied 55 Initiative+4
the upper chamber and attack. The momentum of AC 18, Fortitude 17, Reflex 15, Will 16 Perception +8
Urgog (goblin underboss) (U)
swinging down on a rope counts as a charge. They Speed 5 low-light vision
1 feyspitter spider (F)
move to link up with Urgog if he is still alive. Other- Saving Throws +2; Action Points 1
2 goblin cutthroats (G)
wise, they just attack the nearest enemies. Traits
Survival Instinct
On round four, add the following foes.
Development The goblin underboss gains a +3 bonus to defenses while
4 goblin cutters The shard of the meteor discovered by Urgog is bloodied.
1 goblin warrior Standard Actions
lodged in the webs of the spider. The characters
m Short Sword (weapon) F At-Will
can cut it free from the webs and take it with them. Attack: Melee 1 (one creature); +9 vs AC
The player characters start in the middle of the Its specific properties and hazards are up to you, Hit: 1d10 + 4 damage.
cavern. depending on what plans you have for further Miss: An adjacent ally makes a free basic attack.
Triggered Actions
Tactics 4 Goblin Cutters
Small natural humanoid
Level 1 Minion Skirmisher
XP 25 each Superior Goblin Tactics F At-Will
Urgog keeps his two cutthroat henchmen close by at HP 1; a missed attack never damages a minion. Initiative +5 Trigger: An enemy misses the goblin underboss with a melee
all times. The three gang up on the most dangerous AC 15, Fortitude 13, Reflex 14, Will 12 Perception +1 attack.
foes, using goblin tactics to stay in flanking positions Speed 6 Low-light vision Effect (Immediate Interrupt): The goblin underboss and up to
Standard Actions two allies within its line of sight shift 1 square.
so the cutthroats have combat advantage and can use
m Short Sword (weapon) F At-Will Skills Stealth +10, Thievery +10
Urgogs power to grant allies extra attacks.
Attack: Melee 1 (one creature); +6 vs. AC Str 18 (+6) Dex 14 (+4) Wis 13 (+3)
The feyspitter spider keeps moving and attacking Con 15 (+4) Int 11 (+2) Cha 16 (+5)
Hit: 4 damage, or 5 if the goblin has combat advantage against
When it uses bite or poison spittle to slide characters, Alignment EvilLanguages Common, Goblin
the target.
try to position them in the path of the rockslides. Triggered Actions Equipment: chainmail, short sword
On round 2, 4 goblin cutters and 1 goblin warrior Goblin Tactics F At-Will
arrive in the upper chamber. They act as follows: Trigger: The goblin is missed by an attack.
Round 2: Push rocks down from above. These Effect (Immediate Reaction): The goblin shifts 1 square.
goblins working together make a single rockslide Skills Stealth +8, Thievery +8
attack as described below. The attack occurs on the Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (1) Cha 8 (1)
slowest of the goblins initiative points. It is centered
Alignment evil Languages Common, Goblin
on the square marked X on the map.
Equipment leather armor, short sword

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Feyspitter Spider (F) Level 7 Controller 2 Goblin Cutthroats (C) Level 1 Skirmisher Goblin Warrior Level 1 Skirmisher
Medium fey beast (spider) XP 300 Small natural humanoid XP 100 each Small natural humanoid XP 100
HP 80; Bloodied 40 Initiative +6 HP 30; Bloodied 15 Initiative +5 HP 29; Bloodied 14 Initiative +5
AC 21, Fortitude 19, Reflex 19, Will 18 Perception +5 AC 15, Fortitude 13, Reflex 14, Will 13 Perception +2 AC 17, Fortitude 13, Reflex 15, Will 12 Perception +1
Speed 6, climb 6 (spider climb) Tremorsense 5 Speed 6 Low-light vision Speed 6 Low-light vision
Standard Actions Standard Actions Traits
m Bite (poison) F At-Will m Short Sword F At-Will Great Position
Attack: Melee 1 (one creature); +12 vs. AC Attack: Melee 1 (one creature); +6 vs. AC If, on its turn, the goblin ends its move at least 4 squares away
Hit: 1d6 + 7 damage, and ongoing 5 poison damage Hit: 1d6 + 5 damage, or 2d6 + 5 if the goblin has combat from its starting point, it deals 1d6 extra damage on its ranged
(save ends). advantage against the target. In addition, the goblin can attacks until the start of its next turn.
Each Failed Saving Throw: The spider slides the target shift 1 square. Standard Actions
3 squares. R Dagger F At-Will m Spear (weapon) F At-Will
M Poison Spittle (poison) F At-Will Attack: Ranged 10 (one creature); +6 vs. AC Attack: Melee 1 (one creature); +6 vs. AC
Attack: Close blast 3 (creatures in blast); +10 vs. Will Hit: 1d4 + 5 damage. Hit: 1d8 + 3 damage.
Hit: Ongoing 10 poison damage (save ends). Move Actions R Javelin (weapon) F At-Will
Each Failed Saving Throw: The spider slides the target Deft Scurry F At-Will Attack: Ranged 10/20 (one creature); +6 vs. AC
3 squares. Effect: The goblin shifts up to 3 squares. Hit: 1d6 + 3 damage.
Triggered Actions Triggered Actions R Mobile Ranged Attack (weapon) F At-Will
Fey Leap (teleportation) F Recharge 6 Goblin Tactics F At-Will The goblin moves up to half its speed. At any point during that
Trigger: An enemy hits the spider with a melee attack. Trigger: The goblin is missed by a melee attack. movement, it makes one ranged attack without provoking
Effect (Immediate Interrupt): The spider teleports 3 squares. Effect (Immediate Reaction): The goblin shifts 1 square. opportunity attacks.
Skills Acrobatics +11 Skills Stealth +8, Thievery +8 Triggered Actions
Str 13 (+4) Dex 16 (+6) Wis 14 (+5) Str 13 (+1) Dex 17 (+3) Wis 14 (+2) Goblin Tactics F At-Will
Con 16 (+6) Int 7 (+1) Cha 11 (+3) Con 14 (+2) Int 8 (1) Cha 8 (1) Trigger: The goblin is missed by an attack.
Alignment unaligned Languages Alignment evil Languages Common, Goblin Effect (Immediate Reaction): The goblin shifts 1 square.
Equipment leather armor, light shield, short sword, 2 daggers Skills Stealth +10, Thievery +10
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (1) Cha 8 (1)
Alignment evil Languages Common, Goblin
Equipment leather armor, spear, 5 javelins

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Down the Goblin Hole

F
G
U
X
G

Features of the Area


Illumination: The webs of the phase spider glow
dimly on the walls, providing dim illumination.
Ceilings: The ceiling of this chamber is 15 feet
high.
Ropes and Ladders: These arent shown on the
map. They hang from the upper chamber to the lower
one, allowing a character to drop into any of the 16
outlined squares.

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The Crossroads An adventure for 2nd-level characters
By Rodney Thompson
il lu s t rat i o n s b y Vin ce nt D ut rait car t og raph y b y Sean Ma cd o n a l d

Just beyond the remnants of the Kings Wall, at the inhabitants of the valley. It is just distant enough THE GIBBET TREE
edge of the Chaos Scar, a dirt path leads from civili- from the closest settlements and bastions of order
zation into the heart of this dangerous valley. Right that those of less honorable origin can come to sell Riding into the Crossroads, the first sight to greet a
off the edge of this path sits a place known to travel- their wares and services. And it is likewise just far visitors eyes is the massive structure known as the
ers as the Crossroads (though, in truth, only the one enough from the Chaos Scar that those seeking such gibbet tree. This tall, metal structure has a number
path passes through this area). Here, at the edge of wares and services can come without too much fear of bars that branch off from a thick, metal central
the Chaos Scar, is where the fringes of civilization of troublealthough this is still a lawless area. It is post, from which hang a number of broad metal
and the edge of danger meet. Not coincidentally, a rough place, like the Scar beyond it, but this way- cages. Many of the intelligent monstrous races that
this is also the place where those brave enough to point is used by many adventurers (and the bravest live within the confines of the Chaos Scar use the
venture even just inside the edge of the Chaos Scar of merchants and traders) as a final stopping place gibbet tree as a form of punishment and a warning to
come to meet with some of the more entrepreneurial before entering the Chaos Scar proper. anyone who would consider entering their domain.

TM & 2010 Wizards of the Coast LLC All rights reserved.

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The Crossroads

Hobgoblins, orcs, gnolls, and other races inhabiting THE TRADING POST what the value of an item might be, looking into
the Scar bring live captives to the Crossroads and its future to see its ultimate destiny, acting as an
stuff them within the cages of the gibbet tree, where The main structure, and the reason why most visitors appraiser for goods brought to the Crossroads for
they are left to die a slow, agonizing death from thirst come to the Crossroads, is the trading post that has trade. In exchange for a small cut of each transaction,
and starvation. been erected there. A two-story building that looks Millen serves as a neutral arbiter of value whom both
When the characters first arrive at the Crossroads, vaguely like a mushroom, with a second floor wider traders and the inhabitants of the valley have come
they will almost certainly see the gibbet tree immedi- than the first, this building looks old and appears to trust. His silver eye is merely a replacement he had
ately, as all visitors entering from civilization do. The to be in ill repair. Most of the wood has grayed from crafted after the eye was cut out by an orc chieftain
gibbet tree serves as a warning that anyone think- constant exposure to the elements, and most of the who was unhappy with the value he gave an item.
ing of entering the Chaos Scar had best turn back, shutters on the windows have large holes punched in
because intruders are dealt with harshly. them, if they havent simply rotted away. A sign above Fulgrim, Pelt Trader
the door depicts a wagon being drawn by oxen, the Present at the trading post when the heroes arrive is
Cries for Help only indication this is more than just an abandoned a half-orc scavenger named Fulgrim. Fulgrim deals
When the heroes approach, they will find that they building. in the pelts of exotic creatures that live in the Chaos
have arrived while a prisoner in the gibbet tree is This trading post is where brave merchants from Scar. He waits until others, usually adventurers, have
begging his captors for his life. Should the heroes try civilization come to deal with the monstrous races slain a number of dangerous creatures and then
to intervene, the hobgoblin guards stationed there of the Chaos Scar. Many adventurers who meet their comes in behind them to claim their pelts and skins
do not take kindly to their meddling. To give your end in the Chaos Scar leave behind magic and unique for himself. Many of these pelts are considered to be
players more incentive, feel free to have the prisoner items, which the inhabitants of the valley are only valuable commodities by traders. For example, one
be someone they met earlier in their adventuring happy to sell or trade to unscrupulous merchants. The year, owlbear-skin cloaks were all the rage among
careers. If they choose to ignore it, they must listen to traders get their hands on magic items, and the mon- nobles of a nearby city, and Fulgrim was only too
the prisoners cries for the duration of their stay at the sters get their hands on contraband smuggled by the happy to provide pelts to traders who came to the
Crossroads. traders. All such details occur at the Crossroads Crossroads. Fulgrim has currently brought a collec-
If the characters do come to the prisoners rescue, tion of thick behemoth hides to trade with a caravan
they must deal with the hobgoblins. See the Hob- Millen Silvereye of dwarves; the dwarves expect to use the hides to
goblin Hangmen encounter below for how to deal One of the only people that can claim to be a real resi- make armor before an expedition deeper into the
with this situation. If the characters manage to rescue dent of the Crossroads is a tiefling man called Millen Chaos Scar.
the prisoner, he is not only very grateful but offers to Silvereye. According to local rumor, Millen was per-
lead the characters back into the valley to recover the manently scarred by a run-in with a mind flayer. The
bodies of his former companions. encounter turned one of Millens eyes to solid silver
and gave him amazing prescience, allowing him to
see into the future a short distance.
The truth, while far less exciting, isnt that differ-
ent. Millen, a modestly talented wielder of psionic
power, has cultivated his skills and can see beyond
the immediate future. He uses this power to predict

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Getting Black Market Access Level 3 Victory Intimidate (DC 15)


Skill Challenge XP 150 The characters convince Millen to let them see his secret The character tries to convince Millen that refusing them
You try to convince Millen Silvereye to sell you some of the wares. Millen offers up two magic items for sale at 90% of would be very bad for his health. Millens reluctance begins
black market goods hidden at the Crossroads trading post. market price. These magic items are all level 3 or lower, to melt away when he realizes that they could probably just
chosen by the DM. He also tries to trick the characters with take what they wanted.
When the characters arrive at the trading post, they should his favorite scheme (see The Treasure Trap below). Streetwise (DC 10)
catch on that more than just pelt trading goes on here. In Defeat The character recognizes that dealing in black market goods
fact, the dwarves of the caravan seem a bit unnerved by the Millen does not offer the characters any of his real wares, but requires a certain attitude and approach, which usually
presence of adventurers, as though afraid of being caught instead only pretends to deal with them, attempting to lure involves talking around the subject of the conversation
dealing with Millen. He clearly has more to offer than them into his scheme (see The Treasure Trap below). rather than speak of it directly. The character knows the
simple appraisal. Diplomacy (DC 10) lingo that Millen expects a discrete buyer to use.
Complexity The character appeals to Millens business sense, convincing Bluff or Perception (DC 15)
1 (requires 4 successes before 3 failures) him that they will make good (and discrete) customers and The character notices (or tricks Millen into revealing) that no
Primary Skills that he should deal with them. one expected them to arrive, and that the characters may
Diplomacy, Insight, Intimidate, Streetwise Insight (DC 10) have interrupted some clandestine trading. This grants the
Other Skills The character senses Millens caution and reluctance, and character a +2 bonus to Insight or Streetwise checks for the
Bluff, Perception knows to convince Millen that he wont bring any trouble remainder of the skill challenge.
to the trading post.

THE BONEYARD The Treasure Trap Millen will try to trick the characters into falling
into his trap, even if he has to sell them a few items
One of Millen Silvereyes favorite schemes involves
Away from the main road is a sunken depression in first to win their confidence. He doesnt care about
using the boneyard as a trap for the greedy. The ruse
the earth known as the boneyard. This is where the giving away a few items, since he plans to reclaim
begins when new traders or nave adventurers arrive
remains of bodies from the gibbet tree are tossed them once the zombies have finished with the charac-
at the Crossroads looking for contraband or black
when a cage needs to be cleaned out for a new ters. See the Into the Boneyard encounter, and then
market magic items. If Millen believes he can fool
occupant. The boneyard is a crude graveyard full of the Inside the Trading Post encounter if the charac-
them, he pretends to barter for a number of magic
unmarked graves, shallow pits, and mounds of freshly ters return to confront Millen.
items until he has come to an agreement with the
churned earth. The necrotic energy from so many tor-
traders. With the deal done, Millen provides the trad-
tured bodies has given unlife to a number of zombies
ers with a map of the boneyard, claiming that, to keep
that now roam the boneyard, hungry for the flesh of
from being killed and robbed, he keeps his valuables
the living.
buried in empty graves in the boneyard. With the
supposed location of these hiding places marked on
the map, he sends them off to the boneyard, where
the zombies waiting there invariably kill the traders.
Millen waits until the zombies hunger is sated before
going into the boneyard to recover any valuables the
victims might have carried.

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HOBGOBLIN HANGMEN Tactics 3 Hobgoblin Deathwatchers (H)


Medium natural humanoid
Level 3 Soldier
XP 150
The hobgoblins are deathwatchers, set in place to Initiative +5 Senses Perception +2; low-light vision
Encounter Level 3 (850 XP) HP 46; Bloodied 23
ensure that prisoners left in the gibbets die the slow,
AC 19; Fortitude 16, Reflex 14, Will 13
agonizing deaths they deserve. They fight to prevent
Setup anyone from intervening in the punishment of cap-
Speed 6
m Deathwatcher Pike (standard; at-will) F Weapon
This encounter may occur whenever the characters
tives, and they try and drive enemies away from the Reach 2; +10 vs. AC; 1d10+4 damage, and the target is
investigate the gibbet tree and decide to intervene. marked until the end of the hobgoblin deathwatchers next
cages, or slay them if they are persistent. They have
The hobgoblins have recently captured a human thief turn.
been letting the ravens feed on the corpses, so if M Pinning Pike (opportunity action, when a marked target
who tried to rob their base of operations deeper in the
anyone starts a fight with the hobgoblins the raven makes an attack that does not include the hobgoblin
valley. They brought the thief here to face a slow, ago- deathwatcher; at-will) F Weapon
swarms come to the rescue. The hobgoblins are also
nizing death. The captive is still alive, but the three Reach 2; targets the triggering creature; +10 vs. AC;
aware of the gibbet zombies, and if an enemy tries to
hobgoblin deathwatchers assigned to guard the gibbet 1d10+4 damage, and the target is immobilized until the
get close they sometimes allow the zombies to grab end of the deathwatchers next turn.
tree are tiring of his begging. If the heroes decide M Prisoners Lament (standard; at-will) F Weapon
those enemies before hitting them with prisoners
to intervene and free the man, the hobgoblins try to Targets grabbed, restrained, or immobilized targets only;
lament.
stop them. Alternatively, this scene could occur if the Reach 2; +12 vs. AC; 1d10+8 damage, and the target takes
a 2 penalty to skill checks and saves until the end of the
heroes are captured in the valley and brought here to Features of the Area deathwatchers next turn.
be put in the gibbet tree themselves. C Clearing Pike (standard; when first bloodied) F Weapon
Illumination: During the daytime, there is little
Close burst 2; targets enemies in burst; +10 vs. AC;
to obscure the sunlight, so the area around the gibbet
Gibbet zombies (G) 1d10+4 damage, and the target is pushed 2 squares.
tree is well lit. At night, light from the trading post Hobgoblin Resilience (immediate reaction, when the
2 raven swarms (R)
(and the moon, if present) illuminates the gibbets, hobgoblin deathwatcher suffers an effect that a save can
3 hobgoblin deathwatchers (H) end; encounter)
casting the entire area in dim light.
The hobgoblin deathwatcher rolls a saving throw against
Gibbet Tree: The gibbet tree is a massive metal the triggering effect.
When the heroes approach, read or paraphrase the
structure designed to hold the gibbets in the air, keep- Alignment Evil Languages Common, Goblin
following aloud: Skills Athletics +9
ing them around 5 feet off of the ground. The trees
Str 17 (+4) Dex 15 (+3) Wis 12 (+2)
frame is made of thick black iron, and has lasted for
The sound of harsh words spoken in a guttural language Con 14 (+3) Int 8 (+0) Cha 7 (1)
many years without bending or rusting appreciably. Equipment deathwatch pike, scale armor
nearly drowns out the cries for mercy coming from ahead.
Ground: The ground below the gibbet tree is cov-
Looming over the path is what appears to be a massive
ered in filth and muck, but, like the rest of the area,
metal frame resembling a tree, from which hang a number
should provide no significant impediment.
of metal cages. Rotting corpses occupy most of the cages,
though a malnourished human prisoner reaches out from
between the bars of one cage, pleading with three stern-
looking hobgoblins to set him free.

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2 Raven Swarms (R) Level 2 Skirmisher


Medium natural beast (swarm) XP 125 l
G

Initiative +6 Senses Perception +8; low-light vision


Swarm Attack aura 1; each enemy that ends its turn in the l
G l
G

aura takes 5 damage. l


R
l
R
HP 34; Bloodied 17 l
H
AC 16; Fortitude 12, Reflex 14, Will 13 l
G
l
G l
H
Speed 6 fly l
H
m Beaks and Talons (standard; at-will)
+7 vs. AC; 2d4+4 damage.
M Feasting Ravens (standard; at-will)
The raven swarm shifts up to its speed, can shift through
squares occupied by enemies, and makes the following
attack once against each enemy whose square it enters: +5
vs. AC; 1d4+4 damage.
Blur of Black (move; at-will)
The raven swarm moves up to its speed, and can move
through squares occupied by enemies.
Alignment Unaligned Languages
Str 12 (+2) Dex 16 (+4) Wis 14 (+3)
Con 10 (+1) Int 2 (3) Cha 10 (+1)

Gibbet Zombies (G) Level 3 Lurker


Hazard XP 150
These gibbets hang like fruit from a large metal tree. Inside,
rotting corpsessome fresher than otherslean against the
bars of the cages.
Hazard: Corpses in gibbets animated by undeath reach out to
grab the living.
Perception:
No check is necessary to notice the gibbets.
Trigger:
A creature ends its turn adjacent to a gibbet.
Attack
Opportunity Action Melee
Target: The triggering creature.
Attack: +10 vs. Fortitude
Hit: The target is grabbed until escape (Acrobatics or Athletics,
DC 10)
Countermeasures
If any gibbet takes more than 10 points of damage, the
zombie inside is destroyed and creatures no longer trigger
this hazard for ending adjacent to that gibbet.

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INSIDE THE Fulgrim (F)


Medium natural humanoid, half-orc
Level 3 Lurker
XP 150
Millen Silvereye (M)
Medium natural humanoid, tiefling
Level 2 Controller
XP 125

TRADING POST Initiative +6


HP 40; Bloodied 20
Senses Perception +8 Initiative +2
HP 37; Bloodied 18
Senses Perception +3

AC 17; Fortitude 15, Reflex 12, Will 14 AC 16; Fortitude 12, Reflex 14, Will 4
Encounter Level 3 (800 XP) Speed 6 Speed 6
m Handaxe (standard; at-will) F Weapon m Quarterstaff (standard; at-will)
Setup +8 vs. AC; 1d6+3 damage.
r Axe Throw (standard; at-will) F Weapon
+7 vs. AC; 1d8+5 damage.
r Hurl Object (standard; at-will)
This encounter takes place if the heroes try and bully Ranged 5/10; +8 vs. AC; 1d6+3 damage. +6 vs. Reflex; 2d4+4 damage, and the target is slowed
Fulgrim and the dwarves into letting them in on the M Hook and Hold (standard; at-will) F Weapon until the end of Millens next turn.
black market dealings, or it could occur when the Requires handaxe; +6 vs. Fort; 1d6+3 damage, and the A Kneel! (standard; recharge ) F Psychic
target is grabbed. The target grants combat advantage to Area burst 1 within 10; +4 vs. Will; 1d6+6 psychic
heroes confront Millen after he tries to direct them
Fulgrim while grabbed. damage, and the target is knocked prone.
into an ambush in the boneyard. Since the dwarves Hostage Strike (immediate interrupt, when hit by a melee or Psionic Augment (free, when Millen hits with a quarterstaff or
and Fulgrim have business together, they fight ranged attack; at-will) hurl object attack; recharge when first bloodied) F Psychic
A creature Fulgrim is grabbing takes the damage from the Millens attack deals an extra 1d8 psychic damage.
together, and they will defend Millen if the characters
triggering attack. Vision of the Future (immediate interrupt, when hit by an
try to rough up the tiefling appraiser. Combat Advantage attack; encounter)
Fulgrims attacks against creatures granting him combat Millen shifts 2 squares.
Fulgrim (F) advantage deal an extra 1d6 damage on a hit, and the Alignment Unaligned Languages Common, Elven
target is pushed the target 2 squares. Skills Arcana +9
Millen Silvereye (M)
Alignment Unaligned Languages Common, Giant Str 10 (+1) Dex 12 (+2) Wis 14 (+3)
Dwarf caravan master (D) Skills Stealth +7 Con 13 (+2) Int 17 (+4) Cha 11 (+1)
4 dwarf caravan guard (G) Str 13 (+2) Dex 13 (+2) Wis 15 (+3) Equipment quarterstaff, robes, belt pouch
Con 16 (+4) Int 10 (+1) Cha 14 (+3)

When the characters first enter the trading post, read


Equipment 4 hand axes, leather armor Features of the Area
Illumination: The interior of the trading post is
or paraphrase the following: Tactics kept lit at all times by a variety of lanterns, candles,
When a fight breaks out, the caravan guards move
The inside of this building looks to be only marginally and a fire in the hearth. It is brightly lit throughout.
into positions where they can use focused guard on
cleaner than the wilderness outside. The ground floor of the Ground: The ground is little more than a dirt
Fulgrim, Millen, and their caravan master respec-
building is host to a wide open area where several benches floor covered in a layer of dry straw. An errant torch
tively. Millen tends to stay near the rear of the conflict
are arrayed for the display of wares. A group of dwarves is or broken lantern could set the floor, and the rest of
or ascend to the second floor, psychically hurling
picking through what looks to be animal hides on one table, the trading post, on fire.
small objects such as lanterns, pewter mugs, and coins
while a weathered half-orc watches them closely. A lithe Second Floor: A single set of stairs leads to a
like projectile weapons at the characters. Fulgrim tries
tiefling man with the hood of his robe pulled up turns to second floor, where a number of pallets are kept for
to catch any characters that stay too close to the edge
look at you as you enter, gazing at you with what appears to travelers who need to stay overnight. The second floor
of the fight with his hook and hold attack, using them as
be one eye made completely of silver. is two squares up from the ground floor.
a human shield while letting the dwarves do the bulk
of the fighting. If the caravan guards get too far from
their charges, the caravan master uses caravan driver to
get them back into proper position.

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The Crossroads

4 Dwarf Caravan Guards (G) Level 1 Soldier Dwarf Caravan Master (D) Level 2 Skirmisher
Medium natural humanoid, dwarf XP 100 (Leader)
Initiative +3 Senses Perception +6; low-light vision Medium natural humanoid, dwarf XP 125
HP 32; Bloodied 16 Initiative +3 Senses Perception +2; low-light vision
AC 17; Fortitude 15, Reflex 13, Will 12 HP 38; Bloodied 19
Speed 5 AC 16; Fortitude 14, Reflex 14, Will 12
m Warhammer (standard; at-will) F Weapon Speed 5
+8 vs. AC; 1d10+3 damage m Greataxe (standard; at-will) F Weapon
M Shield Bash (opportunity action, when an enemy makes an +7 vs. AC; 1d12+3 damage (crit: 1d12 + 15 damage).
attack against the dwarfs focused guard power; at-will) M Mobile Strike (standard; at-will) F Weapon
l
F l
M +6 vs. Fort; 1d6+3 damage, and the target takes a 3 The dwarf caravan master can shift 1 square both before
l
G penalty to the triggering attack. and after making this attack; +7 vs. AC; 1d12+3 damage
l
G l
D l
G M Skullcracker (standard; encounter) F Weapon (crit: 1d12 + 15 damage).
l
G
+8 vs. AC; 2d10+3 damage. Miss: Half damage. M Leaping Fury (standard action; recharge when first bloodied)
Focused Guard (free action 1/round; at-will) F Weapon
Targets one adjacent ally. Until the end of the encounter or The dwarf caravan master jumps up to his speed before
until the dwarf caravan guard uses this power again, if the making this attack, and this jump does not provoke
target starts its turn adjacent to the dwarf caravan guard opportunity attacks; +7 vs. AC; 2d12+2 damage.
the target gains 4 temporary hit points. Caravan Driver (move; at-will)
Alignment Unaligned Languages Common, Dwarven Each dwarf ally within 5 squares can shift 2 squares.
Str 13 (+1) Dex 13 (+1) Wis 12 (+1) Alignment Unaligned Languages Common, Dwarven
Con 16 (+3) Int 9 (1) Cha 8 (1) Skills Insight +7
Equipment warhammer, scale armor, buckler Str 17 (+4) Dex 11 (+1) Wis 13 (+2)
Con 14 (+3) Int 13 (+2) Cha 12 (+2)
Equipment greataxe, scale armor

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The Crossroads

INTO THE BONEYARD Tactics 2 Boneyard Zombie (B)


Medium natural humanoid (undead)
Level 3 Brute (Leader)
XP 150
The three grave hunger zombies begin in hiding, Initiative +2 Senses Perception +3
Encounter Level 4 (900 XP) HP 57; Bloodied 28
lurking in the mounds of earth and making Stealth
AC 15; Fortitude 15, Reflex 11, Will 13
checks to remain unnoticed. Once the characters are
Setup within the area, they emerge from hiding and try and
Speed 6
m Claws (standard; at-will)
This encounter takes place if the characters are
drag characters into shallow graves. The boneyard +6 vs. AC; 1d10+6 damage.
enticed into trying to investigate the boneyard. Sev- M Driving Slam (standard; at-will)
zombies use feed the hungry to push the characters
eral undead creatures reside here, and they lurk +6 vs. AC; 1d10+6 damage and the target is pushed 3
adjacent to grave hunger zombies, who then in turn squares.
underground most of the time (hiding in shallow
use drag to the grave with the attack granted by the M Feed the Hungry (standard; recharge when first bloodied)
graves filled with dirt). These undead are mindless +4 vs. Fort; 1d10+6 damage, and slide the target 3
boneyard zombies.
and brutish, and want only to extinguish any life that squares. One ally adjacent to the target can use any at-will
melee attack power against the target as a free action.
enters the boneyard. Features of the Area M Parting Shot (when reduced to 0 hit points; encounter)
Illumination: During the daytime, there is little +6 vs. AC; 2d10+5 damage, and the target is pushed 3
2 boneyard zombies (B) squares.
to obscure the sunlight, so the boneyard is well lit. At
3 grave hunger zombies (G) Alignment Unaligned Languages
night, light from the trading post (and the moon, if Skills Athletics +7
Shallow Graves
present) illuminates the graveyard, casting the entire Str 13 (+2) Dex 13 (+2) Wis 15 (+3)
area in dim light. Con 17 (+4) Int 4 (2) Cha 8 (+0)
When the heroes enter the boneyard, read or para-
Ground: The ground here is soft and covered
phrase the following: 3 Grave Hunger Zombie (Z) Level 3 Lurker
in mounts of dirt. All squares filled by these dirt Medium natural humanoid (undead) XP 150
mounds count as difficult terrain. Initiative +7 Senses Perception +2
Scattered piles of earth and occasional small pits are HP 35; Bloodied 17
Shallow Graves: A number of shallow graves
all that distinguishes this pitiful graveyard from the AC 17; Fortitude 16, Reflex 15, Will 13
leave holes in the ground throughout the boneyard. Speed 6
surrounding terrain. The majority of the unmarked graves
Each of these three shallow graves is marked on the m Slam (standard; at-will)
are down a slight slope, concentrated in a bowl-shaped +8 vs. AC; 1d8+5 damage.
map as an empty hole in the ground, and is 1 square
depression in the valley. M Drag to the Grave (standard; at-will)
deep.
+6 vs. Fort; 1d6+2 damage, and the grave hunger zombie
shifts up to its speed and pulls the target the same number
Perception
of squares. The target is grabbed, and as long as the target
DC 10 The character notices that some of the bodies that remains grabbed the grave hunger zombie gains a +4
lie stacked in open graves are occasionally moving of their bonus to AC and Reflex.
own accord. M Rend (standard; at-will)
Grabbed targets only; +10 vs. AC; 2d8+5 damage, and the
DC 15 The character notices that some of the mounds grab ends.
of earth are shifting, and that something might be lurking Cast Off (immediate reaction, when a grabbed creature
beneath. escapes from the grave hunger zombie; at-will)
The grave hunger zombie shifts up to half its speed.
Alignment Unaligned Languages
Skills Athletics +9, Stealth +8
Str 16 (+4) Dex 14 (+3) Wis 13 (+2)
Con 11 (+1) Int 4 (2) Cha 6 (1)

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The Crossroads

Shallow Grave Level 3 Obstacle About the Author


Hazard XP 150 Rodney Thompson is an RPG developer and designer at
The land is dotted with shallow pits, just deep enough to keep Wizards of the Coast. Originally from Chattanooga, TN, his
the rain from washing away the dirt covering fresh corpses credits for the Dungeons & Dragons game include the
inside. Eberron Campaign Guide and Martial Power II, and he is the
lead developer for the 12 campaign setting books. Rodney is
Hazard: Shallow graves throughout the area quickly fill with a
also the lead designer and developer of all of the Star Wars
layer of foul-smelling dirt when anyone falls inside, making
Roleplaying Game Saga Edition books.
it hard to get out or make attacks.
Perception:
No check is necessary to notice the shallow graves.
Trigger:
A creature ends its movement or ends its turn adjacent to a
shallow grave.
Attack
No Action Melee
Target: Triggering creature
Attack: +10 vs. Reflex
Hit: The target is pulled 1 square into the shallow grave and
restrained (save ends). The target does not get to save
against being pulled over the precipice into the shallow
grave.
Countermeasures
Athletics (DC 15): A creature restrained by a shallow
grave can spend a move action to try and escape with an
Athletics check. With a success, the creature is no longer
restrained by the shallow grave. D
l
G

l
B l
G

l
G l
B

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46
The Crawling Fane
By Aeryn Blackdirge Rudel
illustration by Raoul Vitale cartography by Jason A. Engle
TM & 2010 Wizards of the Coast LLC All rights reserved.

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The Crawling Fane

The Crawling Fane is an adventure for 3rd-level has been gifted with uncanny power over verminous Hook 2: Big Bugs. Giant, venomous insects and
characters. It takes place in a ruined temple of the monsters. This power comes from the meteorite and other monstrous vermin have attacked and poisoned
dwarven god Moradin within the Chaos Scar. The not from Hargashs imaginary god, but it is real power people near the Kings Wall. A druid asks the char-
adventure pits the characters against the machina- nonetheless. Hargash has filled his new home with acters to obtain the venom sacks from five venomous
tions of a crazed duergar cleric devoted to an alien all manner of creeping, crawling monstrosities. This giant bugs (centipedes, scorpions, or spiders) so she
deity with dominion over giant insects and other includes a small group of ettercaps, also drawn to the can produce an antivenin. She offers 10 gp for each
crawling monstrosities. The heroes must recover the area by the meteorite. venom sack obtained and promises the adventurers
weapon of an ancient dwarven hero, reclaim Mora- Recently, Hargash has been receiving waking two doses of antivenom (Adventurers Vault page 25)
dins temple, and thwart the emergence of a new and visions from the meteorite in the guise of Chitteruk. if they bring back at least five venom sacks. A venom
terrible evil within the Chaos Scar. In these visions, Chitteruk shows Hargash a band of sack can be recovered from a slain bug with a DC 10
heroes, a meddling group of do-gooders who intend to Nature check.
Background thwart Chitteruks plans for the fane. Through Chit- Quest XP: 250 xp for collecting five venom sacks.
teruk, the meteorite commands Hargash to destroy
Hook 3: We Arent Going to Take It! The char-
Hargash Bitterblade is a rather eccentric duergar. He these heroes and remove their influence from the
acters could witness bug attacks against innocent
has forsaken the worship of the proper duergar gods area. It just so happens that the heroes are currently
people and decide to do something about it instead of
and instead worships a bizarre entity he calls Chit- in the Chaos Scar; in fact, they are right above Har-
waiting for someone to ask. Or, they themselves could
teruk, which claims dominion over vermin and all gashs head . . . .
come under attack by giant bugs on their way into or
things that creep and crawl. Years ago, Hargash fled a
large duergar city to escape certain death for his heresy Getting the out of the Scar and rightly conclude that the bugs rep-

and devotion to his alien god. He and a few of his more Characters Involved resent a larger problem . . . or that their lair probably
contains treasure.
fervent followers traveled many years through the The Crawling Fane takes place in the Chaos Scar.
Quest XP: 250 xp for seizing the initiative.
Underdark until, finally, the entity that Hargash serves You can use one of the hooks below to get the adven-
sent him a dream. The dream provided the location of turers into the valley and exploring the lost temple of In the last two cases, finding the temple is rela-
a long-forgotten temple dedicated to the dwarven god Moradin, or any other of your own devising. tively easy. The characters need only watch for the
Moradin. Hargash was commanded to re-sanctify the Hook 1: The Hammer of Ivak Stoneblood. bugs and follow them back to their nest.
temple in the name of Chitteruk. Torak Banehammer, a dwarven cleric of Moradin,
Although Hargashs vision was sent by an evil is searching for a lost relic sacred to his faith. The Treasure Preparation
entity, it did not come from Chitterukbecause no relic, the Hammer of Ivak, was lost when the temple The following treasure parcels are available in The
such creature actually exists. The dream was sent of Moradin in the Chaos Scar was destroyed. Torak Crawling Fane.
by the great meteorite in the Chaos Scar, which has believes he knows the location of the lost temple of Parcel 1: Temple Ruins One potion of healing + 25 gp
deluded Hargash and his followers into its service. Moradin and asks the heroes to seek it out and recover Parcel 2: The Rectory One level 4 magic item
The temple to Moradin is within the Chaos Scar. In the Hammer of Ivak. To aid the characters in their Parcel 3: Hall of the Two 100-gp gems + 250 sp
the last few months, Hargash and his small band of endeavor, Torak offers up his own magical hammer, a Honored Dead
followers have moved into the temple. They have been +1 thundering warhammer to any hero who can wield it. Parcel 4: The Profaned One level 6 magic item
slowly remaking the temple into a place suitable for Quest XP: 250 xp for finding the Hammer of Ivak Chapel
the worship of Chitteruk. For his endeavors, Hargash and returning it to Torak.

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The Crawling Fane

Synopsis of Ivak Stonebloodhas so far defeated all of Har- Wrapping Up


gashs attempts to open it. In fact, Moradin himself
With the death of Hargash, the nascent cult of Chit-
The adventure occurs in four encounters. has prevented the duergar from tampering with
teruk dies and the great meteorites influence in
Ivaks resting place and gaining access to the mighty
the Chaos Scar is lessened, if only by a fraction. The
1. Temple Ruins treasure within.
temple of Moradin is still tainted with the evil of Har-
Read or paraphrase the following when the char- Hargashs minions use this room as a holding pen
gash and his followers. The heroes can gain favor with
acters reach the above-ground temple ruins: for the giant insects and other vermin he commands.
the deity if they take the steps necessary to expunge
Currently, the room houses two deathjump spiders,
Before you, the crumbling shape of a long-abandoned all signs of Hargashs evil from his temple. Repairing
three fire beetles, and their ettercap handler.
ruin juts from the wild landscape of the Chaos Scar. The the disfigured images of Moradin and performing the
Tactical Encounter 3: The Hall of Honored Dead
ruin stands open to the sky, and its once sturdy walls are proper funeral rites for the dwarven heroes whose
(page 12)
now little more than weed-choked rubble. Two towering sarcophagi were violated can earn the characters
statues, each so weathered and eroded that its features another 250 XP. In addition, if one of the adventurers
are impossible to make out, flank what was once the main
4. The Profaned Chapel is a worshipper of Moradin, the deity grants him or
This grand chapel was once the primary center of
entrance. It is hard to imagine this sad, forgotten structure her the level 3 divine boon Moradins Blessing of Iron
worship in the temple. It is also where Hargash and
was once sacred to the faith of Moradin. (Dungeon Masters Guide 2 page 151).
his minions first entered the ruins from the Under-
Tactical Encounter 1: Temple Ruins (page 7) Completely reclaiming the temple may be beyond
dark, tunneling up from the subterranean darkness
the ability of the characters at their current level. The
2. Ancient Rectory as directed by Chitteruk. Hargashs power is slowly
rubble-choked passageway in area 4, however, is the
growing as the great meteorite, in the guise of the
In order to access the lower levels of the temple route by which Hargash and his disciples entered the
vermin god Chitteruk, steadily transfers a small por-
complex, the characters need to climb down temple from the Underdark. It can lead to further
tion of its unholy energy to the crazed duergar.
the gaping chasm created by Hargashs ritual in adventure in the ruined lower levels of the temple,
Hargash spends the majority of his time in the
encounter 1. There they get ambushed by Hargashs where more powerful dwarven relics could be waiting
chapel, praying continuously to Chitteruk. This
fanatical followers. for adventurers brave enough to claim them.
unceasing devotion strengthens the great meteorites
Tactical Encounter 2: Ancient Rectory (page 9)
power within the temple and further erodes Moradins
3. The Hall of influence in his own place of worship. Soon, the temple
Honored Dead will be a dedicated place of worship for Chitteruk
meaning the great meteorite itself. This would increase
This room once housed the remains of dwarves who
the meteorites power and influence in the Chaos Scar
died performing a vital service for Moradin, includ-
valley unless Hargash can be defeated here.
ing the great dwarven hero Ivak Stoneblood. It has
When the adventurers reach this room, Hargash
suffered at the hands of Hargash and his minions;
is kneeling before the great statue of Chitteruk and
the large statues of Moradin have been defaced just
chanting in Infernal. A duergar shock trooper body-
like the images on the altars in the rectory. In addi-
guard and some of Hargashs favorite vermin are also
tion, Hargash has opened three of the sarcophagi,
here at the ready should their master need them.
disturbing the remains and looting their valuables.
Tactical Encounter 4: The Profaned Chapel
The last sarcophagusthe one holding the remains
(page 15)

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The Crawling Fane

1: Temple Ruins As battle continues, the centipede swarms gang 2 Ettercap Fang Guards
Medium natural humanoid
Level 4 Soldier
XP 175 each
up on a single hero to increase the damage output
Initiative +6 Senses Perception +3
Encounter Level 3 (XP 800) of their swarm aura. The ettercap fang guards use HP 56; Bloodied 28
web tangle to immobilize characters and increase the AC 20; Fortitude 17; Reflex 16; Will 15
Setup damage from their melee attacks. In the first rounds Resist 10 poison
Speed 5, Climb 5 (spider climb)
1 ettercap webspinner of combat, the fang guards try to flank adventurers in m Greataxe (standard; at-will) Weapon
2 ettercap fang guards order to use their spider bite attack, switching to their +9 vs. AC; 1d12 + 5 damage (crit 1d12 + 17).
2 centipede swarms greataxes after a successful bite. M Spider Bite (standard; at-will) Poison
Requires combat advantage; +9 vs. AC; 1d6 + 4 damage.
The ettercap webspinner tries to keep the char-
Thanks to his many insect spies, Hargash is aware If the attack hits, the ettercap makes a secondary attack
acters within the radius of its webbed terrain and in against the same target.
whenever intruders approach the temple ruins. As
melee with the fang guards and centipedes. It attacks Secondary Attack: +7 vs. Fortitude; the target is stunned
soon as the heroes enter the ruins, Hargash completes until the end of the ettercaps next turn and takes ongoing
characters along the edges of the webbed terrain
a powerful ritual that shakes and cracks the earth. 5 poison damage (save ends).
with its longspear and uses web net on any hero that M Web Tangle (standard; at-will)
The ritual opens a chasm in the ground that connects
attempts to close to melee range with it. +7 vs. Reflex; the target is immobilized (save ends).
with the subterranean sections of the ruined temple.
Web Reaper
From this chasm climb ettercaps and poisonous centi- 2 Centipede Swarms Level 2 Brute The ettercap fang guard gains a +2 bonus to attack
pedes, servants of Hargash and his god Chitteruk. Medium natural beast XP 125 each rolls and deals an extra 2 damage against restrained or
Initiative +4 Senses Perception +1; darkvision immobilized creatures.
When Hargash completes his ritual, read:
Swarm Attack aura 1; each enemy that starts its turn Web Walker
The air is suddenly filled with the grating rumble of rock. within the aura takes 3 damage plus 2 extra damage per An ettercap ignores movement effects of spider webs and
centipede swarm adjacent to the enemy. difficult terrain related to spider swarms.
The earth splits into a gaping chasm not far from where you
HP 44; Bloodied 22 Alignment Unaligned Languages
stand. The ground beneath your feet bucks like some colossal, AC 14; Fortitude 14; Reflex 15; Will 10 Skills Stealth +9
angry beast, and you must struggle to keep your balance. Resist half damage from melee and ranged attacks; Str 16 (+5) Dex 14 (+4) Wis 13 (+3)
Vulnerable 10 against close and area attacks Con 16 (+5) Int 5 (1) Cha 11 (+2)
Each character must make a Dexterity check (DC 9) Speed 6 , Climb 6 (spider climb) Equipment leather armor, greataxe
to avoid being knocked prone. The shaking stops on m Swarm of Mandibles (standard; at-will) Poison
+4 vs. AC; 1d6 damage, and ongoing 5 poison damage
the following round, and moments later, ettercaps
(save ends); a creature already taking ongoing poison
and centipedes swarm out of the chasm created by damage is also weakened (save ends). The centipede
the ritual to attack the adventurers. swarms attack deals 1 extra damage for each centipede
swarm adjacent to it.
Tactics Survival Instinct (immediate reaction, when hit by an area or
close attack; at-will)
In the first round of combat, the ettercap fang guards The centipede swarm shifts 3 squares.
and centipedes focus their attacks on characters who Alignment Unaligned Languages
Skills Stealth +9
were knocked prone by the earthquake. The ettercap
Str 9 (+0) Dex 17 (+4) Wis 10 (+1)
webspinner uses webbed terrain to fill the area around Con 14 (+3) Int 1 (4) Cha 6 (1)
the heroes with webs, even if it means catching the
centipede swarms in the burst.

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The Crawling Fane

Ettercap Webspinner Level 5 Controller The chasm drops 30 feet to the floor of the
Medium natural humanoid XP 200
temple ruins below. It is fairly easy to climb,
Initiative +4 Senses Perception +9
HP 64; Bloodied 32 requiring only a DC 10 Athletics check;
AC 18; Fortitude 17; Reflex 16; Will 16 there is, however, a 10-foot drop from the
Resist 10 poison rectorys ceiling to the floor, so heroes with
Speed 5 , Climb 5 (spider climb)
m Longspear (standard; at-will) Weapon
no training in Acrobatics need to lower a
Reach 2; +10 vs. AC; 1d10 + 3 damage rope or take 1d10 damage from the fall.
M Spider Bite (standard; at-will) Poison
Requires combat advantage; +10 vs. AC; 1d6 + 3 damage, Features of the Area
and the ettercap makes a secondary attack against the
same target. Illumination: Daylight
Secondary Attack: +8 vs. Fortitude; ongoing 5 poison Chasm: The chasm plunges 30 feet
damage (save ends). down to the floor of the rectory. The walls
R Web Net (minor 1/round; at-will)
can be climbed with a DC 10 Athletics
Ranged 5; +9 vs. Reflex; the target is restrained (save ends).
A Webbed Terrain (standard; recharge 6) check.
Area burst 2 within 10; +9 vs. Reflex; the target is Rubble: The rubble in this area is diffi-
immobilized (save ends). The zone is filled with spider
cult terrain.
webs and is considered difficult terrain until the end of
the encounter. Statues: The statues are blocking terrain
Web Walker and provide cover to adjacent creatures.
An ettercap ignores movement effects of spider webs and Walls: The walls range from 5 to 8 feet
difficult terrain related to spider swarms.
in height. They can be climbed with a DC
Alignment Unaligned Languages
Skills Stealth +9 10 Athletics check. The tops of the walls are
Str 16 (+5) Dex 14 (+4) Wis 15 (+4) narrow and crumbling; characters moving
Con 16 (+5) Int 5 (1) Cha 13 (+3) atop the walls must succeed at a DC 10
Equipment leather armor, longspear
Acrobatics check; the character falls prone
atop the wall with a result of 6-9, or falls to
Developments the ground with a result of 5 or less.
When the adventurers approach the crevasse,
read:
The ground has split open, revealing a deep chasm that
descends into darkness. A faint glimmer of light is visible at
the bottom, but it is impossible to gauge the distance from
the light to where you stand at the top of the rift. The walls
of the chasm are jagged with protruding stones and the
gnarled roots of trees; certainly enough handholds to make
for a fairly easy climb.

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The Crawling Fane

2: Ancient Rectory Tactics Development


The duergar and ettercaps arent going to hold back An ettercap vermin handler is stationed in the
Encounter Level 4 (XP 900)
until all the characters have gathered in the room. hallway beyond the ironbound doors (see tactical
Ask for initiative rolls as soon as the first character encounter 3 for details). It is reasonably alert (Per-
Setup drops in. Then the fight begins with the two duer- ception +9) but not especially inquisitive. Make a
2 duergar scouts (S)
gar scouts acting immediately (they had prepared Perception check (DC 20) for this ettercap at the
2 ettercap fang guards (F)
actions). The duergar on the eastern side of the room start of each combat round, beginning with round 2.
Covered spiked pit trap
kicks over the brazier (a standard action), dousing If the check succeeds three times, the ettercap finally
The two piles of rubble mark where the characters it. The other duergar launches a crossbow bolt at the grows curious and comes to investigate the noises
land if they drop straight down from the chasm open- lone character in the room. Follow the normal initia- from this room, which draws the creatures from area
ing. They might be concerned about landing in the tive order from there. The other characters need to 3 into this fight.
loose stone, but it presents no danger (it is difficult get down the chasm as quickly as possible. Once the fight ends, characters can examine the
terrain). The danger here comes from the ettercaps With half the room in shadow, the duergar scouts room.
and duergar waiting to attack. both use underdark sneak whenever possible. The etter- The short hallway leading to the ironbound doors
caps do not charge into battle immediately; instead is flanked by a pair of altars. Even a rudimentary
When the first character reaches the bottom they try to draw the heroes across the room and into examination shows that they were once dedicated
of the chasm (but hasnt yet dropped into the the spiked pit trap beneath the rug. If the adventurers to Moradin but have been grotesquely defaced.
room), read: discover the pit trap or seem disinclined to engage Moradins noble features have been replaced with
The chasm ends in the ceiling of a large, brightly lit room. the ettercaps in melee, then the ettercaps charge into a repulsive, insectoid visage that includes antennae
Directly beneath you is a pile of stones and debris that must melee. They rely on their greataxes until the invisible and sharp mandibles. Extra, multi-jointed limbs have
have tumbled down when the chasm opened. duergar join the fight, at which time they maneuver to been crudely grafted to the deitys torso. Because
gain combat advantage on a character in order to use Chitteruk exists only in the mind of Hargash, Reli-
When the first character drops into the room,
spider bite. If a character ventures near the edge of the gion checks made to determine the identity of the
read:
trap, an ettercap will try to bull rush him into the pit. insectoid deity reveal no information.
The room appears to be an ancient rectory filled with The duergar prefer to snipe at heroes with their The ironbound doors are thick and heavy but
decrepit furniture, including rickety tables and chairs and a crossbows while invisible and save their infernal quills unlocked.
trio of beds covered with rotting blankets. A moth-eaten rug to hamper the attacks of enemies with powerful
lies in the middle of the floor. Two braziers at the northern melee attacks. The scouts use underdark sneak as often
end of the room are lit and provide ample illumination. as they are able, sticking to the shadows and staying
Between them stand four monstrous humanoids; two are close to a table or a bed. If forced into melee, the duer-
the same as the insectlike horrors you fought above, and gar switch to their warhammers and double-team
the other two resemble fiendish dwarves with bristly beards injured characters.
and glowing red eyes. Thats all you see before one of the
dwarves kicks over a brazier and they all attack!

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The Crawling Fane

2 Ettercap Fang Guards (F) Level 4 Soldier 2 Duergar Scouts (S) Level 4 Lurker Covered Spiked Pit Trap Level 1 Elite Warder
Medium natural humanoid XP 175 each Medium natural humanoid XP 175 each Trap XP 200
Initiative +6 Senses Perception +3 Initiative +8 Senses Perception +9; darkvision
Trap: A moth-eaten rug covers a 10-foot-deep pit. Jagged
HP 56; Bloodied 28 HP 48; Bloodied 24
spikes coated with poison have been placed at the bottom
AC 20; Fortitude 17; Reflex 16; Will 15 AC 18; Fortitude 18; Reflex 16; Will 16
of the pit.
Resist 10 poison Immune illusion; Resist 5 fire, 5 poison
Perception
Speed 5 , Climb 5 (spider climb) Speed 5
DC 17: The character notices that the center of the rug
m Greataxe (standard; at-will) Weapon m Warhammer (standard; at-will) Weapon
droops, as if there is a hollow space beneath it.
+9 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). +8 vs. AC; 1d10 + 2 damage.
Trigger
M Spider Bite (standard; at-will) Poison R Crossbow (standard; at-will) Weapon
The trap attacks when a creature enters any of the 8
Requires combat advantage; +9 vs. AC; 1d6 + 4 damage. Ranged 15/30; +9 vs. AC; 1d8 + 4 damage.
squares occupied by the rug.
If the attack hits, the ettercap makes a secondary attack R Infernal Quills (minor; encounter) Poison
Attack
against the same target. Ranged 3; +9 vs. AC; 1d8 + 3 damage, and the target takes
Immediate Reaction Melee
Secondary Attack: +7 vs. Fortitude; the target is stunned ongoing 2 poison damage and a -2 penalty to attack rolls
Attack: +6 vs. Reflex
until the end of the ettercaps next turn and takes ongoing (save ends both).
Hit: Target falls into the pit, takes 2d10 damage and ongoing 5
5 poison damage (save ends). Shadow Attack
poison damage (save ends), and falls prone.
M Web Tangle (standard; at-will) A duergar scouts attacks deal 2d6 extra damage while the
Miss: Target returns to the last square it occupied and its move
+7 vs. Reflex; the target is immobilized (save ends). scout is invisible.
action ends immediately.
Web Reaper Underdark Sneak (minor; while in dim light or darkness and
Effect: The rug falls into the pit and it is no longer hidden.
The ettercap fang guard gains a +2 bonus to attack adjacent to an object or a wall that occupies at least 1
Countermeasures
rolls and deals an extra 2 damage against restrained or square; at-will)
An adjacent character can push the rug into the pit
immobilized creatures. The duergar scout becomes invisible until the end of its
(standard action) so it is no longer hidden.
Web Walker next turn or until after it hits or misses with an attack.
A character can jump over the pit.
An ettercap ignores movement effects of spider webs and Alignment Evil Languages Common, Deep Speech,
A character can climb out of the pit with a DC 10
difficult terrain related to spider swarms. Dwarven
Athletics check.
Alignment Unaligned Languages Skills Dungeoneering +9, Stealth +9
Skills Stealth +9 Str 15 (+4) Dex 17 (+5) Wis 14 (+4)
Str 16 (+5) Dex 14 (+4) Wis 13 (+3) Con 18 (+6) Int 10 (+2) Cha 7 (+0)
Con 16 (+5) Int 5 (1) Cha 11 (+2) Equipment chainmail, warhammer, crossbow,
Equipment leather armor, greataxe crossbow bolt x10

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49
The Crawling Fane

Features of the Area


Illumination: Bright within 5 squares of the west-
ern brazier (which burns as a torch); dim everywhere
else, from light filtering down through the chasm.
Dim illumination provides concealment against char-
acters and creatures that dont have low-light vision,
darkvision, or some other sense.
Ceiling: The ceiling is 10 feet high.
Beds, Tables, and Chairs: The furniture is dif-
ficult terrain and provides cover. If a creature of
F
Medium size or larger jumps onto a bed, table, or
chair, it collapses and the creature must make an S F S
immediate Acrobatics check (DC 10) to avoid falling
prone.
Braziers: The eastern brazier is dumped over and
extinguished at the beginning of the encounter. If the
remaining brazier is toppled (standard action), then
the whole room is left in dim illumination.
Doors: The ironbound doors at the northern end
of the room are not locked.
Footlockers: The ancient footlockers are still in
good shape and their locks are sturdy. They can be
opened with a DC 15 Thievery check. One of the foot-
lockers contains the treasure parcel for this area.
Rubble: The rubble is difficult terrain.

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50
The Crawling Fane

3: The Hall of 2 Deathjump Spiders (S)


Level 4 Skirmisher
Medium natural beast
XP 175 each
Ettercap
Vermin Handler (E)
Medium natural humanoid

Level 4 Controller (Leader) XP 175


Honored Dead Initiative +8
HP 55; Bloodied 27
Senses Perception +9; tremorsense
Initiative +4 Senses Perception +9
AC 20; Fortitude 17; Reflex 18; Will 16 HP 56; Bloodied 28
Encounter Level 4 (XP 825) Resist 5 poison AC 17; Fortitude 15; Reflex 14; Will 16
Speed 6 , Climb 6 (spider climb) Resist 10 poison
Setup m Bite (standard; at-will) Poison Speed 5, Climb 5 (spider climb)
m Venom Goad (standard; at-will) Weapon, Poison
+6 vs. AC; 2d6 + 3 damage, and the target takes ongoing 5
2 deathjump spiders (S) poison damage and is slowed (save ends both). +9 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage
1 ettercap vermin handler (E) M Death from Above (standard; at-will) Poison (save ends).
3 fire beetles (B) The deathjump spider leaps at its prey, shifting 6 squares M Spider Bite (standard; at-will) Poison
and making a bite attack. On a hit, it deals an extra 1d6 Requires combat advantage; +9 vs. AC; 1d6 + 3 damage,
If the ettercap vermin handler didnt respond to the damage and also knocks the target prone. and the ettercap makes a secondary attack against the
Prodigious Leap (move; encounter) same target.
battle in area 2, it is not expecting trouble now. Open- Secondary Attack: +7 vs. Fortitude; ongoing 5 poison
The deathjump spider shifts 10 squares.
ing the ancient doors to this room makes an awful, Soft Fall damage (save ends).
screeching racket, however, so the adventurers cant The deathjump spider ignores the first 30 feet when R Web Net (minor 1/round; at-will)
determining damage from a fall. Ranged 5; +8 vs. Reflex; the target is restrained (save ends).
surprise the ettercap.
Alignment Unaligned Languages Verminous Urging (minor; recharge 4 5 6)
The ettercap and three fire beetles in the northern Skills Athletics +10, Stealth +11 An adjacent allied natural beast with an Intelligence score
end of the room are making no effort to hide. The Str 17 (+5) Dex 18 (+6) Wis 14 (+4) of 1 or any creature with the spider keyword gains one of
deathjump spiders are clinging to the ceiling, one Con 15 (+4) Int 1 (3) Cha 8 (+1) the following benefits:
The target natural beast gains a +4 bonus to damage
above each of the large statues. With their passive rolls until the end of its next turn.
3 Fire Beetles (B) Small natural beast
Stealth score of 21, there is a good chance they go Level 1 Brute XP 100 each One of the target natural beasts rechargeable powers
unnoticed and gain combat advantage against the Initiative +1 Senses Perception +0 recharges and the target uses it immediately.
HP 32; Bloodied 16 The next successful melee attack made by the target
characters when battle begins.
AC 13; Fortitude 13; Reflex 12; Will 11 natural beast inflicts ongoing 5 poison damage (save ends).
When the characters enter this room, read: Resist 10 fire Web Walker
Speed 6 An ettercap ignores movement effects of spider webs and
A large pool on a stone dais sits in the center of this room.
m Bite (standard; at-will) difficult terrain related to spider swarms.
Soft blue light spilling out of the pool fills the room with +5 vs. AC; 2d4 + 2 damage. Alignment Unaligned Languages
a dim radiance. The first things you see in that dim light C Fire Spray (standard; recharge 5 6) Fire Skills Stealth +9, Nature +9
are four sarcophagi arranged in a square around the pool. Close blast 3; +4 vs. Reflex; 3d6 fire damage. Str 16 (+5) Dex 14 (+4) Wis 15 (+4)
Alignment Unaligned Languages Con 16 (+5) Int 6 (+0) Cha 18 (+6)
Three have been smashed open, but the fourth appears
Str 14 (+2) Dex 12 (+1) Wis 10 (+0) Equipment leather armor, goad
intact. Before you can take in anything else, movement Con 12 (+1) Int 1 (5) Cha 8 (1)
at the far end of the room catches your eye, and you spot
another of the insectlike humanoids. This one grips a metal
rod and is surrounded by a trio of beetles, each the size of
a large dog. The beetles abdomens glow a cherry red, and
you can feel heat from their bodies from across the room.

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51
The Crawling Fane

Tactics Development keeping Hargash from violating the dwarven heros


tomb, Moradin is not about to let a group of untested
When combat begins, the death jump spiders use When the adventurers take the time to explore this
adventurers claim the hammer, whatever their inten-
death from above against heroes who failed to detect room, describe its features fully.
tions. If they wish to open the sarcophagus, characters
them, gaining combat advantage for the attack. The The pool is a type of scrying device. It only shows
must prove their worth to Moradin in some fashion.
fire beetles move forward and unleash their fire blasts images of the lives of the dwarven heroes interred
Until they do so, the sarcophagus cant be opened; the
on the characters; they arent particularly careful and here. A character making a DC 15 Arcana or Religion
power of Moradin prevents it.
may catch the deathjump spiders in the blast. The check while studying the pool can learn how to acti-
Happily, a DC 15 Religion or Insight check reveals
ettercap vermin handler delays its action until the vate its magic. All thats required is dipping a finger
at least two ways the adventurers can prove their good
fire beetles have attacked. It then moves up, making into the pool and speaking aloud the name of one of
intentions.
sure to move adjacent to one of the fire beetles, and the dwarves buried here. The names of the heroes
uses web net on the nearest adventurer. It then uses laid to rest in this room were inscribed on their sar- The characters can rededicate one of the altars in
a minor action for verminous urging and goads one of cophagus lids, but sadly, three of them were destroyed the rectory to Moradin. This requires one use of
the fire beetles into using its fire spray attack as an by Hargash and his minions. Only one remains the holy water found in the two fonts in this room
immediate action. Any character who speaks dwarven can read the and a complexity 1 skill challenge (Religion only,
As the battle continues, the death jump spiders name Ivak Stoneblood inscribed into the lid of the DC 13, 4 successes before 3 failures).
attack characters with their bite attacks until blood- intact sarcophagus. If Ivaks name is used to activate The characters can restore one of the statues
ied, at which time they use prodigious leap to leap the pool, it shows the following scenes: in the Hall of Honored Dead to its former
straight up and cling to the ceiling. From the ceil- condition. This requires a complexity 1 skill
A dwarven warrior in battered, scarred armor battles a
ing, they reenter the fray with another use of death challenge (Dungeoneering only, DC 13, 4
group of duergar in the lightless reaches of the Underdark.
from above. The fire beetles attack the characters in successes before 3 failures).
He wields a mighty hammer with devastating skill. Each
melee with bite attacks and use fire spray as often as time its anvil-shaped head strikes a foe, it releases a flash of If the heroes complete either or both of the skill
it recharges. They are fairly indiscriminate with their brilliant blue light and the duergar falls dead. challenges, they can then open the sarcophagus of
targeting and may catch allies within the blast. The The image fades and is replaced with a somber scene of Ivak Stoneblood.
ettercap vermin handler attacks the heroes in melee dwarven priests interring the hammer-wielding warrior in
with venom goad and spider bite. It remains adjacent to When the characters open the sarcophagus of
a carved stone sarcophagus. The warrior is laid to rest with
a fire beetle or deathjump spider so it can use vermin- Ivak Stoneblood, read:
great reverence, and his hammer is laid across his chest
ous urging when the power recharges. before the lid of the sarcophagus is sealed in place. The heavy lid of the sarcophagus slides away with a gentle
push, revealing the body of a dwarven warrior dressed in
The crypt seen in the pool is obviously the same room
crumbling, rust-pitted chainmail. Despite the decrepit state
where the characters stand.
of the corpses armor and clothing, the stout warhammer
A DC 15 History check reveals a little more about
lying across its skeletal chest looks as new as the day it was
Ivak Stoneblood. He was famous for battling the duer-
forged. The hammers head is shaped like an anvil and the
gar, and his hammer was reputed to be blessed by
steel gleams with a bluish tint.
Moradin himself.
If the heroes decide to open Ivaks sarcophagus, The Hammer of Ivak Stoneblood is a +2 devilblind
it is not as easy as simply tipping off the lid. After warhammer.

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The Crawling Fane

Devilblind Weapon Level 5+ Pool: The dais the pool is mounted on is 4


This weapon gleams with holy energy that devils find feet high. It and the pool provide cover. The
intensely painful. water in the pool is normal; the glow comes
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp from the pool itself, which is enchanted in a
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp manner similar to the Dark Light ritual.
Lvl 17 +4 65,000 gp
Weapon: Any Sarcophagi: The smashed sarcophagi are
Enhancement: Attack rolls and damage rolls difficult terrain. The intact sarcophagus is 4 B
Critical: +1d6 radiant damage per plus, +1d8 radiant damage feet high. All provide cover. A character can
per plus against devils.
jump on top of the intact sarcophagus with a E
Property: You gain a bonus to saving throws against the attacks
DC 15 Athletics check. The three opened sar-
of devils equal to the enhancement bonus of the weapon.
Power (Daily Radiant): Free Action: Use this power when cophagi contain yellowed bones and tattered B
you hit a devil with the weapon. The target takes an extra vestments in disarray. The fourth, unopened
1d8 radiant damage and is blinded (save ends).
sarcophagus has the carved image of a
B
Level 12 or 17: 2d8 radiant damage, and the target is blinded
(save ends). resplendent dwarf warrior on its lid.
Level 22 or 27: 3d8 radiant damage, and the target is blinded Statues: The statues are blocking terrain
(save ends, with a -2 penalty to the saving throw).
and provide cover to adjacent creatures. Each
is 10 feet tall. They once depicted dwarf war-
Features of the Area riors, but they have been remade to resemble S S
Illumination: The pool provides dim illumination great insectlike humanoids, with mandibles,
to the entire room. multifaceted eyes, and many multi-jointed
Ceiling: The ceiling is 20 feet high. limbs.
Holy Water Fonts: Two holy water fonts are
mounted on short stone pillars in the northeast and
northwest corners of the room. The power of Moradin
is still strong enough in this area to prevent Hargash
from turning the holy water into unholy water. A DC
15 Arcana or Religion check when examining the
fonts reveals that each contains a single use of level 1
holy water. This holy water has the unique property
that it is effective against duergar; it inflicts damage
on the tainted dwarves as if they were demons or
undead.

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The Crawling Fane

4: The Profaned Hargash Bitterblade, Level 5 Elite Controller (Leader)


Chosen of Chitteruk (H)
R Infernal Quills (minor; encounter) Poison
Ranged 3; +10 vs. AC; 1d8 + 3 damage, and the target takes
Medium natural humanoid
Chapel Initiative +2 Senses Perception +11; darkvision
XP 400 ongoing 2 poison damage and a -2 penalty to attack rolls
(save ends both).
Shroud of Chitteruk aura 5; Natural beasts with an R Curse of Chitteruk (standard; recharge 5 6) Poison
Encounter Level 5 (XP 1,025) Intelligence score of 1 or any creature with the spider Ranged 10; +9 vs. Reflex; 3d6 + 4 poison damage and
Setup keyword within the aura gain a +2 bonus to attack rolls
and saving throws.
ongoing 5 poison damage (save ends). If the target is already
suffering ongoing poison damage, the ongoing poison
1 deathjump spider (D) HP 126; Bloodied 63 damage increases by 5 and saving throws made to end the
1 duergar shock trooper (T) AC 19; Fortitude 16; Reflex 16; Will 18 ongoing poison damage take a -2 penalty. Curse of Chitteruk
Immune illusion; Resist 5 fire, 5 poison can increase the ongoing poison damage taken by a target
Hargash Bitterblade (H)
Saving Throws +2 only once, even if the target is struck multiple times by
2 stormclaw scorpions (S) Speed 5 Curse of Chitteruk.
Action Points 1 A Verminous Blast (standard; encounter) Poison
Hargashs loud, monotonous chanting makes it diffi- m Envenomed War Pick (standard; at-will) Poison, Weapon Area burst 2 within 15; +9 vs. Fortitude; 2d6 + 4 poison
cult for his minions to hear the approach of intruders, +10 vs. AC; 1d8 + 3 damage, and Hargash makes a damage, and one centipede swarm appears in any
secondary attack against the same target.
and Hargash himself is completely tuned out of his unoccupied space within the burst. The centipede swarm
Secondary Attack: +9 vs. Fortitude; ongoing 5 poison treats Hargash as an ally and takes its turn on his initiative.
surroundings. If the characters are careful, they can damage and the target is weakened (save ends both). The centipede swarm remains until the end of the encounter.
enter the chapel unnoticed and gain a surprise round. R Web Bolt (standard; at-will) Alignment Evil Languages Common, Deep Speech,
If they try to enter with Stealth, the shock trooper and Ranged 10; +9 vs. Reflex; 1d8 + 4 damage and the target Dwarven
is slowed (save ends). First Failed Save: The target is Skills Dungeoneering +13, Arcana +7, Religion +7, Nature +11
vermin suffer a -5 penalty to their passive Perception
immobilized (save ends). Str 15 (+4) Dex 12 (+3) Wis 18 (+6)
thanks to Hargashs chanting. Hargash wont hear
Con 16 (+5) Int 15 (+4) Cha 16 (+5)
anything until someone attacks. Equipment war pick
When the characters enter this room, read: If Hargash becomes aware of the characters In the following rounds of combat, Hargash moves
This cavernous chapel is dominated by a towering statue before they attack, read: just out of melee range to ensure his verminous min-
originally crafted as a representation of the dwarven deity The chanting stops suddenly, and the kneeling duergar ions can benefit from aura of Chitteruk. He targets
Moradin. It has been crudely transformed into an image of leaps to his feet and turns toward you. His gaunt face is melee-oriented adventurers with web bolt to hamper
the bizarre insect deity youve seen throughout the temple. twisted in a rictus of hatred and madness. He raises a their movement and uses curse of Chitteruk as often as
Smaller statues of dwarven gods and heroes, similarly twitching finger, points at you, and shouts in Common, possible on heroes suffering ongoing poison damage.
disfigured, stand against the walls. Four basins on raised Slay them in the name of Chitteruk! Hargash does not shrink from melee, although he
platforms stand in the four corners of the chapel. A rubble- uses beard quills before entering close combat with his
choked passage leads away to the north. Tactics envenomed war pick.
Kneeling before the great statue of the insect god is In the first round of combat, Hargash uses verminous The duergar shock trooper targets characters
a stout duergar in green robes. He is flanked by pair of blast to create another insect ally and injure as many in combat with the scorpions, spider, or centipede
scorpions the size of wolves, and a monstrous spider clings heroes as possible. The stormclaw scorpions and the swarm, attempting to flank characters to increase
to the towering statue above him. Another duergar arrayed duergar shock trooper advance to engage the charac- its chances of hitting with its maul. When bloodied,
in chainmail and armed with a maul stands protectively ters in melee. The shock trooper uses its beard quills it uses expand and then moves adjacent to Hargash,
at his back. The kneeling duergar is praying loudly in before closing. The deathjump spider closes with its using its reach to protect its master.
grotesque utterances of some unholy language. chosen target with a combination of prodigious leap
and death from above.

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The Crawling Fane

The stormclaw scorpions and centipede swarm 2 Stormclaw Scorpions (S) Level 1 Soldier Centipede Swarm Level 2 Brute
Medium natural beast XP 100 each Medium natural beast XP
attack the closest heroes in melee, relentlessly biting
Initiative +3 Senses Perception +0; tremorsense Initiative +4 Senses Perception +1; darkvision
and stinging until slain. The deathjump spider leaps HP 32; Bloodied 16 Swarm Attack aura 1; each enemy that starts its turn
about the chapel, targeting random adventurers with AC 16; Fortitude 14; Reflex 12; Will 11 within the aura takes 3 damage plus 2 extra damage per
death from above as often as possible. Resist 10 lightning centipede swarm adjacent to the enemy.
Speed 6 HP 44; Bloodied 22
When Hargash is bloodied, he and his remaining m Claws (standard; at-will) Lightning AC 14; Fortitude 14; Reflex 15; Will 10
minions retreat to the pools in the northern end of +8 vs. AC; 1d6 + 3 damage, and a Medium or smaller Resist half damage from melee and ranged attacks;
the room to make use their healing powers. Hargash target is grabbed (until escape). A grabbed target takes Vulnerable 10 against close and area attacks
5 lightning damage at the start of the stormclaw Speed 6 , Climb 6 (spider climb)
makes his last stand there, fighting to the death to
scorpions turn. m Swarm of Mandibles (standard; at-will) Poison
protect the temple of his imaginary god. M Sting (standard; at-will) Poison +4 vs. AC; 1d6 damage, and ongoing 5 poison damage
+6 vs. Fortitude; 1d4 + 3 damage, and the target takes (save ends); a creature already taking ongoing poison
Duergar Shock Trooper (T) Level 6 Brute ongoing 5 poison damage and is immobilized (save ends damage is also weakened (save ends). The centipede
Medium natural humanoid XP 250 both). The stormclaw scorpion can use this attack against swarms attack deals 1 extra damage for each centipede
Initiative +6 Senses Perception +7; darkvision a target it has grabbed. swarm adjacent to it
HP 84; Bloodied 42 M Reactive Sting (immediate interrupt, when an enemy Survival Instinct (immediate reaction, when hit by an area
AC 18; Fortitude 19; Reflex 18; Will 18 grabbed by the scorpion escapes; at-will) or close attack; at-will)
Immune illusion; Resist 5 fire, 5 poison The stormclaw scorpion makes a sting attack against The centipede swarm shifts 3 squares.
Speed 5 the enemy. Alignment Unaligned Languages
m Maul (standard; at-will) Weapon Alignment Unaligned Languages Skills Stealth +9
+9 vs. AC; 2d6 + 6 damage. Str 16 (+3) Dex 12 (+1) Wis 11 (+0) Str 9 (+0) Dex 17 (+4) Wis 10 (+1)
R Infernal Quills (minor; encounter) Poison Con 12 (+1) Int 1 (5) Cha 10 (+0) Con 14 (+3) Int 1 (4) Cha 6 (1)
Ranged 3; +9 vs. AC; 1d8 + 4 damage, and the target takes
ongoing 2 poison damage and a -2 penalty to attack rolls
Deathjump Spider (D) Level 4 Skirmisher
(save ends both).
Medium natural beast XP 175
Expand (when first bloodied; encounter) Polymorph
Initiative +8 Senses Perception +9; tremorsense
The duergar shock trooper becomes Large, occupying 4
HP 55; Bloodied 27
squares instead of 1. Any creatures in the squares that
AC 20; Fortitude 17; Reflex 18; Will 16
the shock trooper comes to occupy are pushed 1 square.
Resist 5 poison
The shock trooper also gains reach 2 and a +5 bonus to its
Speed 6 , Climb 6 (spider climb)
melee damage rolls. The shock trooper remains Large until m Bite (standard; at-will) Poison
the end of the encounter.
+6 vs. AC; 2d6 + 3 damage, and the target takes ongoing 5
Alignment Evil Languages Common, Deep Speech,
poison damage and is slowed (save ends both).
Dwarven M Death from Above (standard; at-will) Poison
Skills Dungeoneering +12
The deathjump spider leaps at its prey, shifting 6 squares
Str 19 (+7) Dex 16 (+6) Wis 16 (+6)
and making a bite attack. On a hit, it deals an extra 1d6
Con 14 (+5) Int 10 (+3) Cha 8 (+2)
damage and also knocks the target prone.
Equipment chainmail, maul
Prodigious Leap (move; encounter)
The deathjump spider shifts 10 squares.
Soft Fall
The deathjump spider ignores the first 30 feet when
determining damage from a fall.
Alignment Unaligned Languages
Skills Athletics +10, Stealth +11
Str 17 (+5) Dex 18 (+6) Wis 14 (+4)
Con 15 (+4) Int 1 (3) Cha 8 (+1)

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55
The Crawling Fane

Features of the Area


Illumination: The four pools in this area glow
with soft red and blue light, providing dim illumi-
nation to the entire chapel. Note that all of the foes
except the stormclaw scorpions have darkvision.
Ceiling: The ceiling is 30 feet high.
Columns: The columns are blocking terrain.
Statue of Chitteruk: The statue of Chitteruk
exudes a palpable evil. Good creatures adjacent to it D
suffer a -1 penalty to saving throws.
Blue Pools: The crystal-clear water in these pools
is still blessed by Moradin. A character that drinks
from one (a standard action) can immediately spend
a healing surge and regain an additional 5 hit points. S H S
The water loses this property if removed from the
temple. T
Red Pools: The murky, red water in these pools
has been cursed by the dread power of the great
meteorite. If Hargash drinks from one of these pools
(a standard action), he regains 31 hit points. If a char-
acter drinks from one of these pools, he or she suffers
the following attack: +9 vs. Fortitude; 2d6+4 poison
damage and ongoing 5 poison damage (save ends).
Pit: This shallow pit is only 5 feet deep. A creature
the falls into it suffers no damage but falls prone.
Climbing out of the pit requires a DC 5 Athletics
check.
Statues: The statues are blocking terrain and pro-
vide cover to adjacent creatures.

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56
the
Splintered
Spring
By Scott Fitzgerald Gray
illustration by Ben Wootten F cartography by Mike Schley
An adventure for 3rd-level characters
TM & 2010 Wizards of the Coast LLC All rights reserved.

J u n e 2 010 | D u n g e o n 17 9
4
The Splintered Spring

The Splintered Spring is a short adventure for five dolgrims, and dolgarrs has been driven out of that Hook 1
3rd-level characters, taking place in and around a sanctum and into exile. A religious relic has been stolen from a temple in a
connected pair of aboveground and underground The dolgaunt monk leader of this exile band town east of the Kings Wall, or from a group of wan-
lakes. A plague of ghostly spiders is responsible for the dreams of returning to the cult in triumph. To that dering priests on a pilgrimage if the adventurers are
theft of magic items in the lands around the Kings end, he has used his aberrant power to take control of already in the area of the Chaos Scar. Those who wit-
Wall. As the characters investigate, they discover a a pack of phase spiders he and his cohorts discovered nessed the theft speak of a swarm of ghostly spiders
force of dolgaunt-led foulspawn holed up in a dark beneath the splintered spring. These phase spiders that entered the temple (or the priests camp) past
lairthe outpost of an aberrant cult drawn to the have begun roaming the countryside around the armed guards. These spiders targeted and stole the
Chaos Scar. Kings Wall in search of magic itemsvaluable relics relic with almost humanoid cunning.
For details on the Chaos Scar and its environs, with which the dolgaunt monk hopes to buy his way Quest XP: 150 XP for returning the relic.
read the Chaos Scar Introduction and check out the back into the cults good graces.
map of the entire valley. Hook 2
If youre not playing a Chaos Scar campaign, you Adventure Synopsis A noble named Megoras recently purchased an
can still use this adventure by integrating it into any As part of a search for missing magical items, the expensive ritual book in a distant city for research
existing campaign situated near a wilderness area. characters make their way to a scarred landscape purposes. While being brought to his estate east of
The sinkhole of the splintered spring can be the result where a shattered spring fills a misty lake. The the Kings Wall by well-armed couriers, the book was
of an earthquake, an ancient Underdark site, or what- heroes fight their way past water serpents ridden by stolen. One wounded courier crawled to the nearest
ever else suits your campaign. The foulspawn cult foulspawn guardians before crossing the lake and village, where he spoke only of being swarmed by
will appear again in later adventures set deeper in the discovering that its center is a crater plunging down ghost spiders, spawned of the underworld, before
ruined valley. into darkness. dying. Megoras offers a reward of 100 gp to anyone
The characters descent leads them through two who can find and return the book.
Background large caverns. The first of these is a noxious elemen- Quest XP: 150 XP for returning the ritual book
tal mire where the main foulspawn encampment is to Megoras.
When the great meteor fell, a fragmenting cloud of set. Beneath that is a black lake that is the lair of the
deadly debris tore countless rifts and sinkholes into phase spiders and the foulspawn monk that controls Hook 3
the earth at the mouth of the Chaos Scar. As one such them. The town of Rhya lies along a trade road a few leagues
fragment cut its way through the surrounding land- east of the Kings Wall. The folk there are living in fear
scape, it tore open an underground spring and carved Getting the after a pack of monstrous ghost spiders swarmed the
a deep chasm beneath it. That spring now forms an Players Involved town a few days before. A retired adventurer named
unusual lake on the surface which conceals a pair of You can use one of the hooks below to get the char- Ulrika stood against them and was killed, and they
connected caverns below. Aberrant energy fills these acters into the adventure, whether they are entering hauled off her body in the dead of night.
caverns as a result of the meteors destructive passage. the Chaos Scar for the first time or have had previous Quest XP: 150 XP for finding and properly
A foulspawn cult has been drawn to this area of adventures in the area. Each of these hooks has an burying Ulrikas remains, then returning to Rhya
the Chaos Scar. Their center of power is deeper in the accompanying minor quest with bonus XP. with word that the threat of the spiders is ended. The
valley, but a group of low-level foulspawn dolgaunts, characters are given a description of a unique amulet
worn by Ulrika.

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The Splintered Spring

Treasure Preparation The Splintered An hours walk brings the characters within
sight of the splintered spring. When they arrive,
The characters gain three level-2 treasure parcels in
this adventure; parcels 2, 3, and 7, shuff led around
Spring read:

a bit. Whichever adventure hook you use to get the charac- The breeze from ahead carries the faint scent of water.
ters into the adventure, the party is taken to the last Spikes of upthrust rock surround the streambed on all
Parcel A: The Foul Mire One potion of healing
place the spiders were seen by witnesses. From there, sides, providing cover as you advance to within sight of
Parcel B: The Black Lake One level 4 magic item
the creatures trail can be followed easily, either over a hissing haze of mist. A powerful underground spring
Parcel C: The Black Lake One level 5 magic item,
the Kings Wall or within the area of the Chaos Scar. bursts from the surface of the ground, surrounded by
20 gp, 100 gp gem
shards of splintered stone that stand like a crown around
The relic or ritual book is also found at the black lake When the characters pick up the trail, read: it. The spring which once fed the stream has been forcefully
if the heroes are looking for it. The other magic items Even with the time thats passed, the distinct tracks of the redirected into a small lake. The lake is dotted by islets of
were stolen by the spiders on previous raids, and the so-called ghost spiders are easy to follow on the open rock rising just a few feet above the surface. The tracks of
characters can claim them with no consequences. (If ground. Every ten paces or so, huge clusters of spiked the spiders point straight toward the closest of these islets
you are using adventure hook 3, one of these items footprints slash the ground. You estimate the number of before disappearing.
was worn by the adventurer Ulrika, inspiring the creatures at a dozen or more, but their impossibly long The rocky islets form a maze across the surface of the
spiders to drag her body back to the foulspawn.) stride defies easy explanation. lake, each 15 to 20 feet across and 20 to 30 feet apart.
If you have used adventure hook 2, the 100 gp
The phase spiders use their teleport speed to move on The phase spiders teleport from rock to rock when
gem (or its cash equivalent) noted above is the reward
the run, touching down only every 30 feet. they cross the lake. The heroes are free to explore the
promised by Megoras, payable when the characters
shores of the lake. They can judge its size as approxi-
return the ritual book to him. When the characters follow the spiders trail mately 500 feet in diameter.
to a dry streambed that leads to the splintered The fractured network of chasms that have filled
spring, read: to become the lake was caused by a fragment of the
A twisting course cuts its way through wild grass and scrub meteor tearing through this area, as was the upheaval
trees rustling in the wind. This was a streambed once, but that caused the spring to be rerouted. If the characters
no trace of water runs between its overgrown banks now. circumnavigate the lake completely, they notice that
Its course breaks slowly to the southwest, and the tracks although the spring flows into it at a fast rate, there is no
continue along it. sign of where it flows out again. Moreover, the center of
the lake remains shrouded in mist at all times.
The characters need to cross the lake to pursue
the spiders. Swimming is an option, but adventurers
who circumnavigate the lake find a crudely built but
sturdy raft with six poorly carved paddles on the far
shore. The foulspawn use this and a matching raft
currently at the center of the lake to cross the water.
As the characters approach the center of the lake,
go to Encounter S1.

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The Splintered Spring

Concluding
the Adventure
Once the threat of the foulspawn is ended, the
characters can investigate the black lake cavern to
discover its secrets. Fragment
(Fragment)
At the farthest corner of the ledge, a foul nest of muck and (illegible)
bones is the dolgaunt monks lair. The same unearthly sigils the foulspawns cults. They worship the power
seen in the cavern above cover the walls here, scribed in filth that lingers in the heart of the Chaos Scar, and
and dried blood. From beneath a pile of cracked and well- (illegible)
gnawed bones comes the gleam of gold.
their madness is increased. The unholy site they
The symbols here have the same effect on a character seek to build
that studies them as those in encounter S2. They have (illegible)
meaning only to the aberrant minds of the foulspawn, Those they seize are transformed
but anyone who looks at them for more than a few (illegible)
seconds feels noticeably uneasy. A character who
voices of the damned and the dead. I seek the
insists on studying them or trying to read the symbols
monk cast out from the enclave of Nights
takes a 2 penalty to Will which lasts until the party
takes an extended rest. Heart, the one they call master of spiders. He
In addition to treasure parcel C, the dolgaunt has is greedy for magic, they say, hoping to buy his
cast aside the gear of the creatures whose magic it has way back to the cults good graces. His plots are
stolen, including a fragment of an adventurers map. the first step
The map shows part of a series of caverns and is anno- (fragment ends)
tated with cramped handwriting.
This cryptic introduction to a wider foulspawn cult
worshiping the power at the heart of the Chaos Scar
connects to upcoming adventures.

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The Splintered Spring

S1. Serpent Strike 2 Dolgaunt Dark-Hailers (D)


Medium aberrant humanoid
Level 3 Artillery
XP 150 each
Water Dervish Level 3 Skirmisher
Small elemental magical beast (air, earth) XP 150
Initiative +5 Senses Perception +2; blindsight 20 Initiative +7 Senses Perception +1
Encounter Level 3 (XP 750) HP 34; Bloodied 17 HP 46; Bloodied 23
AC 17; Fortitude 15, Reflex 17, Will 14 AC 17; Fortitude 14, Reflex 16, Will 14
Setup Speed 6 Immune disease, poison
r Foul Lash (standard; at-will) Speed 8
2 dolgaunt dark-hailers (D) m Waterspout (standard; at-will)
Ranged 10; +10 vs. AC; 1d8 + 6 damage and the target is
2 blackwater serpents (S) slowed until the end of the dolgaunts next turn. Melee 1; +6 vs. Reflex; 2d6 + 4 damage.
1 water dervish R Dark Hail (standard; at-will) FPsychic M Fury of the Storm (move; recharge 5 6 )
Ranged 10; targets a slowed creature; +8 vs. Fortitude; The water dervish shifts 5 squares and attacks each
The first half of the characters passage across the 1d8 + 6 damage, and the target is dazed until the end of its enemy it moves adjacent to during the movement: +8 vs.
next turn. Fortitude, and the dervish slides the target 2 squares and
lake is uneventful. When they cross, read:
A Flensing Hail (standard; recharge 5 6 ) knocks it prone. A creature in the water when it is knocked
The wind scatters waves through the narrow channels Area burst 1 within 20; +8 vs. Reflex; 1d8 + 6 damage, prone takes 10 damage instead.
and the target takes ongoing 5 damage and is slowed (save Alignment Unaligned Languages Primordial
between rubble-strewn islets but does nothing to clear
ends both). Skills Stealth +10
the roiling mist at the center of the lake. No sign of the Alignment Evil Languages Common Str 10 (+1) Dex 18 (+5) Wis 10 (+1)
bottom can be seen, though dark schools of fish dart past Str 14 (+3) Dex 18 (+5) Wis 13 (+2) Con 14 (+3) Int 5 (2) Cha 14 (+3)
occasionally. As you approach the mist, a distant hissing Con 10 (+1) Int 12 (+2) Cha 8 (+0)

can be heard. Tactics


2 Blackwater Serpents (S) Level 3 Brute
Large natural beast (aquatic, mount) XP 150 each The first round after the dolgaunts appear, they are
When the characters reach the halfway point
Initiative +3 Senses Perception +2 30 squares away from the edge of the tactical map,
represented by the tactical map, read: HP 53; Bloodied 26 too far to use their attacks. In round 2, the dolgaunts
AC 15; Fortitude 16, Reflex 15, Will 14
Suddenly a keening wail rises from ahead. The dark shapes are 10 squares away and use flensing hail against any
Speed 5, swim 10
of two enormous water serpents race out into the channel m Bite (standard; at-will) F Poison heroes on the top half of the tactical map. The char-
beyond a distant islet, a pair of foul and howling humanoids Melee 2; +8 vs. AC; 2d8 damage, and the serpent makes a acters can return fire in either round. All creatures
riding them. The skin has been flensed from their glistening secondary attack against the same target.
attacking at this distance take a 2 penalty to attack
Secondary Attack: +6 vs. Fortitude; 2d4 poison damage,
bodies. Their sightless eyes and the tentacles writhing from and ongoing 5 poison damage (save ends). rolls for the cover of the islets.
their backs and shoulders seem to seek for you. M Tail Slap (immediate reaction, when the serpent is hit by an Once the dolgaunts appear on the tactical map,
attack; encounter) they and the serpents break for the characters. The
It takes 2 rounds from the time the serpents and their Melee 2; +8 vs. AC; 2d8 + 5 damage.
Waterborn
blackwater serpents swim alongside adventurers on
dolgaunt riders appear until they reach the top of the
While in water, the serpent gains a +2 bonus to attack rolls the raft, on an islet, or in the water, making charge
tactical map. The party has time to put in the raft at
against creatures without a swim speed. attacks with reach. A dolgaunt makes foul lash or
one of the rocky islets if they do not wish to fight from Alignment Unaligned Languages
dark hail attacks at the same time, sending a horrid
the raft or on the water. Str 17 (+4) Dex 14 (+3) Wis 13 (+2)
Con 13 (+2) Int 2 (3) Cha 9 (+0) shower of its own f lensed f lesh against the target.
The water dervish is not allied with the foulspawn,
It uses f lensing hail each time that power recharges.
but it has learned to fear their power and to feed on
The dolgaunts stay on the serpents to remain safely
their leavings. It lurks unseen beneath the water. It
out of melee.
attacks in the fourth round of combat.

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The Splintered Spring

The water dervish enters combat 2 rounds after This waterfall is the outflow that balances the The rubble-strewn surface of an islet is difficult
the other combatants appear on the tactical map. It splintered spring. Characters who spend any time terrain. A creature that moves off the islet goes into
rises from the water in the midst of the characters to exploring the area can see clear signs where the spi- the deep water.
make a fury of the storm attack, then uses waterspout ders alighted along the rim of the crater, then climbed
while fury recharges. It slides foes off an islet or the down alongside the hissing falls. If the characters cir-
raft whenever it can, leaving them for the serpents. cumnavigate the entire crater wall, they find another
The dolgaunts and the serpents fight until raft lashed to the rock on the far side.
destroyed. The water dervish flees if reduced to 10 hit The crater wall is rough and easily climbable (Ath-
points or fewer. letics DC 9), but the rift is dark beyond 20 feet down.
The adventurers see no sign of other creatures as they
Into the Mist descend.
Once the guardian creatures are disposed of, the
characters can continue on into the mist. At that Features of the Area
point, read: Illumination: Bright during daytime; dark at
The hissing sound grows louder; the mist wraps around you night.
as you approach. Visibility is cut to nothing and a damp Raft: The characters raft is 3 squares on a side
gloom settles across the scene. Suddenly, a wall of black rock and moves at a rate of 1 square per round per charac-
looms ahead, curving away to vanish into the mist to the ter paddling. The raft is sturdy enough that it cannot
left and right. be attacked. It floats in place if no one is paddling it.
Deep Water: The lake is approximately 30 feet
There is no shore here, but the heroes can easily lash deep. Creatures in deep water must use Athletics skill
the raft to the 15-foot-high rock wall. The wall can to move (DC 10; move at half speed; Players Handbook
be climbed with a DC 7 Athletics check, revealing a page 183). Creatures in deep water gain cover except
remarkable sight beyond. against attacks from submerged enemies. Fighting in
the water imposes a 2 penalty to attack rolls except
When the heroes reach the top of the rocks,
with spears and crossbows, and powers that have the
read:
fire keyword take a 2 penalty to attack rolls.
Even through the mist, you can see that the sheer rock wall A creature in the water can move onto a rocky
encloses the center of the lake in a rough circle. This is no islet or onto the raft by spending 1 extra square of
island but a crater approximately 50 feet across. You stand movement.
on the rim, which extends only 5 feet before plunging down Rocky Islet: The small islets that break the sur-
again. A quarter of the way along the craters edge, a deep face of the water are the tops of sheer pinnacles of
gash in the rock allows the water of the lake to pour over in rock plunging straight down. The islets are spread
a misty torrent, then disappear into a dark rift below. across the entire surface of the lake, each 15 to 20
feet across and 20 to 30 feet apart. (The phase spiders
teleport from rock to rock when they cross the lake.)

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The Splintered Spring

S2. The Foul Mire If the characters see the dolgrim, read: The mud lasher uses its drowning slam early, then
A grotesque creature lurks in the shadows of the cavern alternates its slam against nearby foes with mud ball
Encounter Level 4 (XP 950) below. Its face is split by two gaping maws that slaver attacks against characters targeting it from range.
soundlessly, and four arms extend from its squat torso. Its All these creatures fight until destroyed. When
Setup body is slathered in black mud that all but hides it in the either dolgrim is bloodied, it begins shrieking a warn-
1 dolgarr berserker (B) shadows. ing that will be heard by the dolgaunt monk in the
3 dolgrim warriors (W) cavern below.
1 mud lasher (M) When the characters descend to the cavern Dolgarr Berserker (B) Level 6 Brute
The characters descend 60 feet into a rough chasm f loor, read: Large aberrant humanoid XP 250
Initiative +5 Senses Perception +6; low-light vision
punched into the earth by a fragment of the great Blackened scrub trees clutch at the rocky walls and floor of HP 86; Bloodied 43
meteor. As they climb down, read: the cavern, inexplicably growing despite the lack of light. A AC 18; Fortitude 19, Reflex 16, Will 17
foul mire of rotting muck spreads in patches across the floor. Immune fear
The chasm walls narrow as they slope slowly inward. Damp
Speed 6
mist rises from the the waterfall crashing past. Rough The wide stream surges through it, then plunges over the
m Club (standard; at-will) F Weapon
handholds make the climbing easy despite the damp stone. edge of a sinkhole at the center of the cavern. +9 vs. AC; 2d6 + 5 damage.
M Meaty Fist (standard; at-will)
A broad cavern opens up below; the falling water has worn The heroes start in any squares along the start area Melee 2; +7 vs. AC; 1d8 + 7 damage.
a wide stream through it. Patches of glowing fungi dot the marked on the map. Any creatures that the characters M Foe-Hurler (standard; recharge 6 )
walls and give rise to a pungent scent of decay. did not spot will attack with surprise. The foulspawn Melee 2; +8 vs. Reflex; 2d8 + 5 damage, and the dolgarr
berserker pushes the target 3 squares and knocks it prone;
There is no illumination in the shaft above, and any have a rough alliance with the mud lasher that inhab- the berserker slams the target to the ground and then
light carried by the party alerts the creatures here. ited this cavern before they arrived. throws the target at another creature, making a secondary
attack against an enemy adjacent to the primary target
The dolgarr berserker is anxious to fight, so it continu-
ally peers out from its hiding place. It can be spotted
Tactics after the push.
Secondary Attack: +7 vs. Reflex; 2d8 + 5 damage.
with a DC 13 Perception check. The dolgrim keep If the creatures here have surprise, the dolgarr M Berserk Rage (free, when first bloodied, encounter)
much better hidden. If the characters are not carrying charges the nearest adventurer. The mud lasher uses The dolgarr berserker gains 5 temporary hit points and
mud ball while the dolgrims make crossbow attacks makes a club attack and a meaty fist attack.
illumination and they pause to let their sight adjust Alignment Evil Languages Deep Speech, Goblin
to the dim light, they spot the dolgrim with a DC 18 from behind cover. Str 20 (+8) Dex 14 (+5) Wis 16 (+6)
Perception check. If they carry lights or rush into the Once combat begins in earnest, the dolgarr ber- Con 16 (+6) Int 7 (+1) Cha 9 (+2)
serker wades into combat, targeting heavily armored Equipment club
gloom, the Perception DC is 23.
foes with both of its foe-hurler attacks. While that
power recharges, it makes club or meaty fist attacks
against lightly armored foes.
The dolgrim warriors snipe with their crossbows
from behind cover for as long as possible, making
double action attacks and trying to force foes through
foul muck to reach them.

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The Splintered Spring

Development Mud Lasher (M) Level 4 Brute 3 Dolgrim Warriors (W) Level 4 Skirmisher
Medium elemental magical beast (earth, water) XP 175 Small aberrant humanoid XP 175 each
When combat is done, the characters have a chance Initiative +4 Senses Perception +9; low-light vision Initiative +6 Senses Perception +3; low-light vision
to investigate the cavern. HP 63; Bloodied 31 HP 53; Bloodied 26
AC 16; Fortitude 17, Reflex 15, Will 15 AC 18; Fortitude 16, Reflex 15, Will 16
On the far side of the cavern, a wide shelf of stone holds a Immune disease, poison Vulnerable 5 psychic
rough camp. A foul reek hangs over the area. Horrid nests Speed 5 Saving Throws +2 against charm and fear effects
m Slam (standard; at-will) Speed 6
of mud and branches mark the sleeping areas of a dozen m Club (standard; at-will) F Weapon
+7 vs. AC; 2d8 + 4 damage.
creatures. The walls are scribed with horrific symbols in M Drowning Slam (standard; encounter) +8 vs. AC; 1d6 + 3 damage.
dried blood, and shattered chips of bone are set into the rock +5 vs. Fortitude; 2d8 + 4 damage, and ongoing 5 damage r Crossbow (standard; at-will) F Weapon
(save ends). Miss: Half damage. Ranged 15/30; +8 vs. AC; 1d8 + 1 damage.
like mosaic tiles. A half-dozen humanoid bodies lie nearby,
R Mud Ball (standard; at-will) Double Actions
all partially eaten. Ranged 10; +5 vs. Reflex; the target is slowed (save ends). At the start of combat, the dolgrim warrior makes two
If the target is already slowed, it is instead immobilized initiative checks. Each check corresponds to one of the
The foulspawn in the adventure represent half of the (save ends). warriors brains. The warrior takes a full turn on both
dolgaunt monks followers. The others are scouring Amorphous Body (immediate reaction, when hit by a melee initiative counts. Its ability to take an immediate action
the countryside for food and supplies (it was their raft attack; encounter) refreshes on each turn.
The mud lasher shifts 3 squares. Dolgrim Tactics (immediate reaction, when missed by a
the heroes borrowed).
Relentless Assault melee attack; at-will)
The symbols here have meaning only to the aber- A mud lasher gains a +2 bonus to attack rolls against The dolgrim warrior shifts 1 square.
rant minds of the foulspawn. Anyone looking at them slowed or immobilized creatures. Combat Advantage
Alignment Unaligned Languages Primordial A dolgrim warrior deals 1d6 extra damage against any
for more than a few seconds feels noticeably uneasy.
Skills Stealth +9 creature granting combat advantage to it.
A character who insists on making a Perception or Str 18 (+6) Dex 15 (+4) Wis 15 (+4) Alignment Evil Languages Deep Speech, Goblin
Insight check in an attempt to decipher the symbols Con 13 (+3) Int 8 (+1) Cha 11 (+2) Str 17 (+5) Dex 15 (+4) Wis 13 (+3)
takes a 2 penalty to Will during the next encounter. Con 13 (+3) Int 9 (+1) Cha 9 (+1)
Equipment light shield, club, crossbow and 20 bolts
The bodies are of unfortunate humanoids slain
and eaten by the foulspawn. If you used adventure
hook 3, the characters can identify Ulrikas body by
the amulet still around her neck.
The only way down from this cavern is the
sinkhole into which the stream plunges. See Fea-
tures of the Area and the next encounter for more
information.

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The Splintered Spring

Features of the Area Sinkhole: The center of the


cavern is a rough sinkhole 30 feet in
Illumination: Phosphorescent fungus sheds dim
diameter, through which the stream
light throughout the area.
falls. A creature that moves into the
Ceiling: 20 feet high, opening to a chasm that
sinkhole gets a saving throw to catch
rises 60 feet to the crater above.
the edge. On a failed save, the crea-
Black Trees: Stunted black trees draw on the
ture falls 40 feet to the black lake in
aberrant energy of this cavern to grow. A tree provides
the cavern below. Because the churn-
cover. It takes a DC 5 Acrobatics or Athletics check to
ing water of the stream cushions the
move through a square containing a black tree; fail-
fall, the character takes half damage
ure indicates the moving creature stops moving in the
from the fall. See the next encounter
last square before entering the trees space. A creature
for details of the black lake.
that starts its turn adjacent to a black tree is slowed
until the end of its turn.
Foul Muck: Heavy black muck steeped in aber-
rant energy covers the floor of the cavern and is
difficult terrain. Any creature not aberrant or elemen-
tal that enters an area of muck or starts its turn there
is subject to an attack: +8 vs. Fortitude; the target is
slowed and takes a -2 penalty to defenses until the
end of its next turn.
Rough Pillar: Spires of rock thrust up 10 feet
from the cavern floor. A pillar provides cover and is
blocking terrain. A pillar can be climbed with a DC
10 Athletics check.
Ledges: These ledges stand the indicated height
above the cavern floor. Climbing up to a ledge takes a
DC 10 Athletics check.
Stream: The water coursing down from above
forms a fast-flowing 3-foot-deep stream through
the muddy cavern. The stream is difficult terrain. A
creature that enters the stream or starts its turn there
must make a DC 17 Athletics check or be knocked
prone. A creature knocked prone in the stream slides
4 squares toward the sinkhole. A prone creature must
stand to move out of the stream.

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The Splintered Spring

S3. The Black Lake Characters must make Athletics checks to climb Green Slime
Medium natural beast (blind, ooze)
Level 4 Lurker
XP 175
down the 30-foot sinkhole to the mouth of the cavern
Initiative +9 Senses Perception +2; blindsight 10,
Encounter Level 6 (XP 1,2551,430) below, then to climb down the final 20 feet to the tremorsense 10
cavern floor by way of webs or rope. In addition to HP 47; Bloodied 23
Setup the rigors of the climb, dozens of deadly green slimes AC 20; Fortitude 23, Reflex 17, Will 20
Immune gaze; Resist 5 acid; Vulnerability 5 fire, 5 radiant
1 dolgaunt monk (D) cling to the sinkhole walls, where they are concealed
Speed 4, climb 4
3 young phase spiders (S) by webs. A character who does not spot a slime is sub- m Engulf (standard; at-will) F Acid
10 phase spider hatchlings (H) ject to its attack as it breaks free of its web shroud. +7 vs. Reflex; 1d6 + 3 acid damage, and the target is
engulfed (save ends). While engulfed, the target takes
Each time a character makes a successful Athletics
This encounter can play out in different ways, ongoing 5 acid damage and is restrained. While a target
check to move one-half its speed down the sinkhole, is engulfed, attacks that target the green slime deal half
depending on how the characters enter the area. Read
have the player make a Perception check to notice the damage to the slime and half damage to the engulfed
through the entire encounter to familiarize yourself creature. While it has a creature engulfed, the slime can
closest slime. On a successful check, the character
with the setup of the green slimes and the tactics of make attacks only against the engulfed creature.
can avoid the slime, which then stays dormant. On a
the creatures in the cavern below. It is very likely that Rapid Dissolution
failed check, the slime attacks. The Perception and A green slimes attacks deal 1d6 extra acid damage to a
some adventurers will end up fighting alone in the
Athletics DCs depend on a heros method of climbing. creature that is taking ongoing acid damage.
cavern or the black lake while their allies are still Alignment Unaligned Languages
trying to descend through the sinkhole. Climbing Athletics Perception Skills Stealth +11
Str 11 (+2) Dex 16 (+5) Wis 11 (+2)
Method DC DC
The Sinkhole Rope 10 5
Con 17 (+5) Int 3 (2) Cha 1 (3)

Unlike the descent to the cavern above, the climb No rope, using webs 5 15 Tactics
down the sinkhole to the black lake is a dangerous No rope, avoiding webs 15 10
The green slime attempts to engulf its victim to pre-
one. Moreover, the phase spiders and their dolgaunt
Use a battle grid to represent the vertical cavern wall vent it from slipping away. A character not engulfed
master have set up this area as a deadly gauntlet for
for any green slime encounters. Do not let the players can make Athletics checks to flee by climbing, but the
would-be intruders.
know that there is a chance for combat during their slimes climb speed gives an adventurer little chance
Where the stream spills down from the foul mire, mist descent until a green slime actually attacks. of escaping. If a character fights while climbing, see
shrouds the darkness below. Unlike the rough stone of the The XP figures given for this encounter assume the rules in the Players Handbook (page 182).
shaft above, the wet walls of the sinkhole offer only minimal that the characters trigger only one full green slime The green slimes fight only along the sinkhole
handholds. However, great sheets of webbing cling to those combat. Adjust the XP as appropriate, but the charac- walls. They do not descend into the cavern.
walls, glistening with moisture but offering an easy means ters should receive experience only for green slimes
of descent. that are fought and destroyed. Simply escaping from
or avoiding a slime nets no XP.
Anyone who inspects the chasm from above rec-
ognizes that the webs are strong enough to hold
a climbing character. There is no other sign of
immediate danger (if one discounts the giant spider
webs)the green slimes cannot be seen from the top
of the sinkhole.

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The Splintered Spring

Falling or Jumping When the first character drops or steps onto dry The hatchlings spread out to avoid area attacks but
ground in the cavern, read: flank with each other and the young phase spiders.
A character that falls because of a failed Athletics
From the darkness along the edges of the cavern comes If a hero becomes immobilized from a young phase
check drops 50 feet minus the distance he or she
sudden movement. Nearly a dozen pale, human-sized spiders bite, the closest hatchlings swarm that target
already descended. The character lands in the fall
spiders swarm along the walls and across the floor, in the hope of a quick kill.
area indicated on the tactical map. The roiling water
suddenly disappearing, then reappearing as they teleport The phase spiders use their ethereal repulsion to
cushions the impact so that a fall deals half damage.
into attack positions. They are followed by three even larger teleport characters into the water if possible.
A character that intentionally jumps into the black
specimens clambering along the walls under the direction All the creatures here fight until destroyed.
lake (most likely in an attempt to escape or avoid the
green slime) also takes half damage from the fall. The of a humanoid in black robes. The creature appears similar
character can attempt an Acrobatics check to reduce in form to those you fought on the surface of the lake.
Development
Neither the dolgaunt nor the spiders can attack a Once combat is done, the characters can investigate
the damage normally, or can do the same thing with
character in the lake, but the spiders advance along the dolgaunts lair to discover its secrets. See Con-
Athletics instead (by clutching at and catching nearby
the shore and onto the webs in an attempt to keep cluding the Adventure.
web strands to slow their fall).
the character from leaving the water. Remember that
The Black Lake there is no illumination in this cavern; characters
When the characters reach the bottom of the without a light source may hear the spiders but wont
sinkhole with a light source, read: be able to see them.

A foaming lake fills a huge cavern below the sinkhole. A Tactics


wide stone ledge spreads along its near side. Heavy sheets The dolgaunt monk trusts its spider servants to take
of webbing run from one side of the ledge to the other, care of the intruders and does not enter combat until
connected by pillars thrust up from the black water. a character moves into melee range or one of the
Once below the ceiling (20 feet above the water sur- young phase spiders is slain. Once in combat, the dol-
face), a character can climb along the webs to drop gaunt makes tentacle attacks in an attempt to grab and
harmlessly into any square on the tactical map. The restrain two adventurers, then attacks a third with its
spiders and the dolgaunt then advance out of the deadly fists. It targets lightly armored characters when
darkness toward the positions indicated. it can.
A character who falls down the sinkhole, either The young phase spiders flank with each other or
by failing an Athletics check in this encounter or by with hatchlings, using web tangle against characters
being swept down the stream in the previous encoun- lurking at the edge of the fray. Once a foe is immobi-
ter, ends up in a random square in the tactical maps lized, a young phase spider seeks another target.
fall area.

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The Splintered Spring

Dolgaunt Monk (D) Level 8 Controller 3 Young Phase Spiders (S) Level 3 Soldier
Medium aberrant humanoid (blind) XP 350 Large fey beast (spider) XP 175 each
Initiative +9 Senses Perception +7; blindsight 20 Initiative +7 Senses Perception +3; tremorsense 10
HP 86; Bloodied 43 HP 45; Bloodied 22
AC 22; Fortitude 20, Reflex 21, Will 20 AC 19; Fortitude 14, Reflex 16, Will 14
Speed 8 Speed 6, climb 6 (spider climb), teleport 6
m Tentacle (standard; at-will) m Bite (standard; at-will) F Poison
Reach 2; +13 vs. AC; 2d4 + 5 damage, and the target is +7 vs. AC; 2d6 + 4 damage, and the target is slowed (save
grabbed. The dolgaunt monk cant grab more than two ends). First Failed Saving Throw: The target is stunned
creatures at once; see also clutch of death. instead of slowed (save ends).
m Fist (standard; at-will) M Web Tangle (standard; at-will)
+13 vs. AC; 2d6 + 5 damage. Ranged 5; +6 vs. Reflex; 1d6 + 4 damage and the spider
M Inexorable Drag (minor; at-will) pulls the target up to 4 squares to a square adjacent to the
Targets a creature grabbed by the dolgaunt monk; +12 vs. spider and the target is immobilized (save ends).
Fortitude; the monk slides the target 2 squares. M Ethereal Repulsion (immediate interrupt, when an enemy
Clutch of Death enters a square adjacent to the phase spider; at-will) F
A dolgaunt monk can grab with up to two tentacles at a Teleportation
time. While grabbing an enemy, it can act normally, but Targets the triggering enemy; +6 vs. Will; the spider
it cant use that tentacle for another attack. Enemies can teleports the target 2 squares.
attack the tentacle. An attack that hits the tentacle doesnt Alignment Unaligned Languages
harm the dolgaunt monk, but it causes the tentacle to Skills Stealth +9
release the grab. The tentacles defenses are the same as Str 15 (+3) Dex 18 (+5) Wis 14 (+3)
those of the dolgaunt monk. Con 13 (+2) Int 5 (2) Cha 9 (+0)
Vitality Leech F Necrotic
A target that begins its turn grabbed by the dolgaunt monk
takes 10 necrotic damage, and the dolgaunt monk gains 10 Phase Spider Hatchlings (H) Level 3 Brute Minion
10 temporary hit points. Medium fey beast (spider) XP 38 each
Alignment Evil Languages Deep Speech, Goblin Initiative +4 Senses Perception +2; tremorsense 5
Skills Acrobatics +14, Stealth +14 HP 1; a missed attack never damages a minion.
Str 17 (+7) Dex 20 (+9) Wis 17 (+7) AC 17; Fortitude 15, Reflex 16, Will 14
Con 14 (+6) Int 11 (+4) Cha 12 (+5) Speed 6, climb 6 (spider climb), teleport 6
m Bite (standard; at-will) F Poison
+8 vs. AC; 5 damage, and the target is slowed until the end
of its next turn.
M Ethereal Repulsion (immediate interrupt, when an enemy
moves adjacent to the phase spider; at-will) F Teleportation
Targets the triggering enemy; +6 vs. Will; the spider
teleports the target 1 square.
Alignment Unaligned Languages
Str 14 (+3) Dex 17 (+4) Wis 13 (+2)
Con 12 (+2) Int 3 (3) Cha 7 (1)

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The Splintered Spring

Features of the Area Fall Area: This area marks where an adventurer
falling down the sinkhole lands in the water. The tur-
Illumination: Dark.
bulence of the stream pouring down from
Ceiling: 20 feet high; the sinkhole rises 30 feet
above makes this area difficult terrain.
beyond that.
Sinkhole Perimeter: This marks the
Rubble: These areas of loose scree are difficult
boundary of the mouth of the sinkhole in
terrain. A character who runs, charges, or is forced to
the cavern ceiling.
move through rubble must make a DC 15 Acrobatics
Stone Pillars: Pillars of rough stone
check or fall prone at the end of that movement.
rise 5 feet up above the surface of the
Web Bridges: Heavy webs crisscross the cavern,
water. A slick pillar can be climbed with a
creating bridges 5 feet above the black lake. The webs
DC 17 Athletics check.
undulate wildly when anything moves across them. A
creature without a climb speed moving along a web
Returning to
bridge must make a DC 17 Acrobatics check or fall
the Splintered Spring
into the water.
If the heroes were adequately challenged
The web bridges sag between their anchor points.
by this final encounter, let them climb cau-
With a DC 7 Athletics check, a character can climb
tiously back up the sinkhole to avoid the
from the water to a web bridge at a climb point
green slimes. If this encounter was easy
marked (by an X) on the tactical map.
for the characters, let them make Athlet-
The Black Lake: The flow from above fills this
ics and Perception checks to ascend once
slowly draining chasm. The water here is 5 feet below
more.
the adjacent shoreline and 50 feet deep. Creatures
in deep water must use the Athletics skill to move
(Players Handbook page 183). Creatures in deep water About the Author
gain cover. Fighting in the water imposes a 2 penalty Scott Fitzgerald Gray (9th-level layabout, vin-
to attack rolls except with spears and crossbows, and dictive neutral) started gaming in high school
and has worked as a writer and editor much of
powers that have the fire keyword take a 2 penalty to
the time since then. After belatedly realizing
attack rolls. The spiders and the dolgaunt monk avoid he could combine both vocations in 2004, hes
the water if at all possible. been making up for lost time as a freelance RPG
A creature in the water can move onto the shore by editor and designer, primarily for Wizards of the
Coast. He lives in the Canadian hinterland with a
spending 2 extra squares of movement and making a schoolteacher, two daughters, and a large number
DC 12 Athletics check. of animal companions.
The fragment of the great meteor that created the
sinkhole lies at the bottom of the black lake, and its
aberrant energy is what drew the foulspawn to this
place. Any nonaberrant creature that enters the water
or starts its turn there is subject to an attack: +6 vs.
Will; 2d6 damage and the target is slowed.

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the
Wayward
Wyrmling
A Chaos Scar adventure
for 3rd-level characters
By Aeryn Blackdirge Rudel
illustration by Wayne England F cartography by Jason A. Engle

The Wayward Wyrmling is a short adventure for five 3rd-level characters that takes
place in the lair of an adamantine dragon in the Chaos Scar. The adamantine dragon
Karonzaxus was recently slain by a powerful group of adventurers, but it left behind
a single wyrmling. Fireclaw kobolds led by an ambitious wyrmpriest have moved into
the abandoned lair and adopted the orphaned dragonling.
The kobolds have been training the wyrmling to be a vicious killer, providing it with
humanoid training partners kidnapped from beyond the Kings Wall. The characters
have the opportunity to explore the dragons lair, end the kobold menace, and perhaps
rescue the adamantine wyrmling from the evil influence of the kobold wyrmpriest.

TM & 2010 Wizards of the Coast LLC All rights reserved.

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The Wayward Wyrmling

Background kobolds were disarmed and forced to battle the ada- Hook 2: Woeful Woodwives
mantine wyrmling to the death. It is fairly common knowledge that local woodcutters
The adamantine dragon Karonzaxus was recently
Taloklaxus is not an evil creature, but it now has a are crossing into the Chaos Scar to harvest the boun-
slain by a group of adventurers near the Chaos Scar,
childs loyalty to Varza and follows the wyrmpriests tiful forests beyond the Kings Wall. The boldest of
and tales of the mighty deed echo through the land.
commands. Taloklaxus believes that he must slay these woodcutters, Erim Haverlan and his two grown
However, unbeknownst to the victorious adventurers,
the helpless creatures Varza forces him to battle in sons, disappeared over two weeks ago, and their wives
Karonzaxus was female, and had recently become
order to sharpen the fighting skills he needs to defend fear the worst. The wives approach the characters
the proud mother of a single male adamantine wyr-
Varza and the kobolds loyal to her. In the past few and ask them to enter the Chaos Scar and search the
mling, whom she named Taloklaxus. After the death
weeks, Taloklaxuss natural instincts have become small forests near the Kings Wall for their husbands.
of Karonzaxus, her killers looted her lair but did not
more prominent, and he has begun to question Var- The woodcutters wives are poor working folk, but
discover the wyrmling, who was small enough to hide
zas commands. This has not slowed Varzas ambition, they have managed to scrape together 50 gp to pay
and avoid detection. With no choice but to fend for
however, and she has begun to venture beyond the the characters if they can locate their husbands, dead
himself, Taloklaxus left his mothers lair in the Chaos
Kings Wall to collect training partners for her pet or alive. The woodcutters wives can provide detailed
Scar and ventured out into the world. He would cer-
wyrmling. descriptions of the three missing woodcutters if the
tainly have been killed and eaten by a more powerful
monster but instead, the first creatures he encoun- characters agree to search for them. Alternatively,
tered were a warband of kobolds from the Fireclaw
Getting the the characters could be approached by the priestess
tribe. The wyrmpriest leading the group, Varza, an
Characters Involved Chendera, the bailiff Kendon Longstrider, or another
The Wayward Wyrmling takes place in the Chaos key NPC from Restwell Keep on behalf of the wives
ambitious and progressive kobold, saw the wyrmling
Scar. You can use one of the hooks below to get the and families of the missing woodcutters.
as a sign from Tiamat; a sign that it was time to leave
characters into the former lair of Karonzaxus. Quest XP: 250 xp for finding Erim and his sons,
her tribe and strike out on her own.
Varza persuaded her warband to join her by dead or alive. Award the characters an extra 50 xp if
Hook 1: Scaling Rewards they help the woodcutters wives free of charge.
promising that the adamantine wyrmling was the
The characters are approached by a dwarven smith
key to future power and influence in the Chaos
Scar. Needing a base of operations, Varza followed
named Ikos Ironbelly who tells them he was recently Treasure Preparation
hired by the group of adventurers responsible for Characters can find three caches of treasure in the
Taloklaxuss tracks back to his mothers lair, and there
slaying the great adamantine dragon Karonzaxus. course of The Wayward Wyrmling. These account for
began instructing the wyrmling in the finer points
The adventurers hired Ikos to craft armor from the treasure parcels 3, 5, and 9 (Dungeon Masters Guide,
of dragonhood. Of course, Varza wished to turn her
dragons scales, which he did. He is convinced that page 126).
wyrmling into a rampaging monster not unlike the
there are more dragon scales in Karonzaxus lair,
chromatic dragons her kind so often serve. In order
and he offers to pay the characters 200 gp if they can Kobold Clearing: 80 gp
to do so, however, she needed to expunge the more
collect enough dragon scales to fashion a shield or a The Roaring Cavern: T wo potions of healing
peaceable inclinations common to metallic dragons
suit of armor. Ikos knows the location of the dragons Lair of Karonzaxus: Level 5 magic item, two 100-gp
from Taloklaxuss psyche. Preferring a hands-on
lair within the Chaos Scar and gives the characters a gems, and 110 gp
approach, Varza and her kobolds began raiding local
rough map if they agree to his terms.
tribes of goblins and even rival kobold clans for suit-
Quest XP: 250 xp for finding enough dragon
able teaching aids for Taloklaxus. Those taken by the
scales for Ikos to craft a shield or suit of armor.

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The Wayward Wyrmling

Wrapping Up: Our Taloklaxus, Adamantine


Dragon Wyrmling (companion)
Level 4 Defender

Medium natural magical beast XP


Very Own Dragon! HP 48; Bloodied 24; Healing Surges 11 Initiative +3
AC 21, Fortitude 17, Reflex 15, Will 14 Perception +3
After the characters defeat Varza, and assuming they Speed 5, Fly 6 (hover) Darkvision
succeeded at the Turning Taloklaxus skill challenge, Resist 5 thunder
they have the opportunity to gain Taloklaxus as a Standard Actions
companion character. At that point, although Talokla- m Bite (thunder) F At-Will
xus no longer considers the characters enemies, Attack: Melee 1 (one creature); +8 vs. Reflex
he doesnt yet recognize them as possible allies or Hit: 1d6 + 6 damage plus 1d6 thunder damage, and the target
is marked until the end of Taloklaxuss next turn.
friends, either. In fact, the poor wyrmling is in a pro-
m Claw F At-Will
found state of emotional turmoil. The recent death
Attack: Melee 1 (one creature); +8 vs. Reflex
of his mother and now the death of the only other Hit: 1d8 + 6 damage, and the target is marked until the end of
creature that has ever been kind to himeven if it was Taloklaxuss next turn.
self-servinghas left him confused, depressed, and M Double Attack F At-Will
unsure what to do next. The characters can reassure Effect: The dragon makes two claw attacks.
Taloklaxus and persuade him to join them with a C Breath Weapon (thunder) F Encounter
simple complexity 1 skill challenge (Diplomacy, DC Attack: Close blast 4 (creatures in blast); +6 vs. Fortitude
Hit: 3d6 + 6 thunder damage.
10, 4 successes before 3 failures).
Skills Insight +8, plus one more of characters choice
Normally, an adamantine wyrmling would be
Str 18 (+6) Dex 15 (+4) Wis 13 (+3)
outside the scope of allowable companion characters; Con 15 (+4) Int 10 (+2) Cha 10 (+2)
Taloklaxus is a unique case. Bereft of the parental Alignment Unaligned
training he would normally receive from his mother Languages Common, Draconic
and unwilling to fall back on the brutal techniques
taught to him by Varza, the wyrmling is a bit of a
blank slate. The companion character stat block About the Author
Aeryn Blackdirge Rudel is a staff writer and editor for
presented here is modified to reflect this fact. It
Goodman Games, a freelance writer and RPG designer, and
illustrates how Taloklaxuss abilities are now stunted the editor-in-chief of the 4E magazine Level Up. He has been a
because of developmental and emotional trauma. professional game designer since 2005, and his recent author
In any event, it is unlikely that Taloklaxus will credits include Blackdirges Dungeon Denizens, Critter Cache:
Daemons, and Heros Handbook: Tief ling. Aeryn currently lives
remain with the characters as a companion for more in Modesto, California with his wife Melissa, a nongamer
than a level or two. He is a dragon, after all, and will whose tolerance for her husbands geekery borders on the
recognize soon enough that his destiny lies elsewhere. supernatural.

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The Wayward Wyrmling

1: Kobold Clearing Read or paraphrase the following when the char- Features of the Area
acters reach the clearing:
Illumination: Daylight.
Encounter Level 2 (XP 700) A narrow, winding path ends in a small forest clearing.
Fallen Trees: Squares covered by the fallen trees
4 kobold tunnelers (K) The area is quite bare, containing little more than a pair
are difficult terrain as shown. The fallen trees provide
4 kobold quickblades (Q) of fallen trees, a shallow pool, and a small hillock at the
superior cover to Small creatures adjacent to them or
2 mantrap patches (T) southern end of the clearing. A cavern yawns open at the
standard cover to Medium creatures.
base of the hillock, and you can faintly hear the sound of
Pool: The small pool is 2 feet deep and is difficult
Setup rushing water from the darkness within.
terrain.
Fearing reprisal from the rest of the Fireclaw tribe,
Varza has instructed her kobolds to be vigilant for When the kobolds attack, read:
intruders and has ensured the entrance to the lair is Shadowy figures move behind the two fallen trees in the
well guarded. The kobolds improved their defenses by clearing, and the air is suddenly filled with a hail of javelins.
felling two large trees which serve as barricades and You are under attack!
a convenient place from which to snipe at enemies.
In addition, the devious humanoids have hidden a Tactics
number of mantraps beneath the forest litter in the The kobolds attack almost immediately. They wont
clearing. These spiked mechanical jaws can close give the characters more than a few seconds to scan
with bone-snapping force, holding a victim in place the clearing before initiative is rolledtoo short a time
until he or she can pry the jaws open again. for active Perception checks. After that, characters
The kobolds are not expecting trouble, but Varza must devote actions to making Perception checks,
has commanded they be vigilant. There are cur- and the kobolds intend to keep them too busy for that.
rently eight kobolds hunkered down behind the The kobolds remain behind the fallen trees for as
two fallen trees in the clearing watching for any long as possible, peppering the characters with jave-
signs of intruders. The kobolds are taking pains to lins until they run out or the characters have closed in
stay out of sight and have a passive Stealth check to melee with them. Once kobolds are in melee, they
of 18. Should the characters attempt to sneak into use their mobility to gain advantageous positions,
the clearing, they must succeed at a DC 12 Stealth to threaten ranged attackers, to keep away from the
check to beat the kobolds passive Perception. If the most dangerous opponents, and to draw characters
characters fail to spot the hiding kobolds, the heroes into the traps, if they havent been detected already.
are surprised. Note that each mantrap patch actually consists of
four independently-trapped squares.
When only four kobolds remain, a single kobold
tunneler tries to break away from combat. Unless the
characters can prevent it, the kobold runs into the
cavern to warn its friends in area 2.

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The Wayward Wyrmling

4 Kobold Tunnelers (K) Level 1 Minion Skirmisher 4 Kobold Quickblades (Q) Level 1 Skirmisher
Small natural humanoid, kobold XP 25 each Small natural humanoid, kobold XP 100 each
HP 1; a missed attack never damages a minion. Initiative +5 HP 29; Bloodied 14 Initiative +5
AC 15, Fortitude 12, Reflex 14, Will 12 Perception +1 AC 15, Fortitude 12, Reflex 14, Will 12 Perception +1
Speed 6 Darkvision Speed 6 Darkvision
Standard Actions Standard Actions
m Javelin (weapon) F At-Will m Short Sword (weapon) F At-Will
Attack: Melee 1 (one creature); +6 vs. AC Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 damage. Hit: 1d6 + 3 damage. The attack deals 2 extra damage per
r Javelin (weapon) F At-Will (3/encounter) square the kobold has shifted since the start of its turn.
Attack: Ranged 10/20 (one creature); +6 vs. AC Move Actions
Hit: 4 damage. Fleet Feet F At-Will
Minor Actions Effect: The kobold shifts up to 3 squares.
Shifty F At-Will Minor Actions
Effect: The kobold shifts 1 square. Shifty F At-Will
Triggered Actions Effect: The kobold shifts 1 square.
Narrow Escape F At-Will Skills Athletics +4, Stealth +8, Thievery +8
Trigger: A close or an area attack hits or misses the kobold. Str 8 (1) Dex 17 (+3) Wis 13 (+1)
Effect (Immediate Interrupt): The kobold rolls a saving throw. If Con 13 (+1) Int 9 (1) Cha 10 (+0)
it succeeds, it shifts 3 squares. Alignment Evil Languages Draconic
Skills Athletics +4, Stealth +8, Thievery +8 Equipment leather armor, light shield, short sword
Str 8 (1) Dex 16 (+3) Wis 12 (+1)
Con 12 (+2) Int 7 (1) Cha 10 (+1)
Alignment evil Languages Common, Draconic 2 Mantrap Patches (T) Level 1 Minion Trap
Equipment leather armor, 3 javelins Object XP 100 each
Detect Perception DC 21 Initiative
HP 26
AC 15, Fortitude 13, Reflex 7, Will
Immune necrotic, poison, psychic, forced movement, all condi-
tions, ongoing damage
Triggered Actions
M Attack F At-Will
Trigger: A creature enters a trapped square.
Attack (Opportunity Action): Melee 0 (creature on the trapped
square); +4 vs. Reflex
Hit: 1d6 +3 damage, and the target is immobilized (save ends).
Countermeasures
F Disable: Thievery DC 12. Success: A single trapped square
no longer functions.
F Avoid: Athletics DC determined by distance jumped. Suc-
cess: The character jumps over the trapped squares.

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The Wayward Wyrmling

2: The Roaring
When the characters enter the cavern, read:
Cavern A swift, dark stream flows through the center of this
lightless cavern. The water flows to the south before falling
Encounter Level 3 (XP 800) into a gaping pit in the floor and crashing down into unseen
4 kobold dragonshields (D)
depths below. The rushing water fills the cavern
3 kobold slingers (S)
with thunderous noise, leaving you all but deaf
1 kobold tunneler (K)
to the danger that may lurk in the darkness.

Setup When the characters see the kobolds,


This small cavern is bisected by a swiftly running
read:
stream that flows south into a shaft in the cavern
Six kobolds stand on the eastern side of the
floor, where it plunges 20 feet before crashing into an
cavern, using the rushing stream as a natural
underground lake. The falling water makes a terrible
barrier between them and you. They grip an
noise, and the kobolds here are all but deaf to intrud-
assortment of melee and ranged weapons and
ers. Because of the noise, all creatures in this area
look quite ready to use them.
suffer a -5 penalty to Perception checks. Conversation
is possible only with adjacent creatures, and even Tactics
then only by shouting.
When combat begins, the slingers open
If one of the kobold minions from area 1 managed
up on the heroes with special shot aimed
to warn the kobolds in this area, they are on alert
at obvious barbarians, fighters, or other
and actively looking for intruders. In that event, the
melee types. The dragonshields stand their
kobolds here do not suffer the -5 penalty to Percep-
ground and wait for the characters to close
tion for the purpose of spotting enemies entering the
for melee.
cavern but have their full passive Perception score of
In melee, the kobold dragonshields use
18. The kobolds still suffer the penalty for all other
dragonshield tactics to move into flanking
Perception checks during the encounter.
positions. They wont shy away from trying
After the kobold minion from area 1 warned the
to bull-rush enemies into the stream or
kobolds in this area, it intended to move on and warn
the pit if a good opportunity arises. Their
Varza and the kobolds in Karonzaxuss lair. At the
main tactic, however, is to defend their
beginning of this encounter, however, the minion is
side of the stream in the hope that the
still present, behind the dragonshields at the southern
intruders rush across it. The slingers avoid
end of the cavern. It leaves the map at its first oppor-
melee when possible, using shifty to keep
tunity, so characters with high initiative scores may
away from close combat and their ranged
have a chance to kill it with a ranged attack before it
attacks against enemies that seem reluc-
can escape and warn Varza in area 3.
tant to cross the stream.

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The Wayward Wyrmling

Features of the Area 4 Kobold Dragonshields (D)


Small natural humanoid (reptile)
Level 2 Soldier
XP 125 each
3 Kobold Slingers (S)
Small natural humanoid
Level 1 Artillery
XP 100 each
Illumination: Darkness. HP 36; Bloodied 18 Initiative +4 HP 24; Bloodied 12 Initiative +3
Ceiling: 20 feet high. AC 18, Fortitude 14, Reflex 13, Will 13 Perception +2 AC 13, Fortitude 12, Reflex 14, Will 12 Perception +2
Pit: The pit is a 10-foot-wide vertical shaft, Speed 5 Darkvision Speed 6 darkvision
hundreds of feet deep, that eventually connects to Standard Actions Standard Actions
m Short Sword (weapon) F At-Will m Dagger (weapon) F At-Will
a subterranean river. However, it is filled almost
Attack: Melee 1 (one creature); +7 vs. AC Attack: Melee 1 (one creature); +8 vs. AC
entirely with water so that the waterline is only 20
Hit: 1d6 + 6 damage. Hit: 1d6 + 3 damage.
feet below the cavern floor. A character falling into Effect: The kobold marks the target until the end of the r Sling (weapon) F At-Will
the pit takes 1d10 damage. The water in the pit is kobolds next turn. Attack: Ranged 20 (one creature); +8 vs. AC
quite turbulent, so that it takes a DC 15 Athletics M Dirty Tricks (weapon) F Encounter Hit: 1d6 + 5 damage.
check to tread water and stay afloat. Climbing out of Attack: Melee 1 (one creature); +5 vs. Reflex R Special Shot (weapon) F At-Will (3/encounter)
the pit takes a DC 10 Athletics check. Hit: 2d6 + 7 damage, and the target is immobilized until the Attack: Ranged 20 (one creature); +8 vs. AC
Rubble: Squares with rubble are difficult terrain. end of the kobolds next turn. Hit: 1d6 + 5 damage plus one of the following effects
Miss: Half damage, and the target is slowed until the end of the (roll a d6):
These rubble piles are large enough to offer cover to
kobolds next turn. 1 2 Stinkpot: The target takes a -2 penalty to attack rolls
adjacent creatures of Small size or smaller.
Minor Actions (save ends).
Rushing Stream: The stream is 3 feet deep and Shifty 3 4 Firepot (fire): The target takes ongoing 2 fire damage
flowing swiftly. A character who makes an Athlet- Effect: The kobold shifts 1 square. (save ends).
ics check (DC 11, or DC 21 without a running start) Triggered Actions 5 6 Gluepot: The target is immobilized (save ends).
can leap safely across it. Any creature that enters the Dragonshield Tactics F At-Will Minor Actions
water suffers the following attack as an immediate Trigger: An enemy adjacent to the kobold shifts or an enemy Shifty F At-Will
reaction: +3 vs. Reflex; the target is knocked prone moves to a square adjacent to the kobold. Effect: The kobold shifts 1 square.
Effect (Immediate Reaction): The kobold shifts 1 square. Skills Stealth +8
and is pushed 3 squares downstream toward the pit.
Skills Athletics +8, Stealth +7, Thievery +7 Str 9 (1) Dex 17 (+3) Wis 12 (+1)
A creature that starts its turn in the stream is pushed
Str 14 (+3) Dex 13 (+2) Wis 12 (+2) Con 12 (+1) Int 9 (1) Cha 10 (+0)
3 squares downstream before it can take any other Con 12 (+2) Int 9 (+0) Cha 10 (+1) Alignment Evil Languages Common, Draconic
action. A prone creature in the stream must make Alignment Evil Languages Common, Draconic Equipment leather armor, dagger, sling, 20 sling bullets, 3
a DC 13 Acrobatics or Athletics check. A creature Equipment scale armor, light shield, short sword rounds of special shot
dragged into the pit by the current can make a saving
throw as normal to avoid falling into the water below.

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The Wayward Wyrmling

3: Lair of When the characters see Taloklaxus, read: When the characters see Taloklaxus, they can make a
In the southern end of the room, near the bloodstained DC 10 Nature check to recognize him as an adaman-
Karonzaxus corpses of several humans, crouches a dragon the size of a tine wyrmling. This check is sufficient to tell them
large wolf. Its scales are a dull, iron gray and its large head that adamantine dragons are not usually evil and do
Encounter Level 5 (XP 1,175) is armed with a formidable beak. It does not stir when you not normally associate with kobolds.
3 kobold tunnelers (K)
enter, and only the whip-crack screech of a kobold voice to
3 kobold quickblades (Q)
the east manages to push it reluctantly to its feet.
Taloklaxus (T)
Varza (V)

Setup
This cavern was once the lair of the adamantine
dragon Karonzaxus. It has become in many ways a
prison for her offspring, the adamantine wyrmling
Taloklaxus.

When the characters enter the cavern, read:


A slow-moving stream flowing west to east divides this
large cavern in half. At first glance, the water looks shallow
enough to simply wade across. In the southwestern portion
of the room, the skeleton of a large dragon lies curled nose to
tail. Only shreds of flesh and scales still cling to its bones.

Varza has been forcing Taloklaxus to fight and kill


unarmed humanoids from local goblin and kobold
tribes, and recently, she has been kidnapping inno-
cent travelers from beyond the Kings Wall to further
sharpen Taloklaxuss fighting skills.
Taloklaxus felt no remorse about slaying the
goblins, kobolds, and other evil humanoids he was
initially forced to battle. However, killing the humans
and other civilized folk Varza captured from beyond
the Kings Wall has brought about feelings of remorse,
leaving the wyrmling confused and depressed. He is
for the moment still Varzas creature, however, and
follows her commands.

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The Wayward Wyrmling

When the characters see kobolds, read: Turning Taloklaxus lend weight to the words and actions of your com-
The dragonling is not the only danger in this cavern. Over Skill Challenge panions. You grant a +2 bonus to one allys next
half a dozen kobolds lurk in the shadows, including a tall, Level 5 (XP 400) Diplomacy or Intimidate check made as part of this
gray-scaled specimen shouting orders to the other kobolds The characters must convince Taloklaxus his true skill challenge.
in the rasping Draconic tongue. enemies are Varza and her kobold minions. Success: The characters persuade Taloklaxus that
Complexity: 2 (requires 6 successes before 3 they are not his enemies, and his true enemies are the
The kobolds here may be expecting trouble if the failures). kobolds who forced him to commit atrocities unwor-
kobold tunneler from area 2 was able to warn them of Special: Any character that speaks Draconic gains thy of an adamantine dragon. How fully he joins in
the characters presence. If this happens, add an addi- a +2 bonus to all primary skill checks made as part of the fight depends on how many failures the characters
tional kobold tunneler to this encounter. Even if they this skill challenge. scored during the skill challenge.
received no warning, the kobold tunnelers and quick- Once the skill challenge begins, it is impera- F 0 Failures: the dragon is enraged. He fights as an
blades in the southern end of the cavern are watching tive that the characters keep up their arguments to ally and causes full damage with his attacks.
the entrance to this area, and the characters need a Taloklaxus. On any round that the characters do not F 1 Failure: the dragon switches sides but is still con-
Stealth check of 12 to enter without being noticed. attempt a primary skill check, they earn one failure. fused. He fights as an ally but with a 4 penalty on
If they are carrying a light source, the kobolds will Once a character damages Taloklaxus on a given his damage rolls.
notice them automatically in the darkness. round, all subsequent skill checks made as part of this F 2 Failures; the dragon is even more confused than
Once combat begins, Varza shouts commands skill challenge during that round suffer a -2 penalty. before. He takes wing and tries to fly out of the
to Taloklaxus in Draconic from the eastern side Primary Skills: Diplomacy, Intimidate. cavern without attacking anyone. Characters will
of the cavern, urging the wyrmling to slay the Diplomacy (DC 13, standard action; 1 success, no find him curled up outside after the fight.
intruders. Taloklaxus, however, is racked by guilt maximum): By appealing to the wyrmlings intel-
over the humans he killed recently, and so fights only lect and sense of reason, you try to convince him the Failure: If the characters fail to persuade Talokla-
halfheartedly. Until it becomes bloodied, the dragon kobolds do not have his best interests at heart. xus that they are not his enemies, his confusion turns
has a 4 penalty on all of its damage rolls. Intimidate (DC 21, standard action; 1 success, no to blind rage. He attacks the characters with furious
Every turn on which Taloklaxus attacks a player maximum): Your words carry a subtle threat. You try aggression and causes full damage with his attacks.
character, allow that character to attempt a DC 13 to convince the wyrmling that fighting you can only The heroes must fight the wyrmling and may be
Insight check. If the check succeeds, the character result in pain and death. forced to kill him.
realizes that the wyrmling is holding back on its Secondary Skills: Nature, Religion.
attacks. Once a character has succeeded at one of Nature (DC 13, minor action; no successes): You
these Insight checks, the characters can attempt the have a keen understanding of dragonkind, and your
Turning Taloklaxus skill challenge to win Taloklaxus knowledge can help your companions choose the
over to their side against Varza. Let the players come right words to sway the adamantine wyrmling. You
up with this idea on their own! Dont just tell them, grant a +2 bonus to one allys next Diplomacy or
now you can try a skill challenge. Intimidate check made as part of this skill challenge.
Religion (DC 21, minor action, no successes):
You invoke the name of Bahamut, the great plati-
num dragon and father to all metallic dragons to

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The Wayward Wyrmling

Tactics point to finish off a seriously wounded character with Varza,


Kobold Wyrmpriest
Level 5 Elite Artillery (Leader)
another sonic orb. She resorts to melee only when
In the first round of combat, the kobold tunnelers Small natural humanoid (reptile), kobold XP 400
there is no other option, and happily sacrifices one HP 100; Bloodied 50 Initiative +6
hurl their javelins at characters, while the kobold
of her kobold tunnelers to keep the characters busy AC 19, Fortitude 15, Reflex 17, Will 17 Perception +6
quickblades use nearby rubble to hide. Taloklaxus
while her breath weapon recharges. Speed 6 darkvision
waits for the characters to cross the stream before
Saving Throws +2
attacking, while Varza waits for the characters to
engage Taloklaxus, then opens up with sonic orb, tar-
Features of the Area Action Points 1

Illumination: Darkness. Standard Actions


geting likely spellcasters. m Spear (weapon) F At-Will
Ceiling: 20 feet high.
In melee, the kobold quickblades team up on a Attack: Melee 1 (one creature); +10 vs. AC
Corpses: There are six fresh corpses in the south- Hit: 1d8 + 8 damage.
single character, using quick blade each round to gain
ern end of the chamber. They have all been killed by R Sonic Orb (thunder) F At-Will
flanking positions and to boost their damage. The
Taloklaxus and bear wounds one would expect from Attack: Ranged 10 (one creature); +10 vs. Reflex
tunnelers use similar tactics, relying on shifty and
the teeth, claws, and breath weapon of an adamantine Hit: 2d6 + 6 thunder damage, and the target is deafened (save
narrow escape. Taloklaxus engages the heroes reluc-
dragon. Careful examination of the corpses reveals ends).
tantly and fights halfheartedly, pulling some of the C Dragon Breath (thunder) F Recharge 6
that three match the descriptions of the missing
power from his melee attacks (4 penalty to damage Attack: Close blast 3 (creatures in blast); +9 vs. Fortitude
woodcutters in the Woeful Woodwives hook. Squares
rolls). He focuses his attacks against characters wear- Hit: 2d6 + 8 thunder damage, and the target is dazed until the
with corpses are difficult terrain.
ing the heaviest armor, hoping that the armor will end of Varzas next turn.
Dragon Skeleton: The remains of Karonzaxus Miss: Half damage.
turn aside his claws and teeth. He is still too young
lie tumbled in a bony heap against the wall in the Minor Actions
and inexperienced to realize that his adamantine
southwest corner of the cavern. Her body has been Incite Faith F Encounter
claws slice easily through armor (the reason why his
reduced to little more than a skeleton by the adven- Effect: One kobold ally within 10 squares of Varza gains 5 tem-
attacks all target Reflex rather than AC). Taloklaxus
turers that slew her and the kobolds that now reside porary hit points and can shift 1 square.
does use double attack each round, because he knows Shifty F At-Will
in her lair. In their haste to butcher their prize,
how Varza expects him to fight. He does not use his Effect: Varza shifts 1 square.
Karonzaxuss killers left a large number of scales on
breath weapon until he is bloodied. Skills Stealth +12, Thievery +12, Nature +11
the adamantine dragons belly. Although it is a grisly
If the characters fail the Turning Taloklaxus skill Str 12 (+3) Dex 18 (+6) Wis 18 (+6)
task, the characters can collect enough scales for Ikos Con 14 (+4) Int 12 (+3) Cha 13 (+3)
challenge, then the adamantine wyrmling fights
Ironbelly to work into a shield or suit of armor. Alignment Evil Languages Common, Draconic
with every ounce of his ability, coordinating with
Rubble: Squares with rubble are difficult terrain. Equipment hide armor, spear
kobold allies and using his breath weapon as often as
These piles are large enough to offer cover to adjacent
possible.
creatures of Small size or smaller.
While the characters are fighting Taloklaxus,
Stream: This stream is slow-moving, but it is 3 feet
Varza continues to attack them from afar with sonic
deep, which makes it difficult terrain.
orb. If any of the kobold quickblades is bloodied,
she uses incite faith to bolster their hit points of and
allow them to move into more advantageous posi-
tions. Varza uses her breath weapon if one or more
characters close into melee range and uses her action

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The Wayward Wyrmling

3 Kobold Tunnelers (K) Level 1 Minion Skirmisher 3 Kobold Quickblades (Q) Level 1 Skirmisher Taloklaxus, Adamantine Level 5 Elite Soldier
Small natural humanoid, kobold XP 25 each Small natural humanoid, kobold XP 100 each Dragon Wyrmling (T)
HP 1; a missed attack never damages a minion. Initiative +5 HP 29; Bloodied 14 Initiative +5 Medium natural magical beast XP 400
AC 15, Fortitude 12, Reflex 14, Will 12 Perception +1 AC 15, Fortitude 12, Reflex 14, Will 12 Perception +1 HP 126; Bloodied 63 Initiative +8
Speed 6 Darkvision Speed 6 Darkvision AC 21, Fortitude 20, Reflex 18, Will 17 Perception +3
Standard Actions Standard Actions Speed 5 , Fly 6 (hover) darkvision
m Javelin (weapon) F At-Will m Short Sword (weapon) F At-Will Resist 5 thunder
Attack: Melee 1 (one creature); +6 vs. AC Attack: Melee 1 (one creature); +6 vs. AC Saving Throws +2
Hit: 4 damage. Hit: 1d6 + 3 damage. The attack deals 2 extra damage per Action Points 1
r Javelin (weapon) F At-Will (3/encounter) square the kobold has shifted since the start of its turn. Standard Actions
Attack: Ranged 10/20 (one creature); +6 vs. AC Move Actions m Bite (thunder) F At-Will
Hit: 4 damage. Fleet Feet F At-Will Attack: Melee 1 (one creature); +8 vs. Reflex
Minor Actions Effect: The kobold shifts up to 3 squares. Hit: 1d6 + 6 damage, plus 1d6 thunder damage.
Shifty F At-Will Minor Actions m Claw F At-Will
Effect: The kobold shifts 1 square. Shifty F At-Will Attack: Melee 1 (one creature); +8 vs. Reflex
Triggered Actions Effect: The kobold shifts 1 square. Hit: 1d8 + 9 damage.
Narrow Escape F At-Will Skills Athletics +4, Stealth +8, Thievery +8 M Double Attack F At-Will
Trigger: A close or an area attack hits or misses the kobold. Str 8 (1) Dex 17 (+3) Wis 13 (+1) Effect: The dragon makes two claw attacks
Effect (Immediate Interrupt): The kobold rolls a saving throw. If Con 13 (+1) Int 9 (1) Cha 10 (+0) C Breath Weapon (thunder) F Recharge when first bloodied
it succeeds, it shifts 3 squares. Alignment Evil Languages Draconic Attack: Close blast 4 (all creatures in blast); +8 vs. Fortitude
Skills Athletics +4, Stealth +8, Thievery +8 Equipment leather armor, light shield, short sword Hit: 3d6 + 4 thunder damage.
Str 8 (1) Dex 16 (+3) Wis 12 (+1) Skills Insight +8
Con 12 (+2) Int 7 (1) Cha 10 (+1) Str 18 (+6) Dex 15 (+4) Wis 13 (+3)
Alignment evil Languages Common, Draconic Con 15 (+4) Int 10 (+2) Cha 10 (+2)
Equipment leather armor, 3 javelins Alignment Unaligned Languages Draconic

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Glowstone
Caverns
By Jennifer Clarke Wilkes
illustration by Kieran Yanner
TM & 2010 Wizards of the Coast LLC All rights reserved.

Glowstone Caverns is a short adventure for five


4th-level characters. It takes place in a warren of
goblins in the Chaos Scar. And as with most things
in the Chaos Scar, not everything is as simple as it
appears. The mission is certainly clear: Clear out
a nest of goblins. What could be more straight-
forward? But these are not your everyday goblins.
Something strange has taken hold of the Gnawstub-
ble tribe, and it threatens to spill out like a plague
into the surrounding area.

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Glowstone Caverns

Background The Gnawstubbles did not realize that the Chaos their attacks against caravans and travelers outside
Scar meteorite had tainted this unusual cavern. Its the Scar. Adventurers who have survived encounters
The Gnawstubbles were a goblin tribe much like any bizarre influence had stained the rock and all the with the Gnawstubble clan have even reported being
other living in the cave-riddled hills along the Chaos life in the caves for many years before the goblins assailed by goblins riding strange, giant bats.
Scar. They grubbed into the soft, cracked stone in discovered it. Now that the goblins have taken up resi- The characters might have been hired by a local
search of shiny gems and tasty subterranean food- dence and are in constant contact with the strange authority to deal with the threat, or they might simply
stuffs, and they raided the surrounding countryside glowmetal, as they call it, they too have begun to be looking for adventure in the notorious Chaos Scar.
for other supplies. Their depredations were annoying absorb the bizarre taint. With their otherworldly They soon discover that this is no ordinary goblin-
but rarely fatal, and periodically local residents, usu- metal weapons and strange new abilities, they have stomping session.
ally those who lived near Restwell Keep, would hire become a much greater threat. Already they have dis-
adventurers to reduce their numbers. placed mundane goblins in the vicinity, domesticated
Then the goblins tunneled their way into a strange strange new allies, and they grow ever more bold in
cave deep inside the valley. Its walls were covered
with weird nodules of an unknown metal, and oddly
mutated forms of underground life inhabited the
oily-looking pond at its center. The metal proved to
have interesting properties when used in weapons
and other tools. Its iridescent surface was endlessly
fascinating to the goblins, who took to carrying
the nodules with them, fondling and staring at the
shiny objects whenever they could. The goblin chief
claimed the new cavern as her own and moved her
dwelling and family there.
1

4 2

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Glowstone Caverns

Area 1. Vestibule Glowmetal Hexer (H)


Small natural humanoid, goblin
Level 3 Controller (Leader)
XP 150
2 Goblin Cutters (G)
Small natural humanoid
Level 1 Minion Skirmisher
XP 25
Initiative +3 Senses Perception +3; darkvision Initiative +3 Senses Perception +1; low-light vision
Encounter Level 3 (750 XP) HP 46; Bloodied 23 HP 1; a missed attack never damages a minion.
AC 16; Fortitude 15, Reflex 16, Will 13 AC 16; Fortitude 12, Reflex 14, Will 11
Setup Speed 6 Speed 6
m Glowmetal Staff (standard; at-will) Weapon m Short Sword (standard; at-will) Weapon
1 glowmetal hexer (H)
+8 vs. AC; 1d6 + 1 damage. +5 vs. AC; 4 damage (5 damage if the goblin cutter has
2 goblin cutters (C) R Eye-Eater Hex (standard; at-will) combat advantage against the target).
4 goblin warriors (W) Ranged 10; +7 vs. Fortitude; 2d4 + 3 damage, and the Goblin Tactics (immediate reaction, when missed by a melee
target is blinded (save ends). First Failed Saving Throw: attack; at-will)
1 murk bat cloud (M)
The target is also dazed (save ends both). The goblin cutter shifts 1 square.
R Stinging Hex (standard; recharge 5 6 ) Alignment Evil Languages Common, Goblin
Sentinels and their trained bats guard the entrance to
Ranged 10; +7 vs. Will; the target takes 3d6 + 1 damage if Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
the goblin warren. it moves during its turn (save ends). Con 13 (+1) Int 8 (1) Cha 8 (1)
Place the characters in any squares of the entrance A Maddening Cloud (standard; encounter) Fear, Zone Equipment leather armor, short sword
tunnel. Area burst 3 within 10; the burst creates a zone of
phantom horrors that lasts until the end of the glowmetal 4 Goblin Warriors (W) Level 1 Skirmisher
When the characters first enter the cavern, read: hexers next turn. Any enemy within the zone is slowed Small natural humanoid XP 100
and takes a 2 penalty to Will defense. The zone grants Initiative +5 Senses Perception +1; low-light vision
Spear-wielding goblins guard the entrance, while others concealment to the goblin hexer and its allies. Sustain HP 29; Bloodied 14
armed with javelins are positioned on raised portions of the Minor: The hexer can move the zone 5 squares. AC 17; Fortitude 13, Reflex 15, Will 12
Madstone (immediate reaction, when damaged by an attack; Speed 6
cavern floor. Toward the back of the cave is a swirling cloud
encounter) Healing m Spear (standard; at-will) Weapon
of bats that partially obscure the figures behind it. The glowmetal hexer regains 11 hit points, or ends one +6 vs. AC; 1d8 + 2 damage.
effect on it that a save can end. R Javelin (standard; at-will) Weapon
When the characters first see the glowmetal Lead from the Rear (immediate interrupt, when targeted by a Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
hexer, read: ranged attack; at-will) R Mobile Ranged Attack (standard; at-will)
The glowmetal hexer can change the attacks target to an The goblin warrior moves half its speed; at any point
A deformed-looking goblin raises a glowing metallic staff adjacent ally of its level or lower. during that movement, it makes one ranged attack without
and utters arcane words. Goblin Tactics (immediate reaction, when missed by a melee provoking an opportunity attack.
attack; at-will) Great Position
Arcana Check The glowmetal hexer shifts 1 square. If, on its turn, the goblin warrior ends its move at least
DC 10: You feel uneasy, sensing that something is not Alignment Evil Languages Common, Goblin 4 squares away from its starting point, it deals 1d6 extra
Str 9 (+0) Dex 15 (+3) Wis 14 (+3) damage on its ranged attacks until the start of its
quite right in this cavern. Con 14 (+3) Int 11 (+1) Cha 18 (+5) next turn.
DC 15: This area is permeated by emanations from the Equipment quarterstaff, madstone Goblin Tactics (immediate reaction, when missed by a melee
Far Realm. attack; at-will)
The goblin warrior shifts 1 square.
The goblins are alert and watching for intruders. They Alignment Evil Languages Common, Goblin
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
make active Perception checks against characters
Con 13 (+1) Int 8 (1) Cha 8 (1)
trying to use Stealth. Equipment leather armor, spear, 5 javelins
If one or more characters have not been detected
before they attack or enter the cave, the inhabitants
are surprised.

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Glowstone Caverns

Murk Bat Cloud (M) Level 3 Skirmisher situation, using lead from the rear to place allies in the Madstone Level 8
Medium aberrant beast (swarm) XP 150
way of ranged attacks while it makes a getaway. This dully glowing lump of metal has a strange, oily texture. It
Initiative +7 Senses Perception +6; blindsight 5
The goblin warriors try to stay out of melee, letting heals wounds but leaves a strange lassitude.
Swarm Attack (Fear) aura 1; each enemy takes a 2 penalty to
attack rolls while within the aura. An enemy that ends its the bats confound their enemies while the goblins Level 8 125 gp
turn in the aura takes 3 damage. Other Consumable
take pot shots. The cutters attempt to gain combat
HP 49; Bloodied 24 Power (Consumable): Immediate Reaction. Trigger: You are
advantage whenever possible. damaged by an attack. Effect: You expend a healing surge,
AC 17; Fortitude 15, Reflex 16, Will 14
Immune gaze; Resist half damage from melee and ranged If the fight is going poorly (more than half the or one effect ends on you that a save can end. Until the
attacks; Vulnerable 5 against close and area attacks defenders are down, or the glowmetal hexer is blood- end of the encounter, you can no longer shift or use a shift
Speed 2 (clumsy), fly 6 granted by an effect.
ied or worse), one or more goblins attempt to escape
m Swarm of Slashing Wings (standard; at-will) Fear
+8 vs. AC; 1d6 + 3 damage, and the target takes a 2 and bring reinforcements from area 2.
penalty to AC and Reflex defense until the end of its next
turn. Features of the Area
M Weird Shift (immediate reaction, when hit by a close or area
Illumination: Guttering torches dimly light the
attack from an enemy; at-will)
The murk bat swarm shifts 3 squares to a square adjacent area.
to the triggering enemy and makes a swarm of slashing
wings attack against the triggering enemy.
Ceiling: 20 feet high.
Flowstone Ledges: These are 5 feet high, with
M W
R Unearthly Shriek (standard; encounter) Psychic
Close burst 2; targets enemies; +6 vs. Will; 3d6 + 3
psychic damage.
the exception of the larger ledge to the east, which has
a 10-foot-high ridge on one side. Moving into a higher
W
Alignment Unaligned Languages square costs 2 squares of movement. Creatures on
Str 13 (+2) Dex 18 (+5) Wis 11 (+1)
a ledge gain a +1 bonus to melee and ranged attack
Con 17 (+4) Int 2 (3) Cha 14 (+3)
rolls against lower enemies. A creature on top of the
Tactics 10-foot-high ridge is not considered adjacent to a crea-

The murk bat cloud is somewhat domesticated by the


ture at ground level.
Treasure: The hexer carries a staff sheathed in
W
goblins and works with them in the fight. It swoops
into enemies faces while slashing with many razor-
glowmetal. This functions as a +1 magic staff but is
tainted by the influence of the meteorite. The first time
C
edged wings. It looses an unearthly shriek against
closely grouped enemies. If the swarm is reduced to
in an encounter that the staff s wielder uses an arcane
attack power through it, he or she must make a DC 12
C W H
10 hit points or below and no goblins remain in the
Endurance check. If the check fails, the wielder gains
fight, it disperses as the bats scatter into the caverns.
an unsightly disfigurement. If the check fails by 5 or
The glowmetal hexer begins by using maddening
more, the wielders mind is strained by the weird ema-
cloud around allies and enemies near the entrance,
nations of the glowmetal. He or she takes a permanent
moving it as needed to protect itself and allies during
1 penalty to Will defense; this penalty is cumulative
the fight. It then targets an enemy defender with sting-
with each such failure. A single Remove Affliction
ing hex and directs its eye-eater hex against foes making
ritual removes all disfigurements and penalties.
ranged attacks. It uses its madstone when it first
The hexer also possesses a madstone, a treated
becomes bloodied, then retreats from a dangerous
nodule of glowmetal.

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Glowstone Caverns

Area 2. Bat Cave Tactics 2 Murk Bat Clouds (M) Level 3 Skirmisher
Medium aberrant beast (swarm) XP 150
The bats are resting on the ceiling, among the sta- Initiative +7 Senses Perception +6; blindsight 5
Encounter Level 4 (950 XP)
lactites. Unless the trainers have been alerted to Swarm Attack (Fear) aura 1; each enemy takes a 2 penalty to
the presence of intruders, they do not begin combat attack rolls while within the aura. An enemy that ends its
Setup mounted. They direct the murk bats against the
turn in the aura takes 3 damage.
Specially assigned bat handlers raise and train the HP 49; Bloodied 24
nearest foes, then mount up (a move plus a standard AC 17; Fortitude 15, Reflex 16, Will 14
mutated shadowhunter bats and murk bat clouds that
action) and take to the air at the start of their initia- Immune gaze; Resist half damage from melee and ranged
are native to the tainted cavern. attacks; Vulnerable 5 against close and area attacks
tive on round 2.
Speed 2 (clumsy), fly 6
2 goblin bat handlers (G) If the goblins are alerted to intruders in other m Swarm of Slashing Wings (standard; at-will) Fear
2 murk bat clouds (M) areas, they mount their bats and move to respond, +8 vs. AC; 1d6 + 3 damage, and the target takes a 2
2 mutated shadowhunter bats (S) along with the murk bat clouds. penalty to AC and Reflex defense until the end of its
next turn.
When the characters reach the opening (and 2 Goblin Bat Handlers (G) Level 3 Lurker M Weird Shift (immediate reaction, when hit by a close or area
have a light source or darkvision), read: Small natural humanoid (blind) XP 150 attack from an enemy; at-will)
Initiative +8 Senses Perception +10; blindsight The murk bat swarm shifts 3 squares to a square adjacent
This large cavern is entirely dark. A rent in its floor splits (see text) to the triggering enemy and makes a swarm of slashing
the cave nearly in two, and stalagmites jut from the ground. HP 38; Bloodied 19 wings attack against the triggering enemy.
AC 16; Fortitude 14, Reflex 15, Will 17 R Unearthly Shriek (standard; encounter) Psychic
Two goblins in leather armor stand on the opposite side of Close burst 2; targets enemies; +6 vs. Will; 3d6 + 3
Speed 6
the rift. m Flail (standard; at-will) Weapon psychic damage.
+5 vs. AC; 1d10 + 3 damage. Alignment Unaligned Languages
Perception Check A Globe of Darkness (minor; recharge 5 6 ) Zone Str 13 (+2) Dex 18 (+5) Wis 11 (+1)
DC 12: The ceiling on the far side of the cave is encrusted Area burst 2 within 10; the burst creates a zone of Con 17 (+4) Int 2 (3) Cha 14 (+3)
with stalactites. darkness that remains in place until the end of the goblin
bat handlers next turn. The zone blocks line of sight for
DC 19: (If the goblins have not been alerted to the
all enemies.
characters) You make out creatures moving among the Combat Advantage
stalactites. The goblin bat handler deals 1d6 extra damage against any
creature granting combat advantage to it.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin bat handler shifts 1 square.
Bat Sense
The bat handler gains any blindsight or darkvision of any
allied bat within 5 squares.
Alignment Evil Languages Common, Goblin
Str 8 (+0) Dex 17 (+4) Wis 18 (+5)
Con 14 (+3) Int 10 (+1) Cha 10 (+1)
Equipment leather armor, flail

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Glowstone Caverns

2 Mutated Shadowhunter Bats (S)


Medium shadow beast (mount)
Level 4 Lurker
XP 175
Features of the Area S M
Initiative +10 Senses Perception +9; darkvision Illumination: Dark.
HP 45; Bloodied 22 Ceiling: 40 feet.
AC 18; Fortitude 18, Reflex 17, Will 13
Crevasse: The f loor is split by a crack about
Speed 2 (clumsy), fly 8
m Tail Slash (standard; at-will)
+9 vs. AC; 1d6 + 5 damage. In dim light or darkness, the
20 feet deep. In addition to taking falling damage,
any creature that falls in becomes wedged into the
M S
G
mutated shadowhunter bat gains a +2 bonus to the attack
narrow bottom of the crevasse. It cannot begin to
roll and deals 6 extra damage.
M Flyby Attack (standard; at-will) climb out until it extricates itself as a move action
The mutated shadowhunter bat flies up to 8 squares and
makes one melee basic attack at any point during that
(Athletics DC 9).
Stalagmites and Stalactites: Stalagmites are 2
G
movement. The bat doesnt provoke opportunity attacks
to 4 feet high. They are difficult terrain and provide
when moving away from the target of the attack.
Flittering Swoop (while mounted by a friendly rider of 3rd level cover. Stalactites provide cover for flying creatures
or higher; encounter) Mount within 10 feet of the ceiling.
When a mutated shadowhunter bat makes a flyby
attack, its rider can make one melee basic attack at any
point during that movement. The rider doesnt provoke
opportunity attacks when moving away from the target of
the attack.
Burdened Mount
While mounted, a mutated shadowhunter bat has altitude
limit 2 while flying.
Alignment Unaligned Languages
Str 16 (+5) Dex 18 (+6) Wis 15 (+4)
Con 15 (+4) Int 3 (2) Cha 12 (+3)

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Glowstone Caverns

Area 3. Trash Heap 2 Goblin Mess Cooks (C)


Small aberrant humanoid
Level 3 Brute
XP 150
Trash Hulk (T)
Large aberrant animate (construct)
Level 4 Elite Soldier
XP 350
Initiative +3 Senses Perception +2; low-light vision Initiative +1 Senses Perception +1; darkvision
Encounter Level 3 (750 XP) HP 54; Bloodied 27 Stinking Refuse aura 1; each enemy that enters or starts its
AC 15; Fortitude 16, Reflex 14, Will 13 turn in the aura takes a 2 penalty to attack rolls until the
Setup Speed 6 end of its turn.
m Bloody Cleaver (standard; at-will) Weapon HP 120; Bloodied 60
This garbage-strewn tunnel leads to the warrens food
+6 vs. AC; 1d8 + 5 damage, and ongoing 5 damage Saving Throws +2
preparation area, and what were once living quarters. (save ends). AC 20; Fortitude 18, Reflex 12, Will 13
The influence of the meteorites corruptive influence m Carving Knife (standard; at-will) Weapon Immune disease, poison, sleep
+6 vs. AC; 1d6 + 5 damage. Speed 5; cant shift
has bestowed pseudo-life on the midden heap piled
M Gut (standard; at-will) Disease Action Points 1
in an alcove. The creature serves as a guardian and The goblin mess cook makes a bloody cleaver attack and a m Slam (standard; at-will)
does not bother the goblins as long as they continue to carving knife attack. If both attacks hit the same target, it Reach 2; +11 vs. AC; 1d10 + 4 damage and the target is
provide it with sustenance in the form of more trash makes a secondary attack against that target. Secondary knocked prone.
Attack: +6 vs. Fortitude; the target is exposed to filth M Garbage in, Garbage Out (standard; at-will)
and waste.
fever (MM 211). The trash hulk makes a slam attack against 2 creatures
2 goblin cutters (G) R Thrown Knife (standard; at-will) Weapon within reach. If it hits with the first slam attack, it can also
Ranged 5/10; +6 vs. AC; 1d6 + 5 damage. pull that target 1 square. If it hits with the second slam
2 goblin mess cooks (C)
Goblin Tactics (immediate reaction, when missed by a melee attack, it can also push the target 1 square.
1 trash hulk (T) attack; at-will) M Take Out the Trash (standard; recharge 4 5 6 )
The goblin mess cook shifts 1 square. The trash hulk moves its speed and can move through
When the characters see the trash heap, read: Alignment Evil Languages Common, Goblin enemies spaces. When it enters a creatures space (ally
Str 18 (+5) Dex 14 (+3) Wis 13 (+2) or enemy), the golem makes a slam attack against that
Two burly-looking goblins face a long work table, their
Con 14 (+3) Int 8 (+0) Cha 8 (+0) creature. It can attack each creature only once during
backs to you, hacking at an indefinable object with huge Equipment cleaver, 3 carving knives this movement. At the end of its movement, it can slide
cleavers. A couple of ragged-looking goblins assist them, one enemy adjacent to it into another unoccupied square
carting about platters and tending to a cook fire. Off to the 4 Goblin Cutters (G) Level 1 Minion Skirmisher adjacent to it.
Small natural humanoid XP 25 Death Slump (when reduced to 0 hit points)
side is a mound of assorted garbage: offal, scraps of leather Initiative +3 Senses Perception +1; low-light vision The trash hulk collapses into a pile of garbage. Until
and metal, discarded containers, and even a mangled HP 1; a missed attack never damages a minion. cleared, the space it occupied is difficult terrain, and any
corpse or two. AC 16; Fortitude 12, Reflex 14, Will 11 nongoblin creature that makes an attack while within that
Speed 6 space takes a 2 penalty to the attack roll.
When the characters move within 5 squares of m Short Sword (standard; at-will) Weapon Stable Footing
+5 vs. AC; 4 damage (5 damage if the goblin cutter has The trash hulk ignores difficult terrain.
the trash heap, read:
combat advantage against the target). Alignment Unaligned Languages
The mound of refuse rears up and lashes out at you! Goblin Tactics (immediate reaction, when missed by a melee Str 24 (+9) Dex 5 (1) Wis 9 (+1)
attack; at-will) Con 20 (+7) Int 2 (3) Cha 1 (4)
Perception Check The goblin cutter shifts 1 square.
Alignment Evil Languages Common, Goblin
DC 17: Glistening slime coats the floor behind the garbage
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
heap, almost like a trail. Con 13 (+1) Int 8 (1) Cha 8 (1)
Equipment leather armor, short sword

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Glowstone Caverns

Tactics Supplies: Small heaps of bags, pots, jars, and loose


These goblin mess cooks have developed outlandish foodstuffs are scattered on the floor. These squares
appetites. Their jaws can open unnaturally wide, and are difficult terrain.
their teeth have grown long and fanglike. They wait Work Table: This is a heavy table made of a slab
for the trash hulk to engage an enemy, then hack at of stone propped on wooden legs. If tipped over, the
that target with their cleavers and knives. The goblin top slides off into an adjacent space; any creature in
cutters attempt to flank enemies, using the trash hulk that space must make a DC 12 Acrobatics check. If
for cover as much as possible. the check fails, the creature takes 1d6 damage. The
The trash hulk attacks aggressively. It does not stone slab can be propped up to form a barrier, pro-
treat goblins as allies or enemies, but it does not attack viding cover to creatures behind it (or superior cover
them unless they are caught in take out the trash. to prone creatures).
C
Features of the Area
A creature can jump onto the table (DC 7 Athlet-
ics). Creatures on the table gain a +1 bonus to melee G C T
Illumination: Bright. attack rolls against creatures on the floor.
Treasure: Rooting through the heaps of garbage
G
Fire Pit: A fire blazes in a shallow depression in
the cave floor. A narrow crack in the ceiling allows and (including the remains of the trash hulk) uncov-
smoke to escape. Any creature that enters or starts its ers a flask that turns out not to be empty. It contains
turn in the fire takes 1d6 fire damage. a potion of healing. In addition, the goblin mess cooks
Fleshy Wall: One of the tunnels that must have are carrying a total of 35 gp and 90 sp. Nothing in the
led to living areas has been sealed with a strangely kitchen is fit to eat, but the cleavers can serve as han-
pulsing, fleshlike greenish stone. This material is 1 daxes and the carving knives as daggers.
foot thick and as hard as stone (AC/Reflex 4, Forti-
tude 12; hp 120), and it regenerates 5 hit points at
the start of its turn if damaged. A nasty greenish fluid
spurts from it when it takes damage. If the charac-
ters manage to break through this barrier, they find
the living areas abandoned. (The wall absorbed the
goblins.)

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Glowstone Caverns

Area 4. Tainted Cave When Glork claimed this cavern, she moved her Glork (G)
Small aberrant humanoid, goblin
Level 5 Soldier
XP 200
family into it along with a few trusted retainers. Long
Initiative +6 Senses Perception +3; darkvision
Encounter Level 5 (1,150 XP) exposure to the emanations of meteorites bizarre HP 63; Bloodied 31
energy has transformed the caves inhabitants hor- AC 21; Fortitude 19, Reflex 15, Will 17
Setup ribly. They are now all considered aberrant creatures. Speed 5
m Vicious Longsword (standard; at-will) F Weapon
This is the heart of the corruption, and the creatures Glork has become a bloated, deformed monstrosity,
+12 vs. AC; 1d8 + 6 damage (crit 1d12 + 14), and the target
that inhabit this place are barely recognizable as the her armor and weapons absorbed into her flesh. is marked until the end of Glorks next turn.
goblins they once were. The remaining goblins typically slept in a heap near M Corrupting Strike (standard; encounter) F Weapon
+8 vs. Fortitude; targets an enemy marked by Glork; 1d8
the pool; during one sleep period, the entire group
Glork, corrupt goblin chieftain (G) + 6 damage, and the target is slowed and weakened (save
became melded into a shapeless mass. It still obeys ends both). Aftereffect: The target takes a 2 penalty to
2 corrupt goblin cutters (C)
Glork, however. Fortitude until the end of Glorks next turn.
2 corrupt goblin warriors (W) C Unearthly Shriek (standard; encounter) F Psychic
1 goblin mass (M) Perception Check Close burst 3; targets non-aberrant creatures; +10 vs. Will;
1 tainted pool hazard DC 17: The pools surface seems to swirl, as though 3d8 + 4 psychic damage.
Spawn Corrupt Minion (move, while within 5 squares of a
something had been dropped in recently.
The goblin mass starts the encounter submerged in goblin mass; recharge 5 6 )
DC 22: Beneath the surface is a horrific mass of Glork causes the goblin mass to spawn a corrupt goblin
the pool. Do not place it on the map until it attacks or
squirming flesh. cutter. The corrupt goblin cutter appears in an unoccupied
a character detects its presence. square adjacent to the goblin mass and makes a melee
Arcana Check or ranged basic attack as a free action. Thereafter it acts
When the characters reach the cave entrance, immediately after Glorks initiative count. Characters
DC 12: A sickly sensation seems to pulse through this
read: do not earn experience for killing corrupt goblin cutters
area. It is far stronger here than in previous chambers. summoned in this way.
This large cave is dimly lit by the lurid glow from a large DC 17: The source of the corruption seems to be the weird Goblin Tactics (immediate reaction, when missed by a melee
pool at its center and glistening metallic blobs on the walls. pool in the caves center. attack; at-will)
The oily-looking water shines an eerie purple. Several Glork shifts 1 square.
When the goblin mass attacks or emerges, read: Alignment Evil Languages Common, Deep Speech,
goblins stand about the pool, although they have an odd Goblin
appearance and do not carry weapons. From the pool lurches a horrific mass of flesh, seemingly Str 18 (+6) Dex 15 (+4) Wis 12 (+3)
At the back of the chamber, a putrid-looking creature made of dozens of goblins melded together. Con 15 (+4) Int 11 (+2) Cha 18 (+6)
Equipment chainmail, +1 vicious longsword
that might once have been a goblin shouts a curse and
orders the others forward. A dripping blade protrudes from
the end of one arm, and on the other is a fleshy disk.

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Glowstone Caverns

Goblin Mass (M) Level 6 Elite Brute While absorbed, the target has line of sight and line Tainted Pool (P) Level 5 Lurker
Large aberrant animate, goblin XP 500 of effect only to the goblin mass, and no creature has
Hazard XP 200
Initiative +1 Senses Perception +4; darkvision line of sight or line of effect to the target. The target can The oily, swirling waters of this glowing pool are strangely
Clutching Claws aura 1; each enemy that starts its turn within make only at-will attacks. When any target drops to 0 hp alluring.
the aura is slowed until the end of its turn. Each enemy that or below while absorbed, the goblin mass regains 45 hit Hazard: When creatures come close to the pool, they are
ends its turn in the aura takes 5 damage. points. An absorbed target can escape by succeeding on struck by a compulsion to enter its waters. The pool saps
HP 182; Bloodied 91 a DC 20 Athletics or Acrobatics check. If the goblin mass the strength of creatures in it.
Saving Throws +2 takes 16 or more damage from a single attack, all absorbed Perception
AC 17; Fortitude 20, Reflex 15, Will 16 targets are expelled into unoccupied squares adjacent to No check is necessary to notice the pool.
Resist 5 psychic the goblin mass; absorbed creatures are also expelled when Additional Skill: Arcana
Speed 2, swim 2; cant shift the goblin mass drops to 0 hit points. DC 17: The character recognizes that the pool and the area
Action Points 1 The goblin mass can instead absorb a goblin corpse by around it is hazardous, in addition to being the focus of the
m Horrific Embrace (standard; at-will) moving into its space. At the start of its next turn, the mass concentrated chaos energy suffusing the area.
+9 vs. AC; 1d8 + 4 damage, and the target is grabbed. The regains 10 hit points. Initiative +7
goblin mass can have up to two creatures grabbed at the Spawn Corrupt Goblin (move; recharge 5 6 ) Trigger
same time. A corrupt goblin warrior appears in an unoccupied square The pool triggers when a nonaberrant creature comes
M Many-Armed Horror (standard; at-will) adjacent to the goblin mass and makes a melee or ranged within 3 squares of the origin square (marked on the map).
The goblin mass makes a horrific embrace attack against basic attack as a free action. Thereafter it acts on the goblin When triggered, the hazard makes an attack against the
each enemy adjacent to it. masss initiative count. The goblin mass loses 10 triggering creature. It is no longer active after triggering
M Absorb (standard, usable only while the goblin mass has a hit points. but recharges slowly over time so that it can retrigger in a
creature grabbed; at-will) F Healing Death Burst (when reduced to 0 hit points; encounter) subsequent encounter.
+7 vs. Fortitude; targets one or two creatures grabbed by Close burst 1; +7 vs. Reflex; 3d6 + 4 damage. The area of Attack
the mass; the target is pulled into the goblin masss space the burst is filled with dismembered goblin parts and is Opportunity Action Close burst 3
and takes ongoing 5 damage until it is expelled. If it has a difficult terrain. Target: The triggering creature
creature absorbed at the start of its turn, the goblin mass Alignment Evil Languages Attack: +6 vs. Will
gains 5 temporary hit points. The goblin mass can move Str 19 (+7) Dex 7 (+1) Wis 13 (+4) Hit: The target is affected by a compulsion to enter the pools
normally while creatures are engulfed within it. Con 21 (+8) Int 2 (1) Cha 2 (1) water (save ends). It moves to the nearest space within
the pool as a free action. While under the compulsion,
2 Corrupt Level 1 Minion Skirmisher 2 Corrupt Goblin Warriors (W) Level 1 Skirmisher the target remains in the pool and can take no action
Goblin Cutters (C) Small aberrant humanoid XP 100 each other than moving to another pool square. Any creature
Small aberrant humanoid XP 25 each Initiative +4 Senses Perception +0; darkvision that starts its turn in a pool square loses a healing surge; a
Initiative +6 Senses Perception +0; darkvision HP 30; Bloodied 15 creature that has no healing surges remaining instead loses
HP 1; a missed attack never damages a minion. AC 17; Fortitude 14, Reflex 14, Will 12 hit points equal to its healing surge value.
AC 15; Fortitude 13, Reflex 14, Will 11 Speed 6 Countermeasures
Speed 6 m Claws (standard; at-will) Necrotic Arcana (DC 17); standard action; the character suppresses
m Claws (standard; at-will) Necrotic +6 vs. AC; 1d6 + 3 necrotic damage. the compulsion effect, allowing the affected creature to
+6 vs. AC; 4 necrotic damage (5 necrotic damage if R Hurl Flesh (standard; encounter) Necrotic make a saving throw. If the creature saves, it can move half
the corrupt goblin cutter has combat advantage Ranged 5/10; +6 vs. AC; 1d6 + 3 necrotic damage its speed as a free action.
against the target).. Reintegrate (move; only while adjacent to a goblin mass;
Goblin Tactics (immediate reaction, when missed by a melee encounter) Healing
attack; at-will) The corrupt goblin warrior regains 7 hit points.
The corrupt goblin cutter shifts 1 square. Goblin Tactics (immediate reaction, when missed by a melee
Alignment Evil Languages Deep Speech, Goblin attack; at-will)
Str 16 (+3) Dex 19 (+4) Wis 10 (+0) The corrupt goblin warrior shifts 1 square.
Con 13 (+1) Int 8 (1) Cha 7 (2) Alignment Evil Languages Deep Speech, Goblin
Str 16 (+3) Dex 14 (+2) Wis 10 (+0)
Con 14 (+2) Int 8 (1) Cha 7 (2)

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Glowstone Caverns

Tactics Glork does her best to interfere with these efforts, Thievery (DC 17; standard action): The character
directing her attacks against arcane characters in draws on knowledge of magical traps to suggest ways
Nearly mindless, the goblin mass exists only to incor-
particular. of dealing with the threat. Success grants a +2 bonus
porate more flesh into itself. It lurks in the pool until a
Level: 4 (XP 175). to the next check using any of the primary skills.
living creature gets close enough to attack, then grabs
Complexity: 1 (4 successes before 3 failures). Special: Using a sample of the glowmetal (whether
it and absorbs it into its pulsing mass. When threat-
Primary Skills: Arcana, Endurance, Nature, taken from the cave walls or using one of the hexers
ened or in need of assistance, it spawns a corrupt
special glowmetal items) as part of the skill challenge reduces
goblin warrior. Doing so weakens it, so it resorts to
Arcana (DC 17; standard action): The character the DCs of all primary skill checks by 2.
this action only when sorely pressed, preferably after
channels arcane power to strengthen the barriers Conclusion: If the characters succeed in sup-
it has absorbed a creature.
between planes. pressing the chaos leak, the caves inhabitants are
Glork does not hesitate to pull corrupt minions
Endurance (DC 17; standard action): The character easier to defeat. Otherwise, they cannot stop the
from the mass whenever she can. She uses corrupt-
draws on his or her own life energy to patch the weak meteorites inf luence.
ing strike to weaken enemies and reduce their ability
point. On a failure, the character loses a healing Success: If the characters earn four successes,
to resist absorption by the goblin mass. When sur-
surge. A character can use a madstone to negate the they are able to reduce the influence of the meteor-
rounded or when three or more enemies are within
healing surge loss. Each character can gain only 1 ite. Glork and the goblin mass are no longer able to
range, she lets loose with unearthly shriek.
success in this way. spawn corrupt goblins, nor can the goblin mass rein-
The corrupt goblin cutters and warriors gang up
Nature (DC 17; standard action): The character corporate fallen goblins into itself.
on a single enemy and take advantage of goblin tactics
reinforces the surrounding reality to enclose and Failure: If the characters accumulate 3 failures,
to achieve flanking positions, using the goblin mass
diminish the planar wound. they are no longer able to stabilize the chaos wound.
to help flank when they can. They dont have the sur-
Special: Channel Divinity (no check; standard action): Each character loses a healing surge as the rift pulls
vival instinct of normal goblins, though, and do not
The character channels divine power to enforce order at their life essence. Other solutions to the problem
retreat even when the odds are heavily against them.
on this riven part of the world. This requires a use of become necessary (see Conclusion below).
Skill Challenge: channel divinity and counts as an automatic success.
Plugging the Leak Only 1 success can be gained in this way.
The characters try to temporarily seal the planar Secondary Skills: Dungeoneering, Heal, Thiev-
wound to limit the influence of the meteorite until a ery, special
permanent solution can be found. Dungeoneering (DC 12; standard action): The char-
This skill challenge can take place during or after acter recalls information about aberrant creatures
the combat encounter. Completing it before the that provides further insight into sealing the wound,
encounter is over should make the fight easier, since granting a +2 bonus to the next Arcana check made
it removes some of the corrupted abilities from the during the skill challenge. Success with this check
creatures here. Even if it is performed after the fight, also reveals that Glork and the goblin mass will be
there is a time limittoo long exposure to the warping unable to spawn new corrupt goblins if the wound is
effects of the chaos leak will permanently corrupt healed.
the characters as well. The leak is focused on the pool
in the middle of the cave.

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46
Glowstone Caverns

Features of the Area Conclusion


Illumination: The area is dimly lit by the eerily If the characters manage to suppress the chaos leak,
shining pool and by nodules of glowmetal in the they temporarily prevent further corruption from
walls. affecting these caves. The weak point is not com-
Bedding: Glork sleeps in a rats nest of accu- pletely repaired, though; only a special ritual can
mulated trash on top of a filthy bedroll. The square permanently seal it. The characters might be sent on
containing her bedding is difficult terrain. additional missions to acquire materials necessary for
Pool: This shallow body of water (no more than 5 this ritual.
feet at the deepest) also glows with a strange purple If they defeated the monsters but were unable
W
M W
hue. It is a site of concentrated chaotic residue left to patch the wound, the problem will arise again as
over from the meteorites passage through the Scar. other natural creatures wander into the caves. The
The pool is difficult terrain for creatures tall enough wound might develop into a full-blown planar rift,
to wade through it. bringing aberrant horrors from the Far Realm into
Glork keeps her personal wealth in an oiled sack the world. Until a sealing ritual can be performed, C
weighted down with stones in the center of the pool. it will be necessary to seal off the caverns and stand
Treasure: Glorks longsword was absorbed into guard to prevent other beings from enteringor
her mutated form but can be cut free. It is a +1 vicious leaving. C
longsword. Her shield is actually a mass of bone
and flesh that was once her hand and forearm. It About the Author
Jennifer Clarke Wilkes has been editing just about every-
G
cannot be wielded and is worth nothing other than thing at Wizards of the Coast since 1995, and does a fair bit
its gruesome scholarly interest. Her personal treasury of writing too. Her recent credits include Draconomicon:
contains 75 gp and two imperfect greenish diamonds, Chromatic Dragons, Divine Power, and Wizards Presents:
Worlds and Monsters. When not editing, she is gaming and
each worth 100 gp.
feeding her inner goblin.
The glowmetal might be the key to forming a per-
manent seal of the pool, which continues to radiate
energy that could corrupt any future inhabitants of
these caves. Arcane scholars are likewise interested
in acquiring samples. Collecting some nodules
fetches 200 gp from someone who recognizes its
potential. However, glowmetal is dangerous to stay
in contact with over a long time. See the Treasure
entry in area 1.

A p r i l 2 010 | D u n g e o n 17 7
47
the
Pillar
of
Eyes
An adventure for
4th-level characters
By Robert J. Schwalb
illustration by Empty Room Studios, Jeffrey Lai F cartography by Mike Schley
TM & 2010 Wizards of the Coast LLC All rights reserved.

Oh, there are many strange things beyond the Wall. I have seen some for myself. Ive
witnessed the wonders it contains, and the horrors besides. Yet for every obvious danger
and splendid treasure, there are things that have held their secrets close, places where some
mysteries remain guarded despite my best efforts and those of other less worthy souls.

One such place is the Pillar of Eyes. A fascinating structure, and undoubtedly straddling
a ley lineyou can see the gaps through the trees just there. But, you might ask, what does
it do? Who raised it? And why? What do the eyes watch for? Do they even see? Trust me,
traveler, these questions and others born from my fabulous intellect have troubled me
greatly these long weeks. I defy you to answer even one of them!

 Jinko Storwell, renowned sage

J u l y 2 010 | D u n g e o n 18 0
4
The Pillar of Eyes

Not far from the wall bounding the Chaos Scars countryside. Thus, most experts prefer to focus on any others of his kind. His life took an unexpected
haunted lands is a crooked stone pillar, standing the more fantastic and wondrous stories attributed to turn when he gobbled up a priest devoted to Vecna.
alone in an otherwise ordinary field. It resembles the stone. The priest had come to the Chaos Scar to unlock
nothing so much as a stack of staring eyeballs. Many A second, more romantic, theory suggests the the power of the Pillar of Eyes, but Foosteth caught
explorers have sought out the strange monolith, cer- pillar was raised to honor the Master of Whispers: him before he had the chance to begin the ritual of
tain some power hums beneath its rocky faade. But old Silence himself, the god Vecna. As anyone with Remove Affliction that would release the petrified
if the relic does hold magic, gaining access to it has passing knowledge is aware, the Lich Lord has an monster. Not only did the bones yield rich marrow,
proven troublesome. No one thus far has winkled out enduring interest in eyes, due in part to his losing but the priests will persisted beyond the life feed-
enough energy to power even the simplest cantrip. one valuable orb. His cultists often honor their dread ing. His memories and consciousness took root in
Thus the Pillar of Eyes has remained a hoary and master by offering eyesand handsto their dark Foosteths mind, filling it with strange thoughts and
puzzling edifice, a source of speculation and wonder master, whether in flesh or stone. This possibility has an obsession with undeadand the mysterious pillar.
for those who would test their mettle against the drawn the unhealthy interest of a gluttonous bar- During the weeks that followed, Foosteth acquired
Chaos Scars manifold dangers. Recent study of the ghest, Foosteth the Fat, the most recent in a long line some of the dead mans talents from the devoured
stone suggests that whatever it contains might be of unhinged and thoroughly wicked villains to obsess memories. He itches to perform the Remove Afflic-
growing restive. Perhaps someone with special talents over the Pillars mysterious powers. tion ritual, but he is not yet powerful enough to
might be able to touch its magic and claim it. control it and lacks the necessary ingredients. Having
The Pillar of Eyes is a Chaos Scar adventure for no treasures worth disenchanting, Foosteth has
five characters of 4th level. Facts about the Pillar turned to simple banditry to gather up magic items
and distill them down to residuum. In time, he is
The pillar is in fact a petrified gibbering mouther that
An Unsightly Stone was created from a priest of Vecna who perished
certain he will accrue the necessary knowledge and
experience to meet the rituals demands.
in a place touched by the Far Realm. Unlike others One obstacle blocks the barghest from his dearest
The trouble with the Pillar of Eyes is that, for as long
of its kind, the aberrant monster retained much of desire: his innate lethargy. Foosteth is unwilling to
as it has stood (and local graybeards swear it has been
its awareness and knowledge. It slithered into the shift his bulk from his noisome throne room, so he
there for as long as they can remember), it hasnt done
valley, where it ran afoul of something that turned it relies on underlings to do the robbing for him. Having
a thing. Not even spooky moaning or phantasms have
to stone. Because of its unique experience, the pillar is heard their fat leader go on about the pillars fabulous
arisen to indicate that anything is special about it.
important to Vecnas followers. As well, many cultists power, a few unscrupulous goblins have got the idea
It is certainly a curious piece, an oddity in con-
with a passion for the forbidden would love to free to claim it for themselves and destroy him so they can
struction and style suggesting that some inhuman
the imprisoned mouther. receive a proper share of the food for once. They are
architect might have been responsible for the awful
thing. Who else would find beauty in such a gro- too weak to overpower him but are constantly look-
tesque form? Adventurers have suggested it might ing out for opportunities. Foosteth is too absorbed in
be a petrified creature, but if this theory is correct, it his own conflicting thoughts to pay them any mind.
only raises more questions. What was it before? Why Foosteth the Fat He waits, patience fraying, for them to bring back the
did it turn to stone? No one has yet tested this idea Aside from a predisposition to huskiness, Foosteth goods so he can get on with the ritual and be done
by performing a Remove Aff liction ritualdoing so would have been an unremarkable barghesta vile, with the accursed stone that torments him.
might let loose some hideous eyeball monster on the ravenous monster to be sure, but no different than

J u l y 2 010 | D u n g e o n 18 0
35
The Pillar of Eyes

Involving the inclined to use it after seeing the pillar. Destroying Level: 4 (XP 350)
the statue, freeing the gibbering mouther, or getting Complexity: 2 (requires 6 successes before 3
Characters someone else to free it completes the quest. failures)
Quest Reward: 175 XP (minor quest). If the party Primary Skills: Arcana, Dungeoneering, Heal,
The Pillar of Eyes is a well-known point of interest in frees the monster, it is grateful and offers a reward by Religion, Perception
the Chaos Scar. The adventurers might come across describing a hidden treasure cache. Following up the Arcana (DC 14, 1 minute): The character attempts
the monolith while taking in the valleys sights on description might be the seed for another adventure. to sense the presence of magic. A successful check
their way to slay monsters. Gawking at the stone like Success leads to a 5th-level magic item and 250 gp. contributes 1 success toward the skill challenge and
tourists is not very heroic, though, so you might prefer reveals an arcane aura about the pillar. With a second
to draw in your players with the following hooks.
If youre using one of these hooks, the party Getting Started success, the character confirms that the pillar is a
petrified creature. Arcana can be used to gain 2 suc-
receives treasure on completing the quest. Other- cesses in this challenge.
The Pillar of Eyes is within sight of the wall enclosing
wise, you can add the appropriate treasure to the loot Dungeoneering (DC 14, 1 minute): The character
the valley of the Chaos Scar, so once the characters
gained in the final encounter. tries to identify the creature depicted by the column.
cross, they can head straight there. How long this
Font of Dread Power: The characters hear A successful check reveals it to be a gibbering
takes depends on where they entered the Scar.
rumors that the Pillar of Eyes is pregnant with sinis- mouther, a kind of aberrant magical beast created
ter power and that its destruction might reduce the When the adventurers can see the Pillar of Eyes, when a sentient creature dies in an area touched by
Chaos Scars malign presence. Alternatively, they are read: the Far Realm. Beating the DC by 5 or more allows
hired to investigate the pillar and destroy it. Their A monstrous pillar, crooked and spotted with lichen, rises the character to learn about the creatures powers.
employer might be a sage, wizard, or priest, with from a crude pedestal in the middle of a green field. Bones (For more information about gibbering beasts, see
a personality ranging from eccentric to pompous. litter the ground all around it, suggesting it might be an Monster Manual, page 127.) Dungeoneering can be
Regardless, the employer rewards adventurers who altar of some kind. The pillar has a lumpy appearance. used to gain 1 success in this challenge.
complete this desperate mission. Closer inspection reveals the reason: It is a giant column of Heal (DC 14, 1 minute): A character near the bones
Quest Reward: 875 XP (major quest). The adventur- stone eyes. can determine that they all belonged to humanoids.
ers also receive 140 gp and two potions of healing. With a second success, the character realizes that
A Plague of Dreams: The petrified gibbering Investigating the Pillar the creatures were killed somewhere else; as well,
mouther wants desperately to be free. Unlike most The most notable feature here is the pillar, though the the bones look like something had been chewing on
creatures turned to stone, it retains some awareness bones might merit some investigation too. The mono- them. Heal can be used to gain 2 successes in this
and broadcasts its thoughts across the land, luring lith guards its secrets well, and only dedicated study challenge.
the adventurers to release it. The telepathic sum- can coax them forth. However, while the adventurers Perception (DC 14, 1 minute): The character
mons interferes with sleep, preventing extended examine the site, goblin wolf riders slowly converge searches the area. A successful check reveals bestial
rests as long as the adventurers remain in the Valley on their position. Should the characters become con- prints in the soft earth all around the pillar. With a
of the Scar. Whether the monster is harmless or a fused or distracted by their investigation (represented second success, the character learns the direction
serious danger, the party needs to come to the pillar by failing the skill challenge), the goblins can get the from which the creatures approached. Perception can
and decide what to do. The Remove Affliction ritual drop on them. be used to gain 2 successes in this challenge.
is beyond their ability to perform, even if they were

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Religion (DC 21, 1 minute): The character locates Wolf Riders checks made during stage 2 of this challenge. On a
and deciphers hidden runes on the pillars base. Whether or not they succeed at the skill challenge, second failure, they also take a 2 penalty to Stealth
These runes signify some connection to Vecna. Reli- the adventurers must deal with the wolf riders, gob- checks made during stage 3 of this challenge. This
gion can be used to gain 1 success in this challenge. lins charged by Foosteth to plunder explorers that skill can be used to gain 2 successes in this challenge.
Secondary Skill: Nature wander into the area. Secondary Skill: Insight
Nature (DC 10, requires 1 success using Perception, Tactical Encounter 1: Howling Host, page 10. Insight (DC 21): The character examines the
1 minute): The character tries to identify the prints manner of the goblins approach to deduce the direc-
around the pillar. A successful check reveals that Tracking the Wolf Riders tion they likely came from. This skill can be used to
the prints belong to dire wolves and grants a +2 After the characters defeat the wolf riders, they gain 1 success in this challenge.
bonus to the next Perception check made during this should be able to figure out that the goblins are some-
challenge. how involved with the pillar. The goblins are carrying
Stage 2: Unexpected Obstacles
Success: If the characters get 6 successes, they bones similar to those surrounding the edifice, which After achieving 2 successes, the party must deal with
learn that the pillar is in fact a petrified creature and the party can confirm by searching bodies or inter- hazards and obstacles that might injure or slow them.
that someone or something is delivering bones to the rogating prisoners. Getting around these problems takes about an hour.
area, which has seen a great deal of traffic. They also The adventurers can follow the wolf riders tracks Primary Skills: Acrobatics, Athletics
detect the goblin wolf riders before they close and to discover their lair, represented by the following Acrobatics or Athletics (DC 14, group check): The
thus are not surprised. staged skill challenge. If they capture a goblin during party follows the tracks into a forest, where progress
Failure: The wolf riders surprise the party. After the combat, they might be able to persuade it to help is blocked by a dry river bed filled with branches. A
the combat, the characters can retry the skill chal- them (see Development on page 10). successful check means that the characters climb or
lenge to pick up any clues they might have missed. Let Level: 5 (XP 200) jump across safely, earning 1 success toward the skill
them keep any successes earned from the first try (a Complexity: 1 (requires 4 successes before 3 challenge. On a failed group check, the party blun-
failed effort doesnt mean they forgot what they had failures) ders through the obstacle but still earns 1 success in
previously learned). The Nature check automatically addition to incurring a failure. In addition, each char-
succeeds, whether or not anyone attempted it. How- Stage 1: Finding the Way acter who failed the check loses 1 healing surge from
ever, each time the party fails the challenge after the The first stage of the challenge involves detecting and injuries sustained in crossing the terrain. This skill
first costs each character a healing surge as the pil- following the wolf riders tracks. This process should can be used to gain 1 success in this challenge.
lars malevolent influence gnaws at the soul. take around half an hour. Secondary Skill: Endurance, Nature
Should the party not bother to retry the skill chal- Primary Skills: Nature, Perception Endurance (DC 14, group check): Tracking the
lenge, you can make up for the lost XP by adding one Nature or Perception (DC 14): The character goblins is an arduous task over difficult ground. A
extra cunning goblin archer to Tactical Encounter 2 attempts to follow the goblins tracks. Up to two char- successful check keeps the group moving without
and an extra green slime to Tactical Encounter 3. acters can aid this check. A successful check allows undue exhaustion.
the party to continue along the trail, while a failed Nature (DC 14): The character uses his or her
check means it fades out where the goblins crossed knowledge of vegetation and terrain to help the party
rocky terrain. The characters lose the trail for a time move past the hazard. A successful check grants a +2
and get lost; they must find the tracks again to con- bonus to Acrobatics or Athletics checks made during
tinue the chase. In addition to incurring a failure, the the group check described above.
characters take a 2 penalty to Acrobatics or Athletics

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Stage 3: Arrival
After 3 successes, the characters can approach the
goblins hideout.
Primary Skills: Nature, Stealth
Nature or Stealth (DC 14, group check): The party
locates the Wolf Den, at whose entrance a bugbear
warrior stands guard. If the group check succeeds,
the adventurers approach without being noticed. In
addition, they gain surprise in Tactical Encounter
2. On a failed check, the partys approach alerts the
guard. However, the party still earns 1 success in
addition to incurring a failure.
Secondary Skills: Perception, Thievery
Perception (DC 14): The character scouts ahead to
avoid goblin lookouts. A successful check grants a +2
bonus to Stealth checks made during the group check
described above.
Thievery (DC 21): The character uses sneaky tricks
to assist the party in finding short cuts through the
woods. A success grants a +2 bonus to Stealth checks
made during the group check described above. On a
failure, the characters instead take a 2 penalty to the
Stealth check.
Success: The adventurers arrive at the goblins lair
The Wolf Den 1. Entrance
and surprise the sentry outside the entrance. Foosteth and his goblin followers lair inside the Wolf Several bugbears and goblin wolf riders protect the
Failure: The adventurers stumble across the Wolf Den, a stinking mound of dirt, debris, and fallen entrance into the Wolf Den to ensure enemies dont
Den, whose sentries are expecting them. Add another trees. Its single yawning entrance, littered with leav- wander inside.
goblin wolf rider to Tactical Encounter 2 (page 11). ings and junk, is guarded at all times. Smoke lifts Tactical Encounter 2: Foosteths Sentries,
from crooked chimneys rising from the roof, but these page11.
gaps are too small to enter.
2. Common Room
The interior of the hill is filthy. The walls are made
When not raiding and plundering, Foosteths troops
from packed dirt, rocks, and branches held together
billet in this dark chamber, with goblins along one
with spit and excrement. The floors and ceilings are
side and the bugbears the rest. The remains of a cook-
made of the same materials. Rooms are semicircular,
ing fire are in the center, with sleeping pallets strewn
with ceilings about half as tall as the rooms are wide.
all around. Combat from Tactical Encounter 2 might
spill into this chamber.

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The Pillar of Eyes

3. The Chamber of Smells Footchopper Alarm Trap


Object
Level 5 Trap
XP 100
Conclusion
The goblins deposit their rubbish in this sunken area,
Detect Perception DC 14 or 21 Initiative
where slippery, nasty things scuttle forward to eat the Defeating Foosteth and his goblins removes only
Immune attacks
offeringss. The creatures here have become aggressive one agency with designs on freeing the gibbering
Triggered Actions
and have snatched more than one incautious goblin. M Attack F At-Will mouther. Eventually, some other lunatic will try
Tactical Encounter 3: Things in the Dark, page Trigger: A creature enters one of the trigger squares. to finish the job. The adventurers might decide to
13. Effect: A loud ringing alerts creatures in adjacent rooms. destroy the statue, thus raising the ire of Those Who
Attack (Opportunity Action): Melee 1 (each creature in the Hear (Dungeon Masters Guide 2, page 120). The
4. Trapped Hall traps area); +8 vs. Reflex cultists might want to take revenge for the statues
Hit: 1d8 + 4 damage, and the target falls prone, takes ongoing destruction.
The madness afflicting Foosteth the Fat has infected
5 damage, and is slowed (save ends both).
him with intense paranoia. His delusion is so strong The question remains as to what turned the
Miss: Half damage, and the trap slides the target to the
that he has trapped the passage leading into his per- monster to stone in the first place. Was it a basilisk,
nearest unoccupied square not in the traps area.
sonal chambers to give him warning should someone Countermeasures
a medusa, or something more dangerous, such as
try to get the jump on him. F Preempt: Thievery DC 10 (standard action). Requirement: a beholder? The petrification might have been the
Footchopper Alarm Trap: This trap fills a space The creature must be adjacent to a square of the traps area. result of a chance meeting, or it could serve some
Success: The trap is triggered, and the creature can move darker, more sinister purpose.
2 squares by 2 squares. Stepping on a pressure plate
safely through the area this turn.
in the eastern 2 squares causes a nasty scythe blade to F Delay: Thievery DC 14 (standard action). Success: The
sweep across the trapped area. A moment later, bells pressure plate is temporarily jammed, rendering the area
chime, accompanying the chorus of screaming from until the end of the attempting creatures next turn.
F Disable: Thievery DC 21. Success: The blade is disabled,
the traps victims.
rendering the area safe.
A DC 14 Perception check reveals a 2-inch tall
groove running parallel to the floor for about 10 feet. 5. Hall of Whispers
Dirt and rocks fill the gap. A DC 21 Perception check Foosteth lurks in this room, attended by guards, pets,
is needed to recognize the pressure plate on the floor. and norker slaves who serve him in his personal
A secret panel on the opposite side of the pressure quarters.
plate (requiring a DC 21 Perception check to find) Tactical Encounter 4: Unhinged Mind, page
can shut off or reset the trap. Characters can also use 15.
Athletics to jump over the trapped area if they know
where it is.

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Encounter 1: Features of the Area grants a +2 bonus to Bluff, Diplomacy, and Intimidate
checks against the prisoner.
Bones: Shattered bones litter the area around the
Howling Host pillar. Any creature that is knocked prone in a square
With a successful DC 14 Bluff, Diplomacy, or
Intimidate check, the prisoner reveals that it serves a
Encounter Level 5 (1,000 XP) containing bones takes 3 extra damage from the
bugbear, Foosteth the Fat, and that the goblins bring
jagged splinters.
Setup Pillar of Eyes: Any creature that makes an attack
bones to honor the pillar. On a successful DC 21
5 goblin wolf riders (G) check, the captive also tells the party that Foosteth
while on top of the pillar or in a square adjacent to
wants to awaken the pillar. It admits that the wolf
The wolf riders spot the party from some distance it ignores cover and concealment (but not superior
riders attack adventurers to steal their magic, which
away and close on their position, using natural terrain cover or total concealment). The pillar stands 8 feet
Foosteth needs for the ritual of awakening. The dis-
to cover their approach. tall; climbing it requires a DC 10 Athletics check.
gruntled goblin also provides directions to the Wolf
If the party failed the Investigating the Pillar Treasure: Other than their equipment, the goblins
Den, granting a +2 bonus to all Perception checks
skill check (page 6), the goblins have surprise against have nothing of value. However, one carries a bag of
during the Tracking the Riders skill challenge on
the adventurers. bones.
page 7. (On a failed check, the goblin instead lies
When the goblin wolf riders attack, read: Development about the location and downplays the perils, impos-
ing a 2 penalty on all skill checks during the skill
A growling, barking band of wolves bearing goblins bounds If the adventurers capture one or more of the wolf
challenge.)
across the field. riders, they can try to extract useful information.
A captured goblin does not participate in combat
A character can make a DC 10 Insight check to
Tactics assess the prisoners state of mind, fears, or something
and flees at the first opportunity.
The goblins concentrate attacks on tough defenders, else useful about its personality. A successful check
using wolf s bite against any they knock prone. Other- reveals the goblin is not only unhappy because it is
wise, they use mobile melee attack to strike and move a prisoner but blames its master for its misfortune
away. They flee if the battle is going against them. and would be happy to see him fall. This information

5 Goblin Wolf Riders (G) Level 5 Skirmisher not provoke opportunity attacks when moving away from the
Small natural humanoid XP 200 each target of this attack.
HP 62; Bloodied 31 Initiative +6 Triggered Actions
AC 19, Fortitude 17, Reflex 17, Will 16 Perception +3 Goblin Tactics F At-Will
Speed 8 Low-light vision Trigger: The goblin is missed by a melee attack.
Standard Actions Effect (Immediate Reaction): The goblin shifts 1 square.
m Short Sword (weapon) F At-Will Knockdown Charge F At-Will
Attack: Melee 1 (one creature); +10 vs. AC Trigger: The goblin hits with a charge attack.
Hit: 1d6 + 6 damage. G G G G G
Effect (No Action): The attack deals 1d6 extra damage and the
M Wolfs Bite F At-Will target falls prone.
Attack: Melee 1 (one prone creature); +10 vs. AC Skills Stealth +9
Hit: 2d8 + 4 damage. Str 13 (+3) Dex 14 (+4) Wis 13 (+3)
M Mobile Melee Attack F At-Will Con 14 (+4) Int 8 (+1) Cha 8 (+1)
Effect: The goblin moves up to half its speed and uses short Alignment evil Languages Common, Goblin
sword once at any point during the movement. The goblin does Equipment leather armor, short sword

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Encounter 2: Tactics 3 Cunning Goblin Archers (G)


Small natural humanoid
Level 4 Artillery
XP 175 each
The sentry retreats into the complex if attacked from
Foosteths Sentries outside. The bugbears maneuver for combat advan-
HP 40; Bloodied 20
AC 18, Fortitude 13, Reflex 18, Will 16
Initiative +6
Perception +3
tage whenever possible. The goblins rush up, fire, and Speed 6 Low-light vision
Encounter Level 4 (925 XP)
then retreat, using perfect position until enemies close, Traits
Setup when they instead rely on mobile ranged attack. They Perfect Position
If the goblin ends its turn at least 4 squares from where it
2 bugbear warriors (B) focus fire on leaders first and then pick off ranged
started, its ranged attacks deal 1d6 extra damage until the
3 cunning goblin archers (G) attackers. start of its next turn.
The goblins try to fall back into the common room Standard Actions
One bugbear sentry is on guard near the entrance to to retain their ranged advantage while the bugbears m Short Sword (weapon) F At-Will
the mound. The other bugbear and the goblins are cut off escape to the outside. A retreating goblin might Attack: Melee 1 (one creature); +9 vs. AC
inside. They dont pay much attention to whats going try to warn Foosteth or lure enemies into the trap Hit: 1d6 + 6 damage.
on outside until the door guard gives the alarm. guarding Foosteths throne room. r Shortbow (weapon) F At-Will
Attack: Ranged 20 (one creature); +11 vs. AC
When the adventurers enter the mound, read: 2 Bugbear Warriors (B) Level 5 Brute Hit: 1d8 + 7 damage.
A horrid odor assails your senses, an unwholesome blend of Medium natural humanoid XP 200 each R Mobile Ranged Attack F At-Will
HP 76; Bloodied 38 Initiative +5 Effect: The goblin moves up to half its speed and uses shortbow
filth, sweat, and smoke. A shoddy wooden pen occupies the
AC 18, Fortitude 17, Reflex 15, Will 14 Perception +4 once at any point during the movement. The goblin does not
far side of this chamber, and a rounded tunnel leads into a Speed 6 Low-light vision provoke opportunity attacks when moving away from the
dark area beyond. Standard Actions target of this attack.
m Morningstar (weapon) F At-Will Triggered Actions
Attack: Melee 1 (one creature); +10 vs. AC Goblin Tactics F At-Will
Hit: 2d8 + 7 damage. Trigger: The goblin is missed by a melee attack.
M Skullthumper (weapon) F Encounter Effect (Immediate Reaction): The goblin shifts 1 square.
Attack: Melee 1 (one creature granting combat advantage to Skills Stealth +11, Thievery +11
the bugbear); +8 vs. Fortitude Str 11 (+2) Dex 18 (+6) Wis 13 (+3)
Hit: 2d8 + 7 damage, and the target falls prone and is dazed Con 10 (+2) Int 8 (+1) Cha 8 (+1)
(save ends). Alignment evil Languages Common, Goblin
Minor Actions Equipment leather armor, short sword, shortbow, 30 arrows
Predatory Eye F Encounter
Effect: The bugbear deals 1d6 extra damage on the next attack
it makes against a target granting it combat advantage
before the end of its next turn.
Skills Intimidate +7, Stealth +9
Str 20 (+7) Dex 16 (+5) Wis 14 (+4)
Con 16 (+5) Int 10 (+2) Cha 10 (+2)
Alignment evil Languages Common, Goblin
Equipment hide armor, morningstar

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The Pillar of Eyes

Features of the Area


Illumination: Torches on the walls fill the room
with bright light.
Wolf Pen: Moldy hay covers the floor of this
shabby wooden pen, which is closed by a gate with a
rope latch. Creatures inside the pen have cover from
attacks originating outside the pen.
Treasure: The creatures carry assorted coins total-
ing 140 gp.

G G

B B

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Encounter 3: Tactics Rust Monster (R)


Medium natural beast
Level 6 Skirmisher
XP 250
The rust monster rushes out to attack when it hears
Things in the Dark noise. The green slimes on the cavern floor follow,
HP 66; Bloodied 33
AC 20, Fortitude 16, Reflex 21, Will 17
Initiative +10
Perception +5
while those overhead wait until a character moves Speed 8 Low-light vision
Encounter Level 4 (950 XP)
underneath. Each readies an action to drop onto the Traits
Setup target and gainscombat advantage if it has not been Rusting Defense
Whenever a weapon attack hits the rust monster, the weapon
1 rust monster (R) spotted. The rust monster goes for enemies wearing
used in the attack is rusting until the end of the encounter.
4 green slimes (S) heavy armor but avoids those grabbed by slimes. While the weapon is rusting, attacks with the weapon take a
The creatures fight to the death, being unintelli- 1 penalty to attack rolls. If the weapon used to attack the rust
The rust monster hides in the back of the chamber, gent and having no escape. monster is already rusting, increase the penalty to attack rolls
along with two green slimes that dont have much by 1 (to a maximum penalty of 5).
interest in their companion. 4 Green Slimes (S) Level 4 Lurker Standard Actions
Medium natural beast (blind, ooze) XP 175 each
Two other, sneakier green slimes hang on the ceil- m Bite F At-Will
HP 47; Bloodied 23 Initiative +9
ing over the entry passage. Attack: Melee 1 (one creature); +11 vs. AC
AC 18, Fortitude 23, Reflex 17, Will 20 Perception +2
Hit: 2d8 + 5 damage. If the target is wearing heavy armor, the
Speed 4, climb 4 Blindsight 10
When the adventurers enter this area, read: armor is rusting until the end of the encounter. While the
Immune blinded, gaze effects; Resist 5 acid;
armor is rusting, the target takes a1 penalty to AC. If the
The smell worsens in the dank tunnel, which slopes gently Vulnerable 5 fire, 5 radiant
target is wearing armor that is already rusting, increase the
downward. The air is heavy with damp, and the ground is Traits
penalty to AC by 1 (to a maximum penalty of 5).
muddy. Ooze
Effect: The rust monster shifts 1 square.
While squeezing, the slime moves at full speed rather than
M Devour Metal F Recharge if the power misses
When a green slime on the ceiling attacks, read: half speed, it doesnt take the 5 penalty to attack rolls, and it
Attack: Melee 1 (one creature wearing or wielding a rusting
doesnt grant combat advantage for squeezing.
A glistening green globule drops from above! item); +9 vs. Reflex
Standard Actions
Hit: The rusting item is destroyed. If the item was magic, the
Perception m Engulf (acid) F At-Will
residuum from it can be retrieved from the rust monster
DC 21: The character notices the green slimes on the Attack: Melee 1 (one creature); +7 vs. Reflex
after the creature is slain. The residuum is worth the market
Hit: 1d6 + 3 acid damage, and the slime grabs the target
ceiling. value of that item (instead of one-fifth the value).
(escape DC 18). Until the grab ends, the target takes ongo-
Str 8 (+2) Dex 20 (+8) Wis 15 (+5)
ing 10 acid damage. Attacks that target the slime deal
Con 10 (+3) Int 2 (1) Cha 12 (+4)
half damage to the slime and half damage to one creature
Alignment unaligned Languages
grabbed by the slime.
Skills Stealth +10
Str 11 (+2) Dex 16 (+5) Wis 11 (+2)
Con 17 (+5) Int 3 (2) Cha 1 (3)
Alignment unaligned Languages

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The Pillar of Eyes

Features of the Area


Illumination: This chamber is dark.

S
R
S

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Encounter 4: Foosteth (F) Level 6 Brute M Power Feed (psychic) F Recharge if the power misses
Medium natural humanoid (shapechanger), barghest XP 250
Requirement: Foosteth must be in wolf form.
Unhinged Mind HP 84; Bloodied 42 Initiative +5
Attack: Melee 1 (one creature); +9 vs. Will
AC 18, Fortitude 20, Reflex 18, Will 18 Perception +10
Hit: 3d8 + 5 psychic damage, and Foosteth gains one use of an
Encounter Level 6 (1,290 XP) Speed 6 (8 in wolf form) Low-light vision
at-will or encounter attack power that it has seen the target
Traits
use during this encounter.
Setup O Aura of Madness F Aura 3
Foosteth must use the gained power while in bugbear form
Foosteth slides any creature starting its turn in the aura 1
Foosteth (F) and before the end of the encounter. The attack bonus for
square.
2 bugbear stranglers (B) Standard Actions
the power is +11 vs. AC and +9 vs. any other defense. The
2 hungry dire wolves (W) damage roll uses the ability score modifier of the creature
m Bite F At-Will
from whom the power was chosen. The damage does not
5 norker slaves (N) Requirement: Foosteth must be in wolf form.
include any bonuses or penalties to the damage roll that the
Attack: Melee 1 (one creature); +11 vs. AC
Do not place the norkers on the map at the start of Hit: 2d8 + 9 damage.
owner of the power might have.
combat. They are hiding behind the curtain and do Minor Actions
m Battleaxe (weapon) F At-Will
Change Shape (polymorph) F At-Will (1/round)
not join the fight until the third round. Requirement: Foosteth must be in bugbear form.
Effect: Foosteth can alter his physical form to appear as a
Attack: Melee 1 (one creature); +11 vs. AC
When the characters enter the Hall of Whispers, Medium wolf or a bugbear until he uses change shape again
Hit: 2d10 + 6 damage.
read: or until he drops to 0 hit points. He retains his statistics in
M Jump Strike F Recharge 5 6
his new form. His clothing, armor, and other possessions do
The hallway opens into a roundish chamber. Seated in a Effect: Before or after the attack, Foosteth shifts 3 squares.
not change.
Attack: Melee 1 (one creature); +11 vs. AC
throne made from sharpened bones is a profoundly obese Skills Stealth +10
Hit: 4d8 + 7 damage.
bugbear. A gaudy tapestry stinking of mildew hangs across Str 19 (+7) Dex 15 (+5) Wis 15 (+5)
from the gruesome throne, which is topped by a humanoid Con 14 (+5) Int 13 (+4) Cha 12 (+4)
skull. Two tough-looking bugbears stand guard nearby. A Alignment evil Languages Common, Goblin
Equipment battleaxe
pair of shaggy wolves growl near a curtain against the far
wall.
Tactics can use strangle. The dire wolves charge the nearest
The adventurers have surprise if they bypassed the enemy and then stay as close as possible to Foosteth
Foosteth begins by taking wolf form, then springs
footchopper alarm trap in area 4, since Foosteth is or a bugbear so they can knock enemies prone.
from his throne with jump strike to attack the closest
confident that the trap will warn him against intrud- At the start of the third round of combat, the
enemy. When he sees an enemy use an interesting
ers. Otherwise, all the creatures in the room are norker slaves roll initiative. They come through
encounter power, he attacks that target with power
ready and waiting. the curtain and focus against any enemy thats not
feed. If he becomes bloodied and hasnt yet used
already engaged in melee.
power feed, he uses it to gain an enemys at-will power.
All creatures except the stranglers fight to the
Foosteth exploits aura of madness to draw the adven-
death. The stranglers are willing to sacrifice them-
turers deeper into the room and also to position his
selves only so long as Foosteth lives. If he falls, they
servants to get combat advantage when possible.
attempt to flee when reduced to 15 or fewer hit
The bugbears wheel out to either side of Foosteth,
points.
maneuvering to flank enemies with him so they

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2 Bugbear Stranglers (B) Level 6 Lurker 2 Hungry Dire Wolves (W) Level 4 Skirmisher 5 Norker Slaves (N) Level 3 Minion Soldier
Medium natural humanoid XP 250 each Large natural beast XP 175 each Small elemental humanoid XP 38 each
HP 58; Bloodied 29 Initiative +11 HP 59; Bloodied 29 Initiative +6 HP 1; a missed attack never damages a minion. Initiative +4
AC 21, Fortitude 18, Reflex 18, Will 16 Perception +5 AC 18, Fortitude 17, Reflex 16, Will 16 Perception +9 AC 19, Fortitude 16, Reflex 14, Will 13 Perception +1
Speed 7 Low-light vision Speed 8 Low-light vision Speed 6 Low-light vision
Standard Actions Traits Standard Actions
m Morningstar (weapon) F At-Will Pack Harrier m Battleaxe (weapon) F At-Will
Attack: Melee 1 (one creature); +11 vs. AC The wolf has combat advantage against any enemy that is Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d8 + 5 damage. adjacent to one or more of the wolfs allies. Hit: 5 damage, and the target is marked until the start of the
M Strangle F At-Will Standard Actions norkers next turn.
Attack: Melee 1 (one creature granting combat advantage to m Bite F At-Will Triggered Actions
the bugbear); +9 vs. Reflex Attack: Melee 1 (one creature); +9 vs. AC Horrid Endurance F At-Will
Hit: 2d8 + 5 damage, and the target is grabbed (escape DC 19). Hit: 2d6 + 5 damage, or 3d6 + 5 damage against a prone Trigger: The norker takes damage from an attack by an enemy
Sustain Standard: 2d8 + 5 damage, and the grab persists until target. The target falls prone if the wolf has combat advan- adjacent to it.
the end of the bugbears next turn. tage against it. Effect (Immediate Interrupt): The norker gains resist 5
Minor Actions Str 19 (+6) Dex 15 (+4) Wis 14 (+4) all against the triggering attack. If the norker takes no
Predatory Eye F Encounter Con 19 (+6) Int 5 (1) Cha 11 (+2) damage from the attack, the triggering attacker takes 5
Effect: The bugbear deals 1d6 extra damage on the next attack Alignment unaligned Languages damage.
it makes against a target granting it combat advantage before Str 14 (+3) Dex 12 (+2) Wis 11 (+1)
the end of its next turn. Con 17 (+4) Int 6 (1) Cha 7 (1)
Triggered Actions Alignment evil Languages Common
Body Shield F Recharge 4 5 6 Equipment battleaxe
Trigger: An enemy makes a melee or ranged attack against
the bugbears AC or Reflex while the bugbear is grabbing a
creature.
Effect (Immediate Interrupt): The grabbed creature becomes the
target instead. The bugbear cant use this power to redirect
attacks made by a creature it is grabbing.
Skills Intimidate +8, Stealth +12
Str 18 (+7) Dex 18 (+7) Wis 14 (+5)
Con 16 (+6) Int 10 (+3) Cha 10 (+3)
Alignment evil Languages Common, Goblin
Equipment leather armor, morningstar, rope garrote

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The Pillar of Eyes

Treasure: Foosteth keeps his loot in a pile in his


quarters. It includes a 7th-level magic item, a ritual
scroll of Remove Affliction, and 420 gp worth of
residuum in a glass phial.
N Possessed Skull Level 6 Trap
Object XP 100
W N
Detect automatic Initiative +2
HP 5
W N AC 10, Fortitude 5, Reflex 10, Will
Immune necrotic, poison, psychic, forced movement,
N all conditions, ongoing damage
B B N Standard Actions
C Close Power F At-Will
Requirement/Effect: Foosteth must be dead.
F Attack: Close burst 5 (one creature in the burst); +9 vs. Will
Hit: The target is dazed until the start of the skulls next turn,
and the skull slides each creature adjacent to the target 1
square.
Countermeasures
F Control: Any creature that picks up and holds the skull
can choose its target, but if the attack misses, the creature
Features of the Area returns to the skull. The skulls eye sockets glow with
holding the skull takes 5 psychic damage.
power, and it rolls initiative and attacks.
Illumination: Candles burn in wall nooks in the
Tapestry: A mildewed tapestry hangs on the About the Author
walls throughout the throne room and Foosteths
north wall, depicting battle scenes involving various Robert J. Schwalb is an award-winning game designer who
quarters, filling the area with dim light.
humanoids. It is too damaged to be worth anything has contributed design to or developed over one hundred
Curtain: A heavy curtain separates the throne roleplaying game titles for Dungeons & Dragons, Warham-
but can be pulled off the wall to hinder nearby
room from Foosteths quarters. Entering a square mer Fantasy Roleplay, A Song of Ice and Fire RPG, Star Wars RPG,
enemies. and the d20 system. Some of his more recent work for Wizards
containing the curtain costs 2 squares of movement.
of the Coast can be found in Players Handbook 3, Martial Power
A DC 10 Strength check (standard action) pulls the Tapestry Single-Use Terrain 2, and Draconomicon 2: Metallic Dragons. In addition, hes a
curtain down. A quick tug, and the tapestry hanging on the wall flutters to regular contributor to both Dragon and Dungeon maga-
Jagged Throne: A hideous chair made from the ground, trapping anyone next to it. zines. Robert lives, works, and will probably die in Tennessee.
human bones stands against the south wall. The Standard Action
Requirement: You must be adjacent to the tapestry.
bones jab out at odd angles. Any creature forcibly
Check: DC 14 Athletics.
moved into the thrones space takes 5 damage. Success: The tapestry falls.
Possessed Skull: Foosteth has attached the skull Target: Each creature in a close blast 3 adjacent to the tapestry
Attack: +9 vs. Reflex
of the slain cultist to his throne as a trophy. When the
Hit: The target is blinded and slowed until it is no longer un-
barghest is slain, the cultists essence slips free and derneath the tapestry.

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Vanguard Tower
An adventure for 4th-level characters
F by Rob Wieland F

illustration by Wayne England


cartography by Jason A. Engle

TM & 2010 Wizards of the Coast LLC All rights reserved.

Vanguard Tower is a short adventure for five 4th-level characters.


As the adventurers are going about their business, they learn that
a beholder has taken captured rust monsters to a tower for an un-
known purpose, and their goal is to find out whats going on at the
tower and deal with the beholder. The tower was held originally by
the bandit group called the Cats of Thleen. Will the heroes discover
and prevent the exchange of a rust monster to a gnoll tribe? And
what do they find in the tower if they succeed?

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Vanguard Tower

Many adventurers come to the Chaos Scar looking for lost Not Rust Monsters!: A druid who lives in the
area of the tower saw the rust monsters being taken
treasure, powerful magic, and vicious monsters to defeat. to the tower by the beholder. She made this informa-
tion known to friends of hers in various towns, and
The Scar has all three in copious amounts, and some seek to one of these friends approaches the heroes. He or

make a profit by turning a negative into a positivefor them she wants to alleviate the concerns the druid has
about the rust monsters. Perhaps the druid finished
if nobody else. The beholder gauth named Shur-Tuuz is one handling a rust monster menace elsewhere and
wishes to prevent this from happening againbut
such profiteer. the beholder and its duergar entourage are beyond
her ability to handle.
Old Friends: The heroes could know any of the
Background tower could serve as a useful location for it. Storing
Vanguard Tower inhabitants. Artemeque Labruinn,
vicious creatures in some of its bases is not conve-
Many adventurers come to the Chaos Scar look- the leader of the Cats of Thleen, could be an old
nient; this place, however, is far enough out that it
ing for lost treasure, powerful magic, and vicious friend of any unaligned heroes or the foe of any good
can consider selling more dangerous creatures than
monsters to defeat. The Scar has all three in copi- heroes. Zagira could be a mentor to an arcane hero.
rust monsters.
ous amounts, and some seek to make a profit by Quillburn might have consulted on an arcane riddle
Unfortunately for Shur-Tuuz, a local druid saw
turning a negative (captured creatures such as rust or offered dungeoneering advice. The heroes receive
its band heading toward the tower, plus the rust
monsters or the last known location of a missing word many months after the fact that their old friend
monsters, and she quickly made it known to contacts
band of would-be heroes) into a positivefor them if has built Vanguard Tower and is looking for adven-
that something was going on at the tower. How this
nobody else. The beholder gauth named Shur-Tuuz turers to help tame the Scar. The heroes can use the
news reaches the ears of the adventurers is up to the
is one such profiteer, and its recent efforts have seen tower as a base of operations for their adventures.
DM (see some hooks below for ideas), but the druid
it lead a group of duergar to the tower, where it also When they reach the location, though, they stumble
and other folk are not happy with the idea of having
hopes to profit by selling a couple of rust monsters to across the beholder and its negotiations.
a beholder in that tower, and they dont appreciate
a band of local gnolls. The beholder already has the
the presence of rust monsters in the area. The heroes
duergars payment for the information; now it seeks
might also know the former inhabitants of the tower
to gain payment for the rust monsters. Major Quest:
and seek to discover what happened to them. What-
After the beholder arrived at the location with the
ever the case, they arrive as the negotiations for the StoptheBeholder
band of duergar, they all discovered that the tower
rust monsters are taking place. The characters must kill the rust monsters and find
hadnt had inhabitants for a few months. Seeing
another opportunity, Shur-Tuuz sent its runner off out what the beholder is doing in the tower. If all else
to the gnolls, but also sent another back to one of
Hooking the Characters fails, killing the beholder works, too, without finding
Vanguard Tower takes place in the Chaos Scar. out anything as to its purpose for being there.
its usual haunts to gather more forces. It wants to
Use of one the following hooks to bring your char- Quest XP: 200 per character.
keep the tower as another base of operations. Thus
acters into conf lict with the new lord of Vanguard
far, Shur-Tuuz has succeeded at its endeavors to sell
Tower.
information and various found goods, and this

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Vanguard Tower

A Noble Experiment: A scholar studying the Middle Floor (Snake Charmers): Zagira, a rarely there. Instead, she wanders the Scar seeking
strange chaos metal wants to know the effect it has on dragonborn mystic, accompanied Artemeque to the out the strange interaction between the metal and
rust monsters. Can they digest it? Does it mutate them area. The mystic spends most of her time studying the arcane energy. When she first arrived, she turned
like other creatures? The adventurers are put on the meteor, because she seeks to harness its power. Zagira her floor into a series of interconnected teleportation
trail of a pair of rust monsters that leads them to the took over the middle floor of the tower, though she is wards to allow the Cats to teleport to any one of their
forest. The trail ends at the tower, so someone inside
must have the rust monsters.
Shur-Tuuz Must Pay: An ally of the heroes
Using Vanguard Tower asa Hook
has been targeted by assassins. The heroes tracked
downthe source of the betrayal to Shur-Tuuz. The If you have time to set it up beforehand, Vanguard Tower makes an excellent base of operations for a Chaos Scar
spies in the beholders employ have caused many set- campaign. Labruinn and the Cats of Thleen can act as allies that provide a safe shelter in between encounters and
backs inthe lives of those who are looking to restore serve as a source of rumors and research. This group of bandits walks the fine line between being folk heroes and
order to the wild lands of the Chaos Scar. If Shur- outlaws. A person must have ended at least nine lives to join the Cats. The group targets the rich and others they
Tuuz were eliminated, the heroes would take one step believe can stand to lose some gold pieces, but they dont always give to the poor. In essence, the Cats of Thleen
closer to victory. serve themselves first and others second.
They understand the importance of allies, however, so they do a good job of staying in the good graces of the
The Tower common folk. The Cats live simply in the woods, but every month they take a chunk of their ill-gotten gains and
Formerly the base for the Cats of Thleen, the tower is spread them around the nearest town. Innkeepers and blacksmiths arent likely to sell out rogues if they want to
being used for different purposes now. Both the origi- stay well-paid. Also, those willing to pursue the thieves into the dangerous Scar are either foolhardy enough to get
nal purpose and the current condition of each floor themselves killed or brave enough the Cats might want them as part of the gang.
are described below to allow DMs to use the tower If not allies, the Cats of Thleen could also be friendly rivals, spurring the heroes to greater deeds through compe-
for more than the adventure at hand. See Using Van- tition and the quest for bragging rights. They might ride to your heroes aid in case an encounter goes poorlybut
guard Tower as a Hook for more information on the demand payment for their efforts.
towers backstory. Today, nobody knows what happened to the Cats of Thleen. Their activities dropped off dramatically a few
Top Floor (An Interrupted Negotiation): Arte- months ago, so now people suspect that something has happened to them. Some believe that creatures of the
meque Labruinn, the leader of the Cats of Thleen, Chaos Scar might have overtaken them. Others think that the law might have finally caught up with them. Some,
came to the Chaos Scar, realizing its potential as a though, wonder if they might have moved on to easier lands to pillage. A couple of folk speculate that the Cats
base of operations. He reserved the top floor for him- could still be hiding out in the forest, waiting for the word from Artemeque to strike.
self as a library, where he would carefully plan the As an alternative to rumors of the disappearance of the Cats, a relatively recent attack on the tower makes for
Cats next big heist. Over the years, he has collected an excellent cliffhanger. Imagine the heroes, flush with gold and treasure, returning to Vanguard Tower to talk of
information about the Scar and those interested in it. their latest triumph. Perhaps before they reach the doors they stumble across the body of one of the Cats, which
Someday, he hopes that selling this collection of lore gives them warning that something isnt right. Before they approach the tower, if the session was nearing its end
will allow him to retire. Currently the room is the anyway, you could give the players enough clues to have them realize that the haven they thought was safe for
location where the gnoll and beholder are meeting to their characters is notthen end the session.
make the exchange.

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Vanguard Tower

bases hidden within the forest. Today, several gnolls taking over an area that the adventurers have already Conclusion
plus their snake pets are keeping watch on this floor cleared. After all, when one menace vanishes, another
The heroes might wish to use the tower as a base
while the negotiations take place on the floor above one might appear to take its place.
of operations for their further adventures in the
them.
Chaos Scar. The characters can shore up the physical
Ground Floor (Ambush in the Dark): The third Treasure defenses easily and use it as a place to store their trea-
Cat, Jorg Quillburn, is a dwarf expert of elemental The following treasure parcels can be found in Van-
sure. The adventurers might also wish to seek out the
earth magic. Quillburns elementals built the tower, guard Tower. The magic items should be useful to
history of those who lived in the tower before them
and Quillburn chose to take over the base floor of the your characters and themed to the fallen heroes that
and complete any unfinished business. The fate of the
tower and make it into an art gallery of sorts. He likes built the tower.
Cats of Thleen is left open. Perhaps they were killed,
to sculpt statues in his spare time, using his mastery
or perhaps they retreated to another hideout with
of stone to create works of art. His last big score was Parcel 1: 8 gold circlets
(worth 50 gp each), 20 gpAmbush in the Dark
grander treasures hidden away.
stealing an artifact from the duergar and hiding it in
Parcel 2: Level 5 magic item, On the other hand, the heroes might believe the
one of his sculptures. Several duergar, who are here
alexandrite (worth 50 gp), 40 gpSnake Charmers tower has been corrupted too thoroughly. Destroying
thanks to the beholders information, are attempting
Parcel 3: the tower can be as simple as a ritual discovered in
to locate the item.
Level 7 magic item An Interrupted Negotiation the library or as involved as putting the ghost of Jorg
Quillburn or another Cat of Thleen to rest.
Shur-Tuuz Getting Started If the journals survived the encounter on the top
Shur-Tuuz likes to acquire information, items, and Read or paraphrase the following when the floor, they are an excellent source of maps, cryptic
creatures to sell to others, and he has a small cus- adventurers reach the base of Vanguard Tower: entries, and encoded pages leading to other adven-
tomer base built up already. If you, as the DM, already
tures in the Scar or wherever the heroes turn their
have an organization in place that would find Shur- The rectangular tower juts out of the ground, combining attention next.
Tuuz useful, consider having Shur-Tuuz be an agent of natural and structured features in unusual ways. Its sides The beholder gauth is also an excellent link to
that organization with a clientele that he gained from are like craggy rock faces rather than smooth chiseled stone. another adventure. The gauth could have been an
his affiliation with the organization. Otherwise, the Windows in the sides of the structure look like natural alcoves, agent of an enemy the heroes have already made. The
beholder is an entrepreneur who started successfully yet the sun glints off glass set within each alcove. Two large beholder could also be a pawn sacrificed to see how
building up his own business just over a year ago. doors at the base of the tower open into darkness, and the much of a threat the heroes are becoming. Addition-
Regardless of where you decide Shur-Tuuz fits in your sounds of pick and shovel on stone echo within the structure. ally, the gnolls that meet with the beholder brought a
campaign, though, he believes that the information in
magic item as payment for the rust monster. Whoever
the tower will add to his profits in some manner and The tower is 50 feet tall, and the other floors can be owned that item originally will probably want it back.
intends to start going through the library that the Cats accessed through windows (DC 15 Climb check to
have acquired. reach each window). Coming in through the windows About the Author
Rob Wieland writes about pirates, gangsters, Jedi, and
will change the order of the encounters but have no
The Gnolls effect on the encounters themselves. In fact, if the
dragons. He would like to thank everyone who ever spent
time in his basement, cramped apartments, and dining room
The gnolls are recent clients of Shur-Tuuz, and heroes think to peer into the windows, feel free to helping him tell stories over dice and pizza. He lives in scenic
they just established a foothold in an area that the give them a preview of the monsters inside the tower. Milwaukee, Wisconsin, and is honored to be working on the
adventurers havent yet explored, or perhaps theyre granddaddy of them all: Dungeons & Dragons.

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Vanguard Tower

Ground Floor: Tactics


The duergars limited knowledge of elemental
Ambush in the Dark magic allows them to control this room of the
Encounter Level 4 (850 XP) tower and turn it to their advantage. By shutting
the doors and sealing the windows, the room
Setup is entirely enclosed in darkness and swings the
2 duergar guards (G) encounter space into favoring the duergar.
3 duergar miners (M) The guards engage the heroes as close to
2 duergar scouts (S) their entry point as possible. They try to keep
the scouts free to rain down ranged attacks on
The duergar are chipping away at the corrupted their opponents. If the miners have been elimi-
stones that make up the tower. The Cats of Thleen nated, the guards concentrate their attacks on
took something from them before they went missing, any heroes bearing a light source, but they do not
and the duergar are tearing the room apart to bring it break off to close the doors if they are open.
back home. Anyone pausing to listen to them talk in If the adventurers draw their own illumina-
Deep Speech can hear that theyre searching for an tion devices, such as torches or sunrods, the
item of importance to them. miners attack the individuals bearing a light
source. If a light source is dropped on the floor,
Read the following when the heroes enter the one of the duergar miners moves to pick up the
room, either through the main doors or through item and bury it in one of the rock piles with a
one of the windows around the tower: minor action. If the miner places it in the rock
pile, the light source is considered extinguished.
The base of the tower is a mess. What was once a The duergar scouts do their best to stay to
welcoming area is now little more than a junk room. the shadows and use their underdark sneak and
Smashed statues litter the floor. Beautiful tapestries lie shadow attack. They engage the heroes at range
tattered on the ground or have been used to tie off rough and try to keep the long hallways between them-
mining equipment. selves and the heroes. They target any heroes
The guttural chatter drops off suddenly. The sound with ranged abilities first, then heroes with light check. If the doors are opened, the only squares still
of work comes to a stop, replaced by a slow rhythmic sources. bathed in darkness are the ones behind the stairs
thumping. Duergar mash their tools on the ground, leading up to the next level.
creating a deafening beat in the room.
Features of the Area Rock Piles: The piles of rocks are considered dif-
Suddenly, the windows seal close and the doors slam Illumination: None. The heroes can force the ficult terrain. The treasure parcel is hidden under the
shut. The only thing you hear is the angry pounding. The doors open to allow some light in the room. Break- 10-by-5 foot pile.
only thing you see in the darkness is the glow of seven pairs ing open the doors requires a DC 17 Dungeoneering
of eyes.

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Vanguard Tower

2 Duergar Guards (G) Level 4 Soldier 3 Duergar Miners (M) Level 5 Minion Brute 2 Duergar Scouts (S) Level 4 Lurker
Medium natural humanoid XP 175 each Medium natural humanoid XP 50 each Medium natural humanoid XP 175 each
HP 58; Bloodied 29 Initiative +6 HP 1; a missed attack never damages a minion. Initiative +3 HP 48; Bloodied 24 Initiative +8
AC 21, Fortitude 17, Reflex 15, Will 15 Perception +4 AC 20, Fortitude 17, Reflex 14, Will 17 Perception +4 AC 18, Fortitude 18, Reflex 16, Will 16 Perception +9
Speed 5 Darkvision Speed 5 Darkvision Speed 5 Darkvision
Resist 5 fire, 5 poison Resist 5 fire, 5 poison Resist 5 fire, 5 poison
Standard Actions Standard Actions Traits
m Warhammer (weapon) F At-Will m Warhammer (weapon) F At-Will Shadow Attack
Attack: Melee 1 (one creature); +9 vs. AC Attack: Melee 1 (one creature); +10 vs. AC The duergar scouts attacks deal 4d6 extra damage when the
Hit: 1d10 + 6 damage. Hit: 4 damage. scout hits a target that cannot see it.
Effect: The duergar guard marks the target until the end of the Skills Dungeoneering +9 Standard Actions
targets next turn. Str 17 (+5) Dex 13 (+3) Wis 14 (+4) m Warhammer (weapon) F At-Will
Minor Actions Con 20 (+7) Int 10 (+2) Cha 7 (+0) Attack: Melee 1 (one creature); +9 vs. AC
Infernal Anger (fire) F Recharge 5 6 Alignment evil Hit: 1d10 + 4 damage.
Effect: Until the start of the guards next turn, its melee attacks L anguages Common, Deep Speech, Dwarven r Crossbow (weapon) F At-Will
deal 4 extra fire damage, and if an enemy adjacent to the Equipment chainmail, warhammer Attack: Ranged 20 (one creature); +9 vs. AC
guard moves, the guard can shift 1 square as an immediate Hit: 1d8 + 5 damage.
reaction. Underdark Sneak F At-Will
r Infernal Quills (poison) F Encounter Effect: The scout becomes invisible until the end of its next
Attack: Ranged 3 (one creature); +9 vs. AC turn or until it hits or misses with an attack.
Hit: 1d8 + 3 damage, and the target takes a 2 penalty to Minor Actions
attack rolls and ongoing 5 poison damage (save ends both). r Infernal Quills (poison) F Encounter
Skills Dungeoneering +9 Attack: Ranged 3 (one creature); +9 vs. AC
Str 14 (+4) Dex 15 (+4) Wis 15 (+4) Hit: 1d8 + 4 damage, and the target takes a 2 penalty to
Con 18 (+6) Int 10 (+2) Cha 8 (+1) attack rolls and ongoing 5 poison damage (save ends both).
Alignment evil Skills Dungeoneering +9, Stealth +9
L anguages Common, Deep Speech, Dwarven Str 13 (+3) Dex 15 (+4) Wis 14 (+4)
Equipment chainmail, warhammer Con 18 (+6) Int 10 (+2) Cha 8 (+1)
Alignment evil
L anguages Common, Deep Speech, Dwarven
Equipment chainmail, warhammer, crossbow

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Vanguard Tower

Middle Floor: Tactics


The spitting cobras spit at anyone coming
SnakeCharmers up the stairs and then withdraw down the
Encounter Level 4 (900 XP) hallway as the gnolls advance. They try to
hit as many different targets as they can
Setup before they are killed.
Gnoll war fang (W) The deathpledged attack whichever
2 deathpledged gnolls (G) hallway has fewer minions after the first
5 spitting cobras (C) round. They target any controllers first if
any cobras are left.
The gnolls brought the cobras with them and The gnoll war fang accompanies the
watch them move in the hallway. The death- deathpledged gnolls, but as soon as one
pledged do not movethey are ready to die of the gnolls drops, it can no longer use
for their leader at a moments notice. The five its pack attack ability and should consider
spitting cobras wait in the hall: two on either using the central wall teleport to single out
side of the stairs and one directly in front. any lone hero.
Before the encounter, one snake attempts to
sneak past the heroes by making a DC 14
Features of the Area
Stealth check. A failed check triggers the Illumination: Sunrods placed along
encounter. the western and eastern walls illuminate
the hall.
Read the following when the heroes Central Wall: The central wall is cov-
enter the room, either up the stairs or ered in strange markings. The gnoll war
through one of the windows around the fang has painted similar markings on its
tower, or when a snake fails a Stealth chest. Once an encounter, it can touch the
check: central wall and teleport to any square
adjacent to it. A hero can attempt the same
Numerous hisses echo though the halls of this level thing by painting sigils on a person with a
of the tower. A quick glance downward shows DC 14 Arcana check as a standard action.
several large snakes writhing on the floor. They Each hero can teleport once during the
crawl over broken stone, cracked glass, and other encounter as a move action.
broken belongings of those who once lived here.

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Vanguard Tower

Gnoll War Fang (W) Level 6 Soldier (Leader) 2 Deathpledged Gnolls (G) Level 5 Brute 5 Spitting Cobras (C) Level 5 Minion Soldier
Medium natural humanoid XP 250 Medium natural humanoid XP 200 each Small natural beast (reptile) XP 50 each
HP 72; Bloodied 36 Initiative +7 HP 74; Bloodied 37 Initiative +4 HP 1; a missed attack never damages a minion. Initiative +8
AC 22, Fortitude 17, Reflex 16, Will 20 Perception +5 AC 18, Fortitude 18, Reflex 16, Will 16 Perception +4 AC 21, Fortitude 17, Reflex 18, Will 17 Perception +4
Speed 7 Low-light vision Speed 8 Low-light vision Speed 6, climb 6 Low-light vision
TRAITS Traits Standard Actions
O War Fang Defense F Aura 1 Pack Attack m Bite (poison) F At-Will
Allies within the aura gain a +2 bonus to AC. The gnolls attacks deal 5 extra damage to any enemy that has Attack: Melee 1 (one creature); +10 vs. AC
Pack Attack two or more of the gnolls allies adjacent to it. Hit: 6 poison damage, and the cobra marks the target until the
The war fangs melee attacks deal 5 extra damage against an Standard Actions end of the cobras next turn.
enemy that has two or more gnoll allies adjacent to it. m Longspear (weapon) F At-Will r Blinding Spittle (poison) F Recharge 4 5 6
STANDARD ACTIONS Attack: Melee 1 (one creature); +10 vs. AC Attack: Ranged 5 (one creature); +8 vs. Reflex
M Longsword (weapon) F At-Will Hit: 2d6 + 9 damage, or 2d6 + 11 while the gnoll is bloodied. Hit: 6 poison damage, and the target is blinded (save ends).
Attack: Melee 1 (one creature); +13 vs. AC Triggered Actions Str 7 (+0) Dex 18 (+6) Wis 15 (+4)
Hit: 1d8 + 6 damage, or 1d8 + 10 while the war fang is Claws of Yeenoghu (healing) Con 15 (+4) Int 1 (3) Cha 10 (+2)
bloodied. Trigger: The gnoll first drops to 0 hit points. Alignment unaligned Languages
MINOR ACTIONS Effect (No Action): The gnoll regains 5 hit points, gains 1 action
Demonic Challenge (fire) F At-Will (1/round) point, and gains resist 15 to all damage. At the end of its
Effect: The war fang marks one enemy within 3 squares until next turn, the gnoll drops to 0 hit points.
the end of the encounter or until the war fang uses this Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
power again. Until the mark ends, whenever the marked Con 14 (+4) Int 9 (+1) Cha 7 (+0)
enemy makes an attack that does not include the war fang Alignment chaotic evil Languages Abyssal, Common
as a target, the marked enemy takes 10 fire damage. Equipment leather armor, light shield, longspear
TRIGGERED ACTIONS
No Mercy F At-Will
Trigger: An enemy misses the war fang with a melee attack.
Effect (Immediate Reaction): One ally adjacent to the triggering
enemy can make a melee basic attack against it as a free
action.
Skills Intimidate +12
Str 19 (+7) Dex 14 (+5) Wis 15 (+5)
Con 16 (+6) Int 16 (+6) Cha 18 (+7)
Alignment chaotic evil Languages Abyssal, Common
Equipment plate armor, longsword

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Vanguard Tower

Top Floor: If the heroes make their presence


known, read the following, adjusting as
AnInterrupted needed to fit the circumstances:

Negotiation As you approach, the beholder drifts away from


Encounter Level 5 (1,100 XP) the table and turns its attentions to you. Perhaps
a bit of a break before we continue? Im sure youd
Setup like a demonstration. The beholder barks a word
Shur-Tuuz, beholder gauth (B) and the bone cage clatters to the floor.
Gnoll huntmaster (G)
2 rust monsters (R)
Tactics
Shur-Tuuz fights the first part of the battle
The beholder gauth is seated at the small table in to show off to its potential client. It cycles
the lower left hand corner. The magic item from the through its eye ray powers, but once it is
treasure parcel is located on the table. The beholder bloodied, it starts playing for keeps.
plans to pay Shur-Tuuz with it in exchange for one of The huntmaster stays out of the fight
the rust monsters Shur-Tuuz has in its possession. The initially unless attacked. If Shur-Tuuz takes
beholder and gnoll are speaking in a mix of Abyssal double digit damage from any attack, it con-
and Deep Speech. A character would need to under- vinces the huntmaster to aid it by giving the
stand both languages to follow their conversation. gnolls the rust monsters for free.

Read the following when the heroes enter the


Features of the Area
room, either up the stairs or through one of the Illumination: The fireplace offers the
windows around the tower: primary source of illumination, though sun-
rods in sconces along the wall also provide
Bookshelves line one wall of the area, and an alchemy set light around the edges of the room.
occupies a table near the stairs. Two rust monsters are Bookshelves: The bookshelves contain Alchemists Table: Adventurers can find enough
curled up around the table. A glowing blue cage of bone journals from various adventurers as well as items components in the alchemy rig to make one potion of
surrounds the rust monsters. that look delicious to the rust monsters. These jour- level 5 or lower.
You hear the sounds of speech coming from the end of nals are an excellent source of additional hooks Blue Sigils: In addition, the blue sigils represent
the long bookshelves, but the voices are too hushed to make and later adventurers. The bookshelves can be wards containing the rust monsters. Shur-Tuuz drops
out the language. Seated at a small table near the shelves knocked over, dumping more food to distract the the wards at the beginning of the encounter but they
are two creatures. One is recognizable as a beholder, its eye rust monsters. If a rust monster begins its turn in an can be brought back. Restoring the wards requires a
stalks taking in the surroundings. The other is a gnoll with overturned shelf, it spends its move action digging up DC 14 Arcana or Nature check as a standard action.
its hand on an item on the table. small pieces of metal. The beholder automatically succeeds in restoring the
wards with a minor action.

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Vanguard Tower

Shur-Tuuz, Beholder Gauth (B) Level 5 Elite Artillery Gnoll Huntmaster (G) Level 5 Artillery 2 Rust Monsters (R) Level 6 Skirmisher
Medium aberrant magical beast XP 400 Medium natural humanoid XP 200 Medium natural beast XP 250 each
HP 102; Bloodied 51 Initiative +4 HP 50; Bloodied 25 Initiative +4 HP 66; Bloodied 33 Initiative +10
AC 17, Fortitude 16, Reflex 18, Will 19 Perception +10 AC 19, Fortitude 17, Reflex 18, Will 15 Perception +11 AC 20, Fortitude 16, Reflex 21, Will 17 Perception +5
Speed 0, fly 6 (hover) All-around vision, darkvision Speed 8 Low-light vision Speed 8 Low-light vision
Saving Throws +2; Action Points 1 Traits Traits
Traits Pack Attack Rusting Defense
All-Around Vision The gnolls attacks deal 5 extra damage to any enemy that has Whenever an attack using a metal weapon hits the rust mon-
Enemies cant gain combat advantage by flanking the gauth. two or more of the gnolls allies adjacent to it. ster, the weapon used in the attack is rusting until the end
Standard Actions Standard Actions of the encounter. While the weapon is rusting, attacks with
m Bite F At-Will m Handaxe (weapon) F At-Will the weapon take a 1 penalty to attack rolls. If the weapon
Attack: Melee 1 (one creature); +10 vs. AC Attack: Melee 1 (one creature); +10 vs. AC used to attack the rust monster is already rusting, the pen-
Hit: 2d4 + 5 damage. Hit: 2d6 + 3 damage, or 2d6 + 5 while the gnoll is bloodied. alty to attack rolls worsens by 1 (to a maximum penalty
R Eye Rays F At-Will R Longbow (weapon) F At-Will of5).
Effect: The gauth uses two eye ray powers chosen from the list Attack: Ranged 30 (one creature); +12 vs. AC Standard Actions
below. Each eye ray must target a different creature. Using Hit: 1d10 + 8 damage, or 1d10 + 10 while the gnoll is m Bite F At-Will
eye rays does not provoke opportunity attacks. bloodied. Attack: Melee 1 (one creature); +11 vs. AC
1. Fire Ray (fire): Ranged 8; +10 vs. Reflex; 2d6 + 6 fire Skills Stealth +11 Hit: 2d8 + 5 damage. If the target is wearing heavy armor, the
damage. Str 16 (+5) Dex 19 (+6) Wis 14 (+4) armor is rusting until the end of the encounter. While the
2. Exhaustion Ray (necrotic): Ranged 8; +10 vs. Fortitude; Con 14 (+4) Int 8 (+1) Cha 7 (+0) armor is rusting, the target takes a 1 penalty to AC. If the
1d8 + 4 necrotic damage, and the target is weakened (save Alignment chaotic evil Languages Abyssal, Common target is wearing armor that is already rusting, increase the
ends). Equipment leather armor, handaxe, longbow, 30 arrows penalty to AC by 1 (to a maximum penalty of 5).
3. Sleep Ray (charm): Ranged 8; +10 vs. Fortitude; the target Effect: The rust monster shifts 1 square.
is slowed (save ends). M Devour Metal F Recharge if the power misses
First Failed Saving Throw: The target is knocked unconscious Attack: Melee 1 (one creature wearing or wielding a rusting
instead of slowed (save ends). item); +9 vs. Reflex
4. Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the gauth Hit: The rusting item is destroyed. If the item was magical,
slides the target up to 4 squares. residuum worth the items market value can be retrieved
Minor Actions from the rust monster after the creature is slain.
r Central Eye F At-Will Str 8 (+2) Dex 20 (+8) Wis 15 (+5)
Attack: Ranged 5 (one creature); +10 vs. Will Con 10 (+3) Int 2 (1) Cha 12 (+4)
Hit: The target is immobilized until the end of the gauths next Alignment unaligned Languages
turn.
Str 12 (+3) Dex 15 (+4) Wis 16 (+5)
Con 15 (+4) Int 18 (+6) Cha 20 (+7)
Alignment evil Languages Deep Speech

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the
Slavers
Stone
an adventure for 5th level characters
By Robert J. Schwalb
illustration by William OConnor F cartography by Mike Schley

TM & 2010 Wizards of the Coast LLC All rights reserved.

The Slavers Stone is an adventure for five 5th-


level characters. What appears to be a straight-
forward mission to rescue abducted folk from the
settlement of Cled gets derailed by a betrayal.

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4
the Slavers Stone

Background rescue her, they can learn important information The Consequences of Time
about how to defeat the wereboar before he gets to the
Cautious adventurers might take one or more
A few days ago, a wereboar slaver named Magrak Slavers Stone. That night, however, Zestren makes off
extended rests during the adventure. This is bad news
Ironjaw attacked the remote village of Cled to capture with the captive and hauls her to the oracle at Cloven
for the poor prisoners, because the villains arent
prisoners he intended to sell as slaves. Magrak, his Skull. Cluff, dismayed, must choose to either follow
going to put their plans on hold for 6 hours. Luckily,
own troops, plus those of the Proud Boys bandits, led the traitor or to push on to rescue the greater number
extended resting shouldnt be necessary thanks to the
the prisoners across the Kings Wall and into the scar, of his folk.
Companions (see below). Still, the adventurers might
bound for the Slavers Stone not far from the valley take their time, and if they do, they face specific
mouth. There, he hopes to offload the chattel to an consequences.
orc chieftain who is known to be a good customer for Planting the Seeds First Extended Rest: Cluff and the minions
slavers. abandon the party unless the characters can persuade
If your group is not quite ready to handle this adven-
Hot on the wereboars heels, however, is Cluff them otherwise. You should run this as a complexity
ture, consider planting the following seeds so that
Maclire, chief and warleader at Cled. He nearly 1 skill challenge involving DC 17 Bluff, Diplomacy,
when the characters hit 5th level, theyll have extra
caught the slaver, but lost Magraks trail at the Kings or Intimidate checks. Success means Cluff sticks
incentive to hunt down Magrak.
Wall. Cluff then traveled to Restwell Keep, where around. Failure means he doesnt, resorting to combat
Maclire Clansperson: A character might have
he hopes to round up support from Lord Drysdale to if he must.
been born in Cled. Cluff is assumed to be human, but
rescue his people. Second Extended Rest: The captive at the Stone
you can swap out his race to match a character in the
party. Ties to the clan should be enough to draw the Forest is eaten. Add 1 orc chieftain (Monster Manual,
Adventure Synopsis character into the plot. page 204) and 8 orc warriors (Monster Manual, page
Magrak Encounter: The characters might meet 203) to Tactical Encounter 3: Chain Gang.
The adventure begins at Restwell Keep. There, the Third Extended Rest: Magrak sells all the pris-
Magrak in a tavern where he treats them poorly.
characters run across Cluff, who asks them for help oners at the Slavers Stone and is gone by the time
Or they might encounter his handiwork when they
after being rebuffed by the bailiff, who wants no the adventurers reach the place. The characters have
discover a sacked village or a burned homestead.
trouble with the notorious slaver. Cluff, with his own failed. They might rescue the prisoners from the orc
Because Magrak is likely more powerful than the
warriors, the characters, and a guide named Zestren, chieftain, though how this might play out is up to you.
adventurers, efforts to confront him should be dif-
heads into the Chaos Scar to pick up the bandits trail.
ficult and include side treks to lure the adventurers
The expedition winds up at the Crossroads where
onto different paths until they are ready for this
Treasure
the Proud Boys, who parted ways with the wereboar, The Slavers Stone awards six treasure parcels from
adventure.
are camped. From them, the characters learn where party level 5. Items should come from the players
Zestren: Drop Zestrens level to one lower than
Magrak was headed. wish lists. If the characters near 6th level by the last
the characters and have him accompany them as
The adventurers can then move to intercept the encounter, add the remaining parcels for their level to
a companion character for a few encounters. This
slaver band. They nearly catch up with them at the make sure they are properly equipped. In that case,
establishes a rapport between the party and the
Stone Forest, a blighted area of petrified trees, but are add the extra parcels to Chain Gang and Eyes in
traitor.
delayed by several harpies. Magrak, it appears, offered the Darkness.
the harpies a sacrificea young womanto gain safe
passage through their territory. If the characters

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the Slavers Stone

Parcel Contents Location Zestren plans to abduct a rescued prisoner at some Keep alone, hires the adventurers, and sends them
10 110 gp Bounty on point during the journey and bring the captive to the on their way. Zestren appears at the Slavers Stone to
Magraks Head
ghouls as a sacrifice. Zestren is not completely com- steal a prisoner to give to the guardians.
4 Level 6 item Local Color
mitted to the plan and has not yet worked out how it
5 2 potions of healing, Local Color
will happen, so he is not beyond saving. If the oppor- Cluff Maclire
350 gp
tunity presents itself, however, Zestren will take it and Cluff Maclire is a middle-aged, lanky, pale human war-
8 300 gp, 400 sp Dung and
Feathers complete his slide into evil. rior with stringy brown hair going to gray. He wears
7 298 gp, 396 sp, 240 cp Chain Gang
a tartan kilt and a leather jack studded with metal
9 Potion of lifeshield Guardians of spikes. He carries a bastard sword in a sheath hanging
(AV 188), 80 gp the Skull Minor Quest: Stop down the middle of his back. He is a plain-spoken man
1 Level 9 magic item Eyes in the Dark Zestrens Treachery with little patience for nonsense and no tolerance for
cowardice. He has vowed to kill Magrak Ironjaw and
Unless stopped, Zestren steals a captive and makes
Zestren off for the Cloven Skull to learn what secrets he can
save his people even if it costs his own life.
Zestren joins Cluff Maclires expedition at Restwell
from the oracle. The adventurers can foil this plot by Zestren
Keep. He claims to know the land around the Scar
uncovering his true motives or stopping him from
well. Zestren has an ulterior motive in joining the Zestren is a graceful eladrin warrior dressed in
escaping with a prisoner.
group, howeverhe intends on betraying them. travelers clothing and chainmail covered by a long,
Quest XP: 200 for the group.
The eladrin is desperate to learn the fate of Riddle, blue-gray cloak. He carries a longsword in a scab-
his lover who was lost during another adventure bard hanging from his leather belt. He says little and
long ago. Riddle was swallowed up in a dark portal appears to disdain humans.
beneath a ruined keep somewhere near Winterhaven.
Zestren has spent his time trying to recover his lover
Companions Something about Zestren
with little luck. His efforts eventually put him on the Two companion characters, Cluff and Zestren, plus The characters have several opportunities to talk with
path to the Lake Oracle who lived just outside the ten minions join the characters adventuring group. Zestren before his betrayal. Learning more about
Scar in a cave known as the Cloven Skull. Zestren Divide the minions between the players but consider him and winning his friendship can reveal what he
convinced himself the oracle was the only path to controlling the two companion characters yourself. If intends. This skill challenge takes place over several
Riddle and thus sought her out. you have too much to handle already, you can assign hours and can be run during short rests or through
When he reached the site, he was barred passage these characters to the players, but be sure to keep roleplaying while the party travels.
to her by a pair of wicked ghouls who demanded a Zestrens motives secret. A handout at the end of this Level: 4 (XP 175)
living sacrifice before they would allow him passage. adventure contains all the statistics for these charac- Complexity: 1 (requires 4 successes before 3
Zestren withdrew and stewed on their demand the ters. If Zestren becomes an enemy, use his statistics as failures)
long weeks since. The more he thought on it, the more given on page 11. Primary Skills: Arcana, Bluff, Diplomacy, Insight
convinced he became that it was the only way. When The companions and minions add a new dimen- Arcana (DC 17; standard action; 1 success, maxi-
he heard of Cluff s predicament, he was certain it sion to a traditional adventure, but if they prove too mum 1 success): The character identifies Zestren
would give him the means to acquire a suitable sacri- much to handle, you can adjust the adventure to run as a swordmage and recalls something useful about
fice while still doing some good. it without them. In that case, Cluff comes to Restwell swordmage training, which can provide the character

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the Slavers Stone

with a topic to discuss with Zestren (and allow for Success: The character or characters gain 11. The Stumbling Giant (afternoon until
further bonding). Swordmages gain a +5 bonus to this Zestrens trust and he divulges his whole sorry tale, morning): Cluff and company knock back grog at
check. including his terrible plan. He accepts any solution the Giant. As the hours wear on, their sobriety dimin-
Bluff (DC 12; 1 hour; 1 success, maximum 2 suc- the characters put forwardkilling the ghouls, offer- ishes until the entire band passes out sometime after
cesses): A character uses false pretenses to learn more ing a villain as a sacrifice, or something else. midnight.
about Zestren. The first success reveals that he was an Failure: Zestren goes through with the plan. Also,
adventurer whose party met a terrible end beneath add 1 cackling harpy to Tactical Encounter 2: Stone Talking with Cluff
a ruined keep. A second success softens him up and Forest. The characters should run across Cluff in the Keep.
he reveals a bit about Riddle, his lost love, though he Make it clear that hes an unhappy man on a mission.
keeps secret his efforts to recover her. A failed Bluff Getting Started Characters who approach him should learn the fol-
check results in two failures, closes off the Bluff skill lowing bits of information.
for the duration of the challenge, and increases all The adventure begins in Restwell Keep (see The F Cluff Maclire is the chief of Clan Maclire, a
other DCs by 2. Keep on the Chaos Scar in Dungeon 176). The adven- proud warrior tribe with a settlement several
Diplomacy (DC 12; 1 hour; 1 success, maximum 4 turers can be at the Keep for a variety of reasons, such leagues to the north as the crow flies.
successes): A character tries to befriend Zestren. The as picking up supplies, gathering information about F A few days back while Cluff and the warriors
first two successful checks reveal the same informa- another lead, or simply taking some well-deserved were orc-hunting, a coward named Magrak
tion as described under Bluff. The third check reveals downtime between expeditions. Restwell Keep is an Ironjaw raided the settlement, burning all our
a general dislike for humans over the fact that a excellent base of operations, and likely the characters homes and stealing the women who chose to
human was responsible for Riddles apparent demise. are not strangers to the place. stay behind. He knows it was Magrak because
A third or fourth success by the same character estab- Once the adventurers conduct all their business, the women gave as good as they got and the
lishes a strong connection so that Zestren does not introduce them to Cluff Maclire. Cluff is at the follow- coward left his dead and dying behind for our
attack that character unless he is first attacked. ing locations at the indicated times. questioning.
Insight (DC 7; 1 hour; 1 success, maximum 2 suc- 1. Main Gate (late morning): Cluff and his war- F Cluff is sure he can find the slaver at the
cesses): The character senses that Zestren is uneasy, riors enter the community to speak with the bailiff. Crossroads. He intends to head there first thing
and the uneasiness grows as the party travels into the 2a. Bailiffs Tower (late morning): The bai- in the morning and give that brigand the killing
Chaos Scar. A successful check by 5 or more grants an liff, who wants nothing to do with Magrak Ironjaw, hes earned.
extra success and also identifies that Zestren is griev- informs Cluff that he intends to send out a force to Any interest expressed by the characters about
ing. A character gains a bonus to Diplomacy checks deal with the slaver and then never does. Cluff s predicament results in the chieftain pushing
made during this challenge equal to the number of 9. Fountain Square (midday): Cluff makes a hard to recruit the adventurers to help him. At first,
successes earned from Insight checks. scene by haranguing locals about Magrak Ironjaw he runs with the honor bitAn honorable warrior
Secondary Skill: Arcana and what he did to Cluff s folknamely how the brute could see the righteousness of our cause. If that fails,
Arcana (DC 17; standard action; +2 bonus to Diplo- stole their women and burned down their huts. After he resorts to guiltYou wouldnt doom innocents to
macy checks): A character mentions something about a few minutes of this, Kendon Longstrider and a an unspeakable fate, would you? Finally, he settles
magic that impresses Zestren. A successful check handful of guards come in and break up the assembly for insultsWell, I can see you lack the stones to go
grants the character a +2 bonus to Diplomacy checks to scattered applause. Cluff storms away to drink off with real warriors. When we get back, Ill teach you
for the duration of the challenge. his rage at the Stumbling Giant. the basics of how to handle a spear. If none of those

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the Slavers Stone

efforts works, Cluff and Zestren leave with their small Streetwise). The Maclire clansmen are fringe-dwell- On the Way
group of warriors but without the characters. ers, having little to do with civilized folks. Funny how
Three days later, one of those warriors returns to they come crying for help when they have to pay for Reaching the Crossroads involves following the old
describe how the expedition ended in ruin. Led by their independence (DC 12 Streetwise). trail toward the Chaos Scar. The characters might
their guide Zestren, a few of the best hunters sneaked encounter a few locals along the way. Consider inject-
into the slavers camp at night and freed just one Crossroads ing one or two of the following encounters during the
person, a young woman. Cluff hoped that she could Never heard of it (DC 7 Streetwise). Oh, thats a nasty trek to the Crossroads.
provide information that would help the warriors place all right. I hear them humanoids in the Scar
defeat the slavers and release all the captives. Before string up those who offend them from the Gibbet Tree Escaped Prisoner
the warriors could strike in force, harpies ambushed (DC 12 Streetwise). Its a bad place to linger, sure, but One of Magraks prisoners, a handsome young
them at the Stone Forest. During that fight, Zestren its also about the closest one comes to civilization in woman from Cled, escaped the wereboar. Unfortu-
and the rescued woman ran off, leaving everyone else that terrible place. Lots of bad folk meet there (DC 17 nately, Magrak dispatched his warriors to chase her
to their fate. Streetwise). down. Once the characters defeat the pursuers, then
As word of this spreads, Lord Drysdale raises the find the woman, Allysen can tell the adventurers that
bounty for Magrak Ironjaws head to 110 gp and also Magrak Ironjaw Magrak is headed for some place called the Slavers
offers 50 gp for Zestrens head. Magrak Ironjaw is a warrior, slaver, and bandit. Stone, though she doesnt know where that is. Cluff, if
Because of his depredations, Lord Drysdale has with the party, sends two warriors to escort her back
offered a 110 gp bounty for Ironjaws head. Few to their lands.
people have tried to hunt him down, and those who
Major Quest: Rescue Level 4 Encounter (XP 900)
have never return (DC 7 Streetwise). Magrak is a
Maclires Abducted Kin wereboar, a breed of lycanthrope that can trans- F 6 orc raiders (level 3 skirmisher, Monster Manual
The characters must track down Magrak Ironjaw form into a horrid dire boar (DC 12 Streetwise). He page 203)
and free the captives before he sells them to the orc runs with a mixed band of orcs, half-orcs, and other
chieftain. scum. Because he provides a needed commodity
Howling Pack
Quest XP: 200 per per character. (slaves), he comes and goes as he pleases in the A gnoll band spills across the countryside to attack
Chaos Scar (DC 17). the adventurers. They are undeterred by the char-
acters greater numbers. The gnolls erratic behavior
Zestren comes from the meal they made on strange mush-
Preliminary Investigation Zestren is new to the keep, having been around only rooms found in a nearby glade.
Before heading off to confront the wereboar at the for a few days. He keeps to himself and says little Level 5 Encounter (XP 1,200)
Crossroads, the characters might be keen to ask to anyone (DC 12 Streetwise). He perks up when F 2 gnoll claw fighters (level 6 skirmisher, Monster
around a bit to learn what they can. anyone mentions Magrak Ironjaw (DC 17 Streetwise). Manual page 132)
Some say hes the only survivor of an adventuring F 1 gnoll huntmaster (level 5 artillery, Monster
Cluff Maclire group that met their match in a dungeon near Winter- Manual page 132)
A loudmouth and braggart, he talks big but no one haven (DC 22 Streetwise). F 4 hyenas (level 2 skirmisher, Monster Manual
around here has ever heard of him before (DC 7 page 166)

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the Slavers Stone

Other Methods
The players might concoct some other way to track
down Magrak rather than confronting the Proud Boys
at the Crossroads. Using a ritual, scouring the lands
around the Chaos Scar, or implementing some other
method are all fine. You can still run Local Color as
written; just change the environment. The Proud Boys
might ambush the characters on the way to the Stone
Forest or on the way back to Restwell Keep.

Alternatively, cautious adventurers might try talk-


ing (or, they might beat the needed information from
a captive after defeating the bandits). In that case, run
Roaming Dead place to the ground. If your players have been here the Interrogating the Brigands skill challenge. If
before, adjust the following text as needed. parley occurs first, the bandit captain, a wily half-elf
A reckless necromancer was killed when he tried to
named Carrus, does the talking. Carrus is unpleasant,
raise an undead army. The results of his foolish ritual When the characters approach the Crossroads, has a foul mouth, and a leering eye. Otherwise, the
now roam the Chaos Scar. read: same information can come from any of the bandits.
Level 4 Encounter (XP 900) The muddy path leads to a road junction where you see Characters gain a +2 bonus to Intimidate checks if
F 2 wights (level 5 skirmisher, Monster Manual page a wooden fort and a couple of buildings. A large, metal they defeat the bandits first.
262) construction stands to one side, and from it hang iron cages.
F 20 decrepit skeletons (level 1 minion, Monster Ravens clot the cages, gorging themselves on the contents. Interrogating the Brigands
Manual page 234) Skill Challenge
The Proud Boys gang camps near the trading post.
Level: 5 (200 XP)
They are cruel brigands who sometimes work with
1. Crossroads Magrak when he needs more muscle than his own
Complexity: 1 (4 successes before 3 failures)
Primary Skills: Bluff, History, Insight, Intimidate,
team can provide. The bandits accompanied Magrak
The Crossroads are beyond the Kings Wall, about special
on his last expedition but split off from him to spend
halfway to the Chaos Scar, at the juncture of the Bluff (DC 17; 1 minute; 1 success, maximum 2
their pay at the trading post.
main trail and a second, smaller trail that leads to the successes): A character uses deception to winkle out
The characters can beat the information they need
north. Veterans of the Chaos Scar might have been the truth. The first success reveals the bandits are
from the brigands and, in fact, this might be the best
here before (see The Crossroads in Dungeon 176 for called the Proud Boys and that they aint afraid o no
approach. In that case, go to Tactical Encounter 1:
an overview of the site) and might have left a mark venturers. A second success gets them to admit they
Local Color.
heresuch as killing all the locals and burning the

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the Slavers Stone

know Magrak Ironjaw, jes saw im the day afore. A learn the same information as above, but the bandits Betrayal
successful check by 5 or more results in an extra suc- follow them and attack while the heroes are engaged
If the adventurers havent yet uncovered Zestrens
cess. A failed check nets a failure and closes off Bluff. against the harpies in Tactical Encounter 2: Dung and
sinister motives by the time the combat starts, Zestren
History (DC 17; 1 minute; 1 success, maximum 1 Feathers.
uses the chaos in the battle to snatch Lysa and make
success): A character recalls some exploit attributed to
off with her. Zestren attacks the woman, knocking her
the Proud Boys. A successful check reveals the Boys 2. Stone Forest unconscious. He then races off to the north to hand
are a gang who sometimes join forces with more pow-
her over to the ghouls.
erful groups. Success by 5 or more lets the character The Stone Forest is not an actual forest but rather a If the characters stop Zestren and take him alive,
remember the Boys once double-crossed an ogre collection of monoliths set here by people unknown they can get his story. Use the Something about
named Blath and its said he still has an axe to grind for purposes unknown. Some claim they are teeth Zestren skill challenge, substituting Intimidate for
against them. This information grants the character a liberated from a primordials mouth by a deft swing Diplomacy and fear for friendship. On the other
+2 bonus to Bluff and Intimidate checks for the dura- of Moradins hammer. Curious origins aside, the hand, if Zestren escapes with Lysa, the characters
tion of the challenge. Stone Forest is a popular roosting place for a band of must decide whether to give chase or to confront
Insight (DC 12; 1 minute; 1 success, maximum 1 harpies, who make it their business to torment folk Magrak. Cluff, assuming hes still alive, argues they
success): The character reads the bandits. A successful coming and going from the Scar. Most locals toler- should press on (one life is not worth the dozen he
check reveals they are intimidated by numbers and ate their presence and bullying demands. Magrak is hopes to save). He does not, however, stop the charac-
might respond to violence. just such a local, and he offered one of his captives to ters from going to rescue Lysa, saying he hopes to see
Intimidate (DC 12; 1 minute; 1 success, maximum silence the shrieking flock. them once they settle that business.
2 successes): The character uses threats to start them The Stone Forest stands between the Slavers Stone
talking with the same results as described under and the Crossroads. The group can circumvent it
Bluff. easily, but trekking off the trail invites contact with << begin sidebar >>
Special: A character that kills a Proud Boy bandit other things haunting these parts (see On the Way, Major Quest:
gets their attention and earns the heroes 1 success. above, for possibilities). In any event, the heroes are Help Zestren
Killing a second bandit earns 1 failure and ends bound to hear the shrieking cries and the shouted Zestren is desperate to learn what befell Riddle and
the skill challenge in failure if it happens before the curses from their captive. how to bring her back. He begs the characters to
combat. Adventurers passing through learn the harpies help him restore Riddle or at least learn what hap-
Success: The captain (or prisoner) reveals that demand. Groups can pass freely if they offer up one pened to her.
they had hooked up with Magrak and helped raid a of their members (a minion will do), a pile of gold (at XP Reward: 350 per character.
settlement beyond the wall. Magrak paid them and least 5 gp per traveler), or some other valuable trinket.
left them here. They think Magrak is headed to the The harpies readily betray Magrak, telling the adven- << end sidebar >>
Slavers Stone, just beyond the Stone Forest. They turers, if they ask, that he came this way. The harpies
can provide directions. After the heroes depart, attack anyone who refuses to pay for their passage.
the bandits track them and attack the first time the Under no circumstances will they release their pris-
heroes camp for an extended rest. oner voluntarily.
Failure: If the failure comes before combat, the Go to Tactical Encounter 2: Dung and
bandits attack. If it comes after, the adventurers Feathers.

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Pursuing Zestren Failure: The characters find the Cloven Skull but Lysa, the Prisoner
The adventurers might chase Zestren straightaway, get there too late to save Lysa. Proceed with Seer in
Assuming Lysa survives, she proves helpful. She is a
in which case they have a chance to stop him before the Water, below.
strong-willed woman with brown hair and blue eyes,
he reaches the Cloven Skull, or they might wait until and she wears a torn shirt and skirt. She has a fiery
Zestren Level 4 Soldier
the Magrak matter is concluded, thus consigning poor Medium fey humanoid, eladrin XP 175 disposition and a no-nonsense way about her. She
Lysa to certain death. The following skill challenge HP 52; Bloodied 26 Initiative +5 knows the following:
applies in either situation. AC 21, Fortitude 17, Reflex 17, Will 18 Perception +1 F Magrak is headed to the Slavers Stone, where
Level: 5 (200 XP) Speed 6 Low-light vision
hes to meet an orc chieftain named Po to whom
Saving Throws +5 against charm effects
Complexity: 1 (requires 4 successes before 3 he hopes to offload his captives.
Standard Actions
failures) F The numbers and composition of Magraks
m Longsword (weapon) F At-Will
Primary Skills: Athletics, Endurance, Perception Attack: Melee 1 (one creature); +9 vs. AC forces.
Athletics (DC 12, group check; variable time; 1 suc- Hit: 1d8 + 5 damage, and the target is marked until the end of F That the Proud Boys were involved in the attack
cess, maximum 1 success): An Athletics group check Zestrens next turn. on Cled.
must be attempted, and it can be attempted only once. M Greenflame Blade (fire, weapon) F At-Will Lysa is not about to go home. She joins Cluff s forces,
The characters run to catch up with the eladrin if Attack: Melee 1 (one creature); +9 vs. AC picking up spare armor and weapons from her
chasing him or must overcome some natural obstacle Hit: 1d8 + 6 fire damage. Each enemy adjacent to the target
cohorts.
takes 3 fire damage.
while tracking him. This is a group skill check with a
C Corrosive Ruin (acid, implement) F Recharge 5 6
success earned if half or more of the party succeeds
on their individual checks. Failure for the group earns
Attack: Close blast 3 (creatures in blast); +7 vs. Fortitude 3. Slavers Stone
Hit: 1d8 + 6 acid damage.
both 1 failure and 1 success. Move Actions The Slavers Stone takes its name for the business
Endurance (DC 17, group check; variable time; 1 Fey Step (teleportation) F Encounter conducted on the high, flat stone. Magrak named
success, maximum 1 success): An Endurance group Zestren teleports 5 squares. it himself. Magrak arrives at the Stone early and
check must be attempted, and it can be attempted Triggered Actions must wait several hours for the orc chieftain, Po, to
only once. The terrain is challenging, and the char- Blinking Blade (fire, teleportation) F At-Will
arrive. If the characters arrive in time, which they
Trigger: An adjacent enemy Zestren has marked shifts or
acters must struggle against its manifold hardships. do if theyve been smart with their extended rests
makes an attack that does not include him as a target.
This is a group skill check with a success earned if (see The Consequences of Time on page 5), they
Effect (Immediate Interrupt): The triggering enemy takes 5 fire
half or more of the party succeeds on their individual damage, and then Zestren teleports 3 squares. can catch the wereboar without the orcs to give him
checks. Failure for the group earns both 1 failure and Skills Arcana +11, Athletics +10, History +11 trouble. In this situation, allow the characters to see
1 success. Str 16 (+5) Dex 12 (+3) Wis 8 (+1) the camp and where the creatures are positioned. The
Perception (DC 12, or 17 if tracking; variable time; Con 12 (+3) Int 18 (+6) Cha 12 (+3) characters can use Stealth against the sentries pas-
1 success, 2 successes maximum): A character tries to Alignment Evil Languages Common, Elven
sive Perception to move into position and, most likely,
keep Zestren in sight or follow his tracks. Up to four Equipment travelers clothes, chainmail, longsword
take the entire camp by surprise.
characters can aid on this check. Go to Tactical Encounter 3: Chain Gang.
Success: If chasing, the characters catch up with
Zestren, who surrenders and reveals the whole story.
He begs the characters to help him pass by the guard-
ians so he can speak with the oracle.

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4. The Lake Oracle Seer in the Water Bluff (DC 21; 1 minute; 1 success, maximum 4
successes): The character lies about the reason for
Beyond the ghouls at the Cloven Skull, the charac-
Although tangential to the main plot, the characters wanting the knowledge. For every 5 points by which
ters find a cramped, winding passage burrowing
might have cause to visit the seer of the Cloven Skull the check succeeds, the character earns an extra
deep into the mountain. The adventure assumes the
depending on how the story with Zestren plays out. success. Each failed check, in addition to counting as
tunnel leads more or less straight to the oracle, but
The Lake Oracle is an insane steel dragon, driven a failure, increases the DC for all skill checks related
feel free to add an extra encounter or two if you like.
mad through exposure to Far Realm bleed-through to the challenge by 2.
When the adventurers reach the end, they are on the
long ago. The dragon fled to the Chaos Scar to escape Diplomacy (DC 14; 5 minutes; 1 success, maximum
pebbled shore overlooking a broad, wide lake teeming
the voices and visions she experienced and now lairs 4 successes): The character makes an impassioned
with pale crustaceans and darting blindfish. Some
in a dark cavern. She subsists on the blindfish swim- plea to the dragon, explaining the informations
distance away is the small, rocky island where the
ming in the underground lake where she makes her importance. For every 5 points by which the check
oracle makes her home.
home and has little to no contact with the other crea- succeeds, the character earns an extra success. This
If combat breaks out, go to Tactical Encounter 5:
tures found in her lair. skill can be used to gain 4 successes in this challenge.
Eyes in the Dark.
Zestren knows the location of the Cloven Skull History (DC 19; 5 minutes; 1 success, maximum 1
Heroes approaching the Lake Oracle with more
and can lead the characters there. Otherwise, the success): The character recalls some interesting his-
discretion, however, can instead try to persuade the
adventurers might come across the site through torical tidbit of interest to the dragon. In addition to
dragon to reveal a secret, foretell an event, or provide
happenstance, to seek out answers to their own que- counting as a success, a successful check also removes
some other bit of information the characters need to
ries, or to deal with the evil believed to linger here. 1 failure.
learn. If the characters take this approach, run the
Although the oracle might be dealt with without Insight (DC 8; 5 minutes; 1 success, maximum 1
Consulting the Oracle skill challenge.
combat, the self-styled guardians are dangerous. success): The character tries to ascertain the dragons
Consulting the Oracle desires. A success reveals the dragon is quite mad. A
The Cloven Skull Skill Challenge successful check, in addition to counting as a success,
The Cloven Skull is a queer rock formation in the side grants a +2 bonus to Diplomacy checks related to
Level: 8 (XP 350)
of the mountains forming the Chaos Scar and, as one the challenge. Success by 5 or more also reveals the
Complexity: 1 (requires 4 successes before 3
might expect, it appears to be an enormous human dragon might accept a gift.
failures)
skull chiseled from the stone and with a dark gap in Special: Offering the dragon a gift worth at least
Primary Skills: Arcana, Bluff, Diplomacy, His-
the center. 400 gp grants 2 successes, with 1 additional success
tory, Insight, special
Go to Tactical Encounter 4: Guardians of the for each additional 100 gp of its worth.
Arcana (DC 19; 5 minutes; 1 success, maximum 1
Skull. Secondary Skills: Intimidate
success): The character identifies the Far Realm influ-
Intimidate: The dragon does not respond to threats
ences in the dragon. A successful check, in addition
or bullying. Each attempted Intimidate check makes
to counting as a success, grants a +2 bonus to Bluff
the dragon angrier and results in an automatic
checks related to the challenge.
failure.

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Success: The dragon reveals useful information Conclusion About the Author
Robert J. Schwalb is an award-winning game designer who
pertaining to the questions the characters put for-
has contributed design to or developed over one hundred
ward. The quality of this information approximates The adventure ends when the characters rescue the roleplaying game titles for Dungeons & Dragons, Warham-
to what a character might know with a successful DC prisoners from Magrak or, if the adventurers follow mer Fantasy Roleplay, A Song of Ice and Fire RPG, Star Wars RPG,
30 knowledge or monster knowledge check. This is up on the oracle, after getting the information they and the d20 system. Some of his more recent work for Wizards
of the Coast is in Players Handbook 3, Martial Power 2, and
an excellent place to see future quests, foreshadow or Zestren need (or slaying the dragon). If Cluff sur- Draconomicon 2: Metallic Dragons. In addition, hes a regular
upcoming adventures, or reveal a secret about the vives, he thanks the heroes for their help and assures contributor to both Dragon and Dungeon magazines. Robert
campaign. If Zestren is with the party and he is them they will be treated like kings the next time lives, works, and will probably die in Tennessee.
allowed to ask after Riddle, the dragon reveals Riddle they come through Cled. If the characters helped
is dead and that her soul is being held by a necroman- Zestren learn Riddles fate (see Tactical Encounter 5:
cer named Kyrznan in the dark city of Gloomwrought Eyes in the Dark for more information on her fate),
(Manual of the Planes page 57). Riddle cannot be the eladrin is grieved by the knowledge but is more
restored to life until the soul is first recovered. resolved than ever to hunt down the necromancer
If the characters succeed on the skill challenge and free Riddles soul. Whether the characters
without accumulating any failures, the dragon accompany Zestren and what such a mission might
rewards the character with the highest Charisma entail is up to you.
score a boon. You also have the matter of the orc chieftain.
Po is angry about not getting his slaves and a little
Whispers from Beyond Level 9 snooping around should garner him the names of
You hear strange whispers and experience unsettling visions, the characters. He might seek revenge by attacking
yet from the confusing jumble can pick out useful insights.
the adventurers later or mount an attack on Restwell
Legendary Boon 4,200 gp
Keep. If, though, the adventurers failed to rescue the
Property: You gain a +1 item bonus to initiative and Perception
checks. prisoners, they might try to locate them and wrest
Power (Daily): Immediate Interrupt. Trigger: An enemy them from the orc. What did he want the slaves for?
enters a square adjacent to you. Attack: Melee 1 (trig- Where are they? Do they still live?
gering enemy); level + 3 vs. Will. Hit: The target grants
combat advantage and takes a 2 penalty to attack rolls
that include you as a target until the end of your next
turn.
Failure: The dragon grows angry and attacks the
heroes.

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1. Local Color If the heroes approach in the open, read: Half-Orc Hunter (H)
Medium natural humanoid
Level 5 Skirmisher
XP 200
A slim half-elf looks up from the mob and pins you with a HP 62; Bloodied 31 Initiative +7
Encounter Level 5 (1,025 XP) suspicious glare. Looks like you chose a bad day to stop by, AC 19, Fortitude 18, Reflex 18, Will 16 Perception +3
right fellas? Much laughter ensues. Speed 6 (8 while charging) Low-light vision
Setup Traits
1 half-elf bandit captain (C) Half-Elf Level 6 Skirmisher (Leader) Draw First Blood
1 half-orc hunter (H) Bandit Captain (C) The hunters melee attacks deal 1d10 extra damage against
Medium natural humanoid XP 250
1 human renegade mage (M) HP 69; Bloodied 34 Initiative +9
any target that has not yet taken damage during the encounter.
8 Proud Boy bandits (P) Standard Actions
AC 20, Fortitude 18, Reflex 19, Will 18 Perception +8
m Battleaxe (weapon) F At-Will
Speed 6 Low-light vision
Attack: Melee 1 (one creature); +10 vs. AC
The bandits aided Magrak Ironjaw and now camp Standard Actions
Hit: 1d10 + 5 damage.
here, finding creative ways to spend their coin. They m Longsword (weapon) F At-Will
r Longbow (weapon) F At-Will
owe Magrak no particular loyalty and are open to Attack: Melee 1 (one creature); +11 vs. AC
Attack: Ranged 20/40 (one creature); +10 vs. AC
Hit: 1d8 + 4 damage, and the captain shifts 1 square.
discussion since they are not particularly interested Hit: 1d10 + 5 damage.
r Dagger (weapon) F At-Will
in dying. M Evasive Chop (weapon) F At-Will
Attack: Ranged 5/10; +11 vs. AC
The captain, hunter, mage, and four bandits Effect: Before and after the attack, the hunter shifts 1 square.
Hit: 1d4 + 4 damage.
are at the site. The other four bandits are off doing Attack: Melee 1 (one creature); +10 vs. AC
M R Slash and Dash (weapon) F Recharge 4 5 6
Hit: 1d10 + 5 damage.
something bad in the trees. They come to investigate Effect: The captain makes a longsword attack, shifts 2 squares,
Triggered Actions
sounds of fighting at the start of the third round and then makes a dagger attack.
Furious Assault F Encounter
entering from the right side of the map. M Triggering Slash (weapon) F Recharge 5 6
Trigger: The hunter deals damage with an attack.
As noted above, if the characters arrive before the Attack: Melee 1 (one creature); +11 vs. AC
Effect (Free Action): The triggering attack deals 1d10
Hit: 1d8 + 4 damage, and one ally shifts 1 square and makes a
orcs, allow the characters to see the camp and where extra damage.
melee basic attack as a free action.
the creatures are positioned. The characters can use Skills Endurance +9, Nature +8
Skills Athletics +11, Diplomacy +11, Insight +8, Stealth +12
Stealth against the sentries passive Perception to Str 16 (+5) Dex 17 (+5) Wis 13 (+3)
Str 16 (+6) Dex 19 (+7) Wis 11 (+3)
move into position and possibly take the entire camp Con 14 (+4) Int 10 (+2) Cha 8 (+1)
Con 13 (+4) Int 10 (+3) Cha 16 (+6)
Alignment Unaligned Languages Common, Giant
by surprise. Alignment Unaligned Languages Common, Elven
Equipment leather armor, battleaxe, longbow, 20 arrows
Equipment leather armor, longsword, 6 daggers
When the heroes can see the encampment, read:
In the shadow cast by the wooden fort, you spy an Tactics Botching the Encounter
encampment with a fire burning in the center. A little more If the characters wipe out the bandits and learn noth-
The bandits fight simply, working in teams to flank
than a half-dozen humanoids loiter, drink, and carouse. ing from them, all is not lost. Millen Silvereye, the
while the mage hurls magic missiles and other spells
Each one wears a soiled bandage around his or her left psychic tiefling who runs the Trading Post, is relieved
into the partys midst.
armprobably a badge of some kind. to be rid of the bandits and tells the characters
everything they need to know in exchange for 50 gp.
Substitute someone else if Millen is dead or gone.

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Human Renegade Mage (M)


Medium natural humanoid
Level 4 Controller
XP 175
8 Proud Boy Bandits (P)
Medium natural humanoid
Level 5 Minion Skirmisher
XP 50 each
Features of the Area
HP 52; Bloodied 26 Initiative +4 HP 1; a missed attack never damages a minion. Initiative +6 Treasure: The captain has a level 6 magic item.
AC 17, Fortitude 13, Reflex 14, Will 15 Perception +5 AC 19, Fortitude 17, Reflex 17, Will 17 Perception +1 The bandits have 2 potions of healing and a sack of 350
Speed 6 Speed 6 gp (payment from Magrak).
Standard Actions Standard Actions
m Quarterstaff (weapon) F At-Will m Club (weapon) F At-Will
Attack: Melee 1 (one creature); +7 vs. AC Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d8 damage. Hit: 5 damage.
r Magic Missile (force, implement) F At-Will R Crossbow (weapon) F Recharges when bandit spends
Attack: Ranged 20 (one creature) minor action to reload
Effect: The target takes 5 force damage. Attack: Ranged 15/30 (one creature); +8 vs. AC
R Brilliant Chains (implement, lightning) F Encounter Hit: 6 damage.
Primary Attack: Ranged 10 (one creature); +7 vs. Reflex Triggered Actions
Hit: 1d8 + 4 lightning damage, and the mage makes a C Fearful Scattering (fear) F Encounter
secondary attack. Trigger: The bandit drops to 0 hit points.
Secondary Attack: Ranged 10 (two creatures within 5 squares Effect (No Action): Close burst 3 (ally minions in burst); the
of the primary target); +8 vs. Reflex target shifts 1 square as a free action.
Hit: 4 lightning damage, and the target is slowed (save Str 17 (+5) Dex 15 (+4) Wis 9 (+1)
ends). Whenever the target ends its turn more than 5 Con 13 (+3) Int 8 (+1) Cha 12 (+3)
squares away from the primary target while it is slowed, it Alignment Evil Languages Common
takes 5 lightning damage and the mage knocks the target
prone.
A Cacophonous Burst (implement, thunder) F Encounter
Attack: Area burst 1 within 10 squares (creatures in burst); +7
vs. Fortitude
Hit: 1d6 + 4 thunder damage, the mage pushes the target 1
square, and the target becomes dazed (save ends).
Triggered Actions
Deflecting Shield F Encounter
Trigger: The mage is the target of a melee or ranged attack.
Effect (Immediate Interrupt): The mage gains a +4 bonus to the
defense targeted by the triggering attack until the end of
the mages next turn.
Skills Arcana +11
Str 10 (+2) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 18 (+6) Cha 12 (+3)
Alignment Evil Languages Common
Equipment robes, quarterstaff, orb

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2. Dung and Feathers Tactics 7 Cackling Harpies (H)


Medium fey humanoid
Level 5 Skirmisher
XP 200
The harpies start the fight with f ling filth attacks at HP 62; Bloodied 31 Initiative +8
Encounter Level 6 (1,400 XP)
the nearest enemies and then swoop down from AC 19, Fortitude 17, Reflex 18, Will 17 Perception +3
their perches to make swooping slash attacks and then Speed 6, fly 8
Setup land on another monolith. They fight until only two Immune filth fever
7 cackling harpies (H) Standard Actions
remain, at which point they kill their prisoner and fly
m Claw F At-Will
The harpies perch atop the monoliths. off toward the valley.
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d6 + 4 damage or 2d6 + 4 damage with combat
When the heroes come upon the Stone Teeth, Unstable Monolith Single-Use Terrain
advantage.
read: The spotted stone does not sit easily in the earth and might fall M Swooping Slash F At-Will
with a bit of pressure.
Eight monoliths, each twenty feet tall, rise around the trail Effect: The harpy flies its speed and makes the following attack
leading to the Scar. No stone stands straight; they lean as Requirement: You must be adjacent to the monolith. at any one point during its movement.
Check: DC 21 Athletics check to topple the monolith Attack: Melee 1 (one creature); +11 vs. AC
if they might fall at any moment. Lichen and dung stain Success: The monolith falls and makes the following attack.
Hit: 1d6 + 4 damage, and the harpy slides the target 2 squares.
the rocks, likely from the screeching bird women perched Target: Each creature in a close blast 3 away from the character
R Fling Filth (disease) F Recharge 6
atop them. One calls out, A gift and we shall let your band making the check
Attack: +9 vs. Reflex Attack: Ranged 5 (one creature); +8 vs. Reflex
pass unharmed! Just then, you hear a pitiful cry sounding Hit: The target is exposed to filth fever (see below).
Hit: 2d8 + 4 damage, the monolith knocks the target prone,
from atop the eighth stone, where you see a terrified young and the target has superior cover and cannot stand. The C Curdling Screech (fear, psychic) F Encounter
woman searching for a way down. target can use the escape action (DC 15) to end the cannot Attack: Close blast 3 (creatures in blast); +8 vs. Will
stand condition. Hit: 1d8 + 4 psychic damage, and the target is dazed
Miss: Half damage, and the target slides to the nearest
(save ends).
unoccupied square adjacent to the blast.
Miss: Half damage.
Triggered Actions
C Hideous Cackle (fear) F At-Will
Filth Fever Level 5 Disease
Trigger: The harpy hits with a melee or ranged attack.
Endurance improve DC 17, maintain DC 12, worsen DC 11 or lower
Attack (Free Action): Close burst 2 (enemies in burst)
The target ! Initial Effect: !" The target takes a " Final State: The target takes a 2 penalty to AC, Effect: The target takes a 2 penalty to attack rolls until the
is cured. The target loses a 2 penalty to AC, Fortitude, and Reflex. The target loses all healing surges end of its next turn.
healing surge. Fortitude, and Reflex. and cannot regain hit points. Str 11 (+2) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 10 (+2) Cha 14 (+4)
Alignment Evil Languages Common

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Features of the Area


Monolith: Each monolith stands 20 feet tall and
counts as blocking terrain. A monolith has AC/Reflex
4, Fortitude 12, and 80 hit points. These stones have
plenty of handholds and can be climbed with a DC
12 Athletics check. Furthermore, a good shove might
knock a stone to the ground.
Chained Prisoner (L): Use Cled warrior statistics
for the prisoner, whose name is Lysa. She attacks any
harpy she can reach on initiative count 10.
Treasure: The harpies keep their wealth stashed
atop one of the stones. It consists of 300 gp and 400 sp.

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3. Chain Gang Magrak Ironjaw (M) Level 6 Elite Brute M Murderous Smash (weapon) F Recharge 5 6
Large natural humanoid (shapechanger), wereboar XP 500
Requirement: Magrak must be in humanoid form.
Encounter Level 7 (1,628 XP) HP 172; Bloodied 86 Initiative +3
Attack: Melee 1 (one bloodied creature); +10 vs. AC
AC 17, Fortitude 23, Reflex 16, Will 17 Perception +4
Hit: 3d6 + 6 damage, and Magrak knocks the target prone.
Setup Speed 6 (8 in boar form)
Immune moontusk fever; Vulnerable silver (the wereboar
Minor Actions
Magrak Ironjaw (M) Change Shape (polymorph) F At-Will
loses regeneration until the end of its next turn)
1 spiked blademaster (S) Magrak can alter his physical form to appear as a dire boar or a
Saving Throws +2; Action Points 1
unique humanoid.
2 orc reavers (R) Traits
Triggered Actions
6 hobgoblin sentries (H) Bloodied Resilience
Death Strike F Encounter
6 mercenary archers (A) While bloodied, Magrak gains a +2 bonus to all defenses.
Trigger: Magrak drops to 0 hit points.
Regeneration (healing)
Effect (No Action): Magrak makes a melee basic attack.
Magrak has set up camp around the Slavers Stone. Magrak regains 5 hit points whenever he starts his turn and
Murderous Frenzy F Encounter
He and his bladeling cohort sit around the campfire. has at least 1 hit point.
Trigger: Magrak reduces an enemy to 0 hit points.
The orc reavers guard the dozen prisoners. The hob- Standard Actions
Effect (No Action): Magrak gains 1 action point.
goblins hold positions to watch for enemies, while m Maul (weapon) F At-Will
Savage Rebuke F At-Will
Requirement: Magrak must be in humanoid form.
a few archers hide in the rocks so they can pick off Trigger: Magrak is hit by a melee attack.
Attack: Melee 1 (one creature); +9 vs. AC
intruders from cover and the rest take positions atop Effect (Immediate Reaction): Magrak makes a melee basic attack.
Hit: 2d6 + 6 damage.
the drum. Magrak expects the orc chieftain, but Skills Athletics +13, Endurance +11, Intimidate +8
m Gore F At-Will
anyone else gets one warning to sod off before he Str 20 (+8) Dex 10 (+3) Wis 12 (+4)
Requirement: Magrak must be in boar form.
Con 16 (+6) Int 10 (+3) Cha 11 (+3)
orders his force to attack. Attack: Melee 1 (one creature); +9 vs. AC
Alignment Evil Languages Common
Hit: 1d8 + 6 damage, ongoing 5 damage (save ends), and the
When the heroes see the encampment, read: target is exposed to moontusk fever (see below). If Magrak is
Equipment hide armor, maul

A twenty-foot tall stone drum with a crude stair winding all bloodied, the attack deals ongoing 10 damage (save ends).
around rises in the center of an encampment, where you see
several humanoids and their prisoners milling about. Moontusk Fever Level 6 Disease
Endurance improve DC 17, maintain DC 12, worsen DC 11 or lower
Perception
The target ! Initial Effect: !" While bloodied, the " Final State: When the target rolls a saving throw while
DC 20: You spot a filthy human armed with a longbow
is cured. The target takes target can roll only bloodied, it rolls two dice and takes the lower of the
hiding in the rocks.
a 2 penalty to one saving throw at two results.
saving throws the end of its turn,
while bloodied. even if it is affected
by multiple effects.

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Tactics use sudden charge. The minions fight simply. The sen- 2 Orc Reavers (R)
Medium natural humanoid
Level 5 Skirmisher
XP 200 each
tries move to clump up into teams of two to benefit
Magrak doesnt place much stock in group tactics and HP 65; Bloodied 32 Initiative +5
from their phalanx soldier auras while the archers pick
it shows in the forces under his command. Magrak AC 19, Fortitude 18, Reflex 15, Will 15 Perception +3
off any ranged enemies they can see. Speed 6 (8 when charging)
prefers to fight in humanoid form, smashing enemies Low-light vision
with maul and murderous smash. He uses change shape Standard Actions
Spiked Blademaster (S) Level 5 Soldier
m Battleaxe (weapon) F At-Will
before he charges, so he can gore and expose his oppo- Medium natural humanoid, bladeling XP 200
HP 62; Bloodied 31 Initiative +5 Attack: Melee 1 (one creature); +10 vs. AC
nents to moontusk fever.
AC 21, Fortitude 18, Reflex 15, Will 16 Perception +4 Hit: 1d10 + 4 damage or 1d10 + 6 damage against a
The spiked blademaster is far more guarded in her prone target.
Speed 5
approach. She engages the nearest knot of foes, using M Ferocious Charge (weapon) F Recharges when bloodied
Resist 5 acid
her aura and ensnaring spikes to lock down enemies. Traits Effect: The orc charges and makes the following attack in place
The blademaster holds razor storm as a defensive O Blademasters Eye F Aura 1 of a melee basic attack.
power to nail enemies crowding around her. Any enemy that starts its turn within the aura becomes Attack: Melee 1 (one creature); +11 vs. AC
The orcs abandon their prisoners on the first marked until the start of its next turn. Hit: 2d10 + 4 damage, and the orc knocks the target prone.
Standard Actions M Warriors Surge (healing, weapon) F Encounter
round by using ferocious charge to close the distance
m Greatsword (weapon) F At-Will Attack: Melee 1 (one creature); +10 vs. AC
and then focus attacks on their targets until they can
Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d10 + 4 damage, and the orc regains 16 hit points.
Hit: 1d10 + 4 damage. Triggered Actions
6 Hobgoblin Sentries (H) Level 4 Minion Soldier
M Power Strike (weapon) F 2/Encounter M Sudden Charge (weapon) F Encounter
Medium natural humanoid XP 44 each
HP 1; a missed attack never damages a minion. Initiative +6 Attack: Melee 1 (one creature); +12 vs. AC Trigger: The orc reduces an enemy to 0 hit points.
AC 20, Fortitude 18, Reflex 16, Will 15 Perception +3 Hit: 2d10 + 4 damage, and ongoing 3 damage (save ends). Effect (Free Action): The orc charges the nearest the enemy.
Speed 5 Low-light vision Minor Actions Str 19 (+6) Dex 13 (+3) Wis 12 (+3)
Traits C Razor Storm F Encounter Con 17 (+5) Int 6 (+0) Cha 8 (+1)
Phalanx Soldier Attack: Close burst 1 (creatures in burst); +8 vs. Reflex Alignment Chaotic evil Languages Common, Giant
A hobgoblin sentry gains a +2 bonus to AC while at least one Hit: 1d6 + 4 damage. Equipment hide armor, heavy shield, battleaxe
other hobgoblin with phalanx soldier is adjacent to it. Triggered Actions
Standard Actions M Ensnaring Spikes F At-Will
m Spear (weapon) F At-Will Requirement: The blademasters razor storm power must be
Attack: Melee 1 (one creature); +11 vs. AC unexpended.
Hit: 4 damage. Trigger: An adjacent enemy the blademaster has marked
Triggered Actions would move or shift.
Hobgoblin Resilience F Encounter Attack (Free Action): Melee 1 (triggering enemy); +8 vs. Reflex
Trigger: The hobgoblin suffers an effect that a save can end. Hit: 5 damage, and the target is slowed until the end of its turn.
Effect (Immediate Reaction): The hobgoblin makes a saving Skills Intimidate +7
throw against the triggering effect. Str 19 (+6) Dex 13 (+3) Wis 15 (+4)
Str 18 (+6) Dex 14 (+4) Wis 13 (+3) Con 14 (+4) Int 9 (+1) Cha 10 (+2)
Con 15 (+4) Int 10 (+2) Cha 9 (+1) Alignment Evil Languages Common
Alignment Evil Languages Common, Goblin Equipment chainmail, greatsword
Equipment chainmail, light shield, spear

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6 Mercenary Archers (A)


Medium natural humanoid, human
Level 4 Minion Artillery
XP 44
Features of
HP 1; a missed attack never damages a minion. Initiative +5 the Area
AC 16, Fortitude 16, Reflex 16, Will 15 Perception +8 Rocks: The large rocks jutting from
Speed 6 the ground count as difficult terrain and
Standard Actions grant cover to creatures fully in their
m Short Sword (weapon) F At-Will
spaces. Prone creatures fully in these
Attack: Melee 1 (one creature); +9 vs. AC
spaces gain superior cover.
Hit: 4 damage.
r Longbow (weapon) F At-Will
Slavers Stone: A wide and 20-foot-
Attack: Ranged 20/40 (one creature); +9 vs. AC tall stone platform occupies the camps
Hit: 5 damage. center. The stairs winding around the
Triggered Actions platform are difficult terrain. A fall from
Scatter F At-Will the top deals 2d10 damage.
Trigger: An ally the archer can see drops to 0 hit points. Prisoners: The twelve prisoners are
Effect (Free Action): The archer shifts 1 square.
in chains and immobilized. Freeing a
Skills Stealth +10
prisoner requires a DC 17 Thievery or
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 10 (+2) Int 8 (+1) Cha 9 (+1)
DC 19 Strength check. The chain can
Alignment Unaligned Languages Common also be attacked: AC/Reflex 8, Fortitude
Equipment leather armor, short sword, longbow, 20 arrows 8, 60 hp. The prisoners use Cled warrior
statistics except their melee basic attacks
deal half damage until they are armed.
Treasure: Magrak has a sack filled
with coins that includes 298 gp, 396 sp,
and 240 cp.

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4. Guardians of Tactics 4 Centipede Scuttlers (S)


Medium natural beast
Level 4 Skirmisher
XP 175 each
The ghouls hold positions in front of the gap, using
the Skull claw attacks or ghoulish bite attacks against immobi-
HP 51; Bloodied 25
AC 18, Fortitude 16, Reflex 18, Will 14
Initiative +8
Perception +2
lized and stunned opponents. The centipedes boil out Speed 8, climb 8 (spider climb) Darkvision
Encounter Level 5 (1,100 XP)
from the darkness at the start of the second round, Standard Actions
Setup climbing up the walls and circling behind the heroes
m Bite (poison) F At-Will
Attack: Melee 1 (one creature); +9 vs. AC
2 ghouls (G) to bite and feed.
Hit: 1d6 + 2 damage, and ongoing 5 poison damage (save
4 centipede scuttlers (S) ends). A target already taking ongoing poison damage is
2 Ghouls (G) Level 5 Soldier
Medium natural humanoid (undead) XP 200 each also weakened (save ends).
Two ghouls along with their pet centipedes estab- M Feed F At-Will
HP 63; Bloodied 31 Initiative +8
lished themselves here to exact payment from any AC 21, Fortitude 18, Reflex 20, Will 17 Perception +2 Attack: Melee 1 (one weakened creature); +9 vs. AC
who would treat with the oracle, a fee of which the Speed 8, climb 4 Darkvision Hit: 3d6 + 2 damage.
oracle is unaware and never receives. The undead Immune disease, poison; Resist 10 necrotic; Move Actions
prefer living gifts for passage, and anyone who offers Vulnerable 5 radiant Scuttle F At-Will
a sacrifice can move through the gap unmolested. Standard Actions The centipede shifts 4 squares. When it shifts into an allys
m Claws F At-Will space, that movement does not count toward the 4 squares
Otherwise, they block anyone from entering, happily
Attack: Melee 1 (one creature); +12 vs. AC the centipede can shift.
attacking those who try.
Hit: 1d6 + 4 damage, and the target is immobilized (save ends). Skills Stealth +11
When the heroes reach the Cloven Skull, read: M Ghoulish Bite F At-Will Str 14 (+4) Dex 18 (+6) Wis 10 (+2)
Attack: Melee 1 (one immobilized, stunned, or unconscious Con 11 (+2) Int 2 (2) Cha 9 (+1)
A massive stone skull with a split down the middle juts from creature); +10 vs. AC Alignment Unaligned Languages
the side of a rocky wall. Humanoid skulls with bits of flesh Hit: 3d6 + 4 damage, and the target is stunned (save ends).
still clinging to the bone stand in piles and hang in bundles Skills Stealth +11
from ropes on either side of the fissure. Str 14 (+4) Dex 19 (+6) Wis 11 (+2)
Con 15 (+4) Int 10 (+2) Cha 12 (+3)
If the heroes approach, read: Alignment Chaotic evil Languages Common
Two filthy humanoids dressed in befouled rags emerge
from the gap, mouths spread wide in horrid smiles of
jagged teeth and long black tongue. They spread their thin
arms in welcome, showing stained hands ending in sharp
talons. One says, See the oracle? Pay price. One life and
you may pass.

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Features of the Area


Cloven Skull: The gap in the skull leads into a
dark and winding passage that eventually ends at a
subterranean lake.
Skull Stacks: Humanoid skulls stand in neat
stacks to either side of the gap. The stacks count as
blocking terrain. All squares within 3 squares of each
stack count as necrotic ground. Creatures that spend
healing surges on necrotic ground regain only half
the normal number of hit points.
Treasure: Scattered across the ground before the
fissure are 80 gp and one potion of lifeshield (level 5,
Adventurers Vault, page 188).

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5. Eyes in the Dark Lake Oracle (O) Level 6 Solo Controller


Large natural magical beast (blind, dragon,
Minor Actions
M Portent F At-Will, 1/round
shapechanger), steel dragon XP 1,250 Attack: Melee 1 (one creature); +8 vs. Will
Encounter Level 8 (1,850 XP)
HP 288; Bloodied 144 Initiative +4 Hit: Until the end of the Lake Oracles next turn, the target
AC 20, Fortitude 19, Reflex 17, Will 20 Perception +11
Setup Speed 8, fly 10 (hover) Blind, blindsight 10
takes a 2 penalty to any attack that includes the dragon as
a target and the target grants combat advantage.
Lake Oracle (O) Immune blinded, gaze; Resist 15 force Change Shape (polymorph) F At-Will
12 murk wretches (W) Saving Throws +5; Action Points 2 The lake oracle can alter its physical form to appear as a
Traits unique human.
The Lake Oracle lurks on the island in the lakes O Aura of Madness F Aura 3 Triggered Actions
center. The murk wretches, horrid petitioners driven Whenever a creature starts its turn within the aura, the Lake M Wing Scatter F At-Will
mad by the Oracles revelations, haunt the water Oracle can slide the target 1 square as an opportunity action. Trigger: An enemy moves into an adjacent square.
and emerge to join the fight should the dragon come Standard Actions Attack (Immediate Reaction): Melee 1 (triggering enemy);
under attack. m Bite (force) F At-Will +10 vs. Fortitude
Attack: Melee 2 (one creature); +11 vs. AC Hit: 1d8 + 4 damage, and the Lake Oracle knocks the
When the heroes enter this cavern, read: Hit: 2d8 + 4 damage plus 1d8 force damage, and the Lake target prone.
Oracle slides the target 1 square. Effect: The Lake Oracle shifts 1 square and flies 3 squares.
The tunnel ends at a stony shore against which oily black
m Claw F At-Will C Bloodied Breath F Encounter
water laps. A rocky island rises from the waters some Attack: Melee 2 (one creature); +11 vs. AC Trigger: The Lake Oracle is first bloodied in the encounter.
distance away, where you can just make out a humanoid Hit: 2d6 + 4 damage. Effect (Free Action): Breath weapon recharges, and the Lake
figure crouching by the lake. M Double Attack F At-Will Oracle uses it.
Effect: The Lake Oracle makes two claw attacks. Skills Arcana +9, Bluff +12, Insight +11
The heroes can catch the Lake Oracles attention by C Breath Weapon (force) F Recharge 5 6 Str 17 (+6) Dex 13 (+4) Wis 17 (+6)
calling to her. She climbs on a small boat and rows to Attack: Close blast 5 (creatures in blast); +10 vs. Fortitude Con 16 (+6) Int 12 (+4) Cha 19 (+7)
the opposite shore. Hit: 2d10 + 4 force damage, and the target is dazed (save ends). Alignment Unaligned Languages Common, Draconic
Miss: Half damage.
When the Oracle reaches the heroes, read: C Frightful Presence (fear) F Encounter
A pale human woman with white, unseeing eyes regards Attack: Close burst 5 (enemies in burst); +10 vs. Will
you through dirty gray strands of hair. She wears nothing, Hit: The target is stunned until the end of the Lake Oracles
next turn.
but is unashamed by her nakedness. She says, You have
Aftereffect: The target takes a 2 penalty to attack rolls
come seeking knowledge. Tell me why I should cast aside
(save ends).
mysterys veil.

Tactics recharges. She uses melee attacks against any crea-


ture that closes on her.
The dragon drops her disguise, uses frightful presence,
Her servants emerge from the waters to drag
and then spends an action point to use her breath
people on the shore into the water.
weapon. The dragon then moves away, flying near
the ceiling or near the island until breath weapon

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12 Murk Wretches (W) Level 5 Minion Brute


Medium natural humanoid (aquatic, blind) XP 50 each
HP 1; a missed attack never damages a minion. Initiative +4
AC 17, Fortitude 18, Reflex 17, Will 16 Perception +3
Speed 6, swim 3 Blind, blindsight 10
Immune blinded, gaze
Traits
Aquatic
The wretch can breathe underwater. In aquatic combat, it
gains a +2 bonus to attack rolls against nonaquatic creatures.
Standard Actions
m Claws F At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 5 damage, the wretch shifts 1 square, and the wretch pulls
the target 1 square to a square adjacent to it.
Skills Stealth +9
Str 17 (+5) Dex 15 (+4) Wis 12 (+3)
Con 14 (+4) Int 6 (+0) Cha 8 (+1)
Alignment Evil Languages Elven

Features of the Area


Illumination: This room is dark.
Ceiling: The ceiling is 30 feet overhead.
Water: Water squares adjacent to the shore count
as difficult terrain. Beyond these squares, a character
must swim (DC 10 Athletics check).
Skiff: The boat can hold two Medium or Small
creatures. Characters standing on the boat that make
an attack must immediately succeed on a DC 12
Acrobatics check or fall prone in the boat. Failure by
5 or more topples the character into the water.
Treasure: If the dragon does not grant the heroes
a boon, they can find a level 9 magic item on the
rocks where the dragon lairs.

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Print this page for players running Cluff, Zestren, or the Cled warriors.

Cluff Maclire Level 4 Soldier (Leader) Cled Warrior Level 4 Minion Skirmisher Zestren Level 4 Soldier
Medium natural humanoid, human XP Medium natural humanoid, human XP Medium fey humanoid, eladrin XP 175
HP 52; Bloodied 26; Surges 8 Initiative +6 HP 1; a missed attack never damages a minion. Initiative +4 HP 52; Bloodied 26 Initiative +5
AC 19, Fortitude 18, Reflex 16, Will 18 Perception +7 AC 18, Fortitude 16, Reflex 16, Will 16 Perception +2 AC 21, Fortitude 17, Reflex 17, Will 18 Perception +1
Speed 6 Speed 6 Speed 6 Low-light vision
Standard Actions Standard Actions Saving Throws +5 against charm effects
m Bastard Sword (weapon) F At-Will m Spear (weapon) F At-Will Standard Actions
Attack: Melee 1 (one creature); +9 vs. AC Attack: Melee 1 (one creature); +9 vs. AC m Longsword (weapon) F At-Will
Hit: 1d10 + 7 damage. Hit: 5 damage (6 damage when charging). Attack: Melee 1 (one creature); +9 vs. AC
r Javelin (weapon) F 2/Encounter Move Actions Hit: 1d8 + 5 damage, and the target is marked until the end of
Attack: Ranged 10/20 (one creature); +9 vs. AC Deft Advance F At-Will Zestrens next turn.
Hit: 1d6 + 7 damage. The warrior shifts 2 squares. M Greenflame Blade (fire, weapon) F At-Will
M Wolf Pack Tactics (martial, weapon) F At-Will Str 14 (+4) Dex 11 (+2) Wis 10 (+2) Attack: Melee 1 (one creature); +9 vs. AC
Effect: Before the attack, one ally adjacent to you or the target Con 12 (+3) Int 9 (+1) Cha 8 (+1) Hit: 1d8 + 6 fire damage. Each enemy adjacent to the target
can shift 1 square as a free action. Alignment Unaligned Languages Common takes 3 fire damage.
Attack: Melee 1 (one creature); +9 vs. AC Equipment hide armor, spear C Corrosive Ruin (acid, implement) F Recharge 5 6
Hit: 1d10 + 7 damage. Attack: Close blast 3 (creatures in blast); +7 vs. Fortitude
M Hold the Line (martial, weapon) F Encounter Hit: 1d8 + 6 acid damage.
Attack: Melee 1 (one creature); +9 vs. AC Move Actions
Hit: 1d10 + 7 damage. Fey Step (teleportation) F Encounter
Effect: Until the end of your next turn, allies adjacent to you Zestren teleports 5 squares.
gain a +2 power bonus to AC and cannot be pushed, pulled, Triggered Actions
or slid. Blinking Blade (fire, teleportation) F At-Will
Move Actions Trigger: An adjacent enemy Zestren has marked shifts or
Knights Move F Encounter makes an attack that does not include him as a target.
Effect: Ranged 10 (one ally); the target takes a move action as Effect (Immediate Interrupt): The triggering enemy takes 5 fire
a free action. damage, and then Zestren teleports 3 squares.
Minor Actions Skills Arcana +11, Athletics +10, History +11
Leader (healing) F 2/Encounter Str 16 (+5) Dex 12 (+3) Wis 8 (+1)
Effect: Close burst 5 (one ally); the target can spend a Con 12 (+3) Int 18 (+6) Cha 12 (+3)
healing surge. Alignment Evil Languages Common, Elven
Skills Intimidate +10 Equipment travelers clothes, chainmail, longsword
Str 18 (+6) Dex 12 (+3) Wis 10 (+2)
Con 12 (+3) Int 8 (+1) Cha 16 (+5)
Alignment Unaligned Languages Common, Dwarven
Equipment leather armor, bastard sword, 2 javelins

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Scarred for Life
A Chaos Scar Adventure

By Andrew G. Schneider
Illustrations by Sam Wood and Wayne England
Cartography by Sean Macdonald

I ntroduction Keljack, scarring him. Because the beholders shell


was now not complete, the creature was unable to
An infamous, scarred outlaw has come out of hiding break free of its crystal prison. It lies in wait for the
to resolve his strange connection to the Chaos Scar. day when the shard that is part of Keljack is reunited
The heroes must decide whether to bring the outlaw with the rest of the crystal shell.
to long-deserved justice, or cooperate with him to lift In the meantime, destiny has not been kind to
an ancient curse. Keljack. Although the crystal fragment gifted Keljack
Scarred for Life is a Dungeons & Dragons with great longevity, his life has been filled with hard-
Chaos Scar adventure for characters of levels 79. You ship and misfortune because of the disfigurement.
can change the names of personalities and places to Thats about to change.
suit your own campaign. Now a well-known outlaw, Keljack recently discov-
ered that his body is infused with energy similar to
Background that coming from a particular area of the Chaos Scar.
He traveled to the outskirts of the Scar and tried to
Four hundred years ago, a meteor collided with the pinpoint the source of the energy. Though he could
world and left a nasty gash across the face of the feel the location of the stasis crystal dimly, he knew
Nentir Vale. Unbeknownst to anyone, the meteor the Scar was too dangerous for him to venture any
also carried a passenger. An ancient beholder farther into it by himself. As he returned from this
thought that it could hitch a ride on the meteor journey back to the Nentir Vale, he rescued an ogre
and touch down on a new world ripe for conquest. named Fool from a pack of mutated beasts, and the
To survive the long journey, the beholder wrapped two became fast friends.
itself in a protective coating of crystal (using a Keljack has resolved to undertake an expedition
unique version of the Stasis Shell ritual, presented deeper into the Scar, and to attract hirelings he has
in Dragon 366) and rode the meteor through the spread word of a grand treasure hunt. He and Fool
depths of space. are going to meet with a pair of notable bandit lead-
Unfortunately for the beholder, a fragment of its ers and decide which of those groups best suits their
crystal shell broke off as the meteor entered the atmo- needs.
sphere. The fragment struck a young man named

TM & 2011 Wizards of the Coast LLC. All rights reserved. J u l y 2 011 | D U N G E O N 1 9 2
1
Scarred for Life

Synopsis a lot of traffic to and from the Scar, so it would be a


good place to go for more information.
afterward saw his disfigurement, coinciding as it did
with the meteors arrival, as an ill omen, and he was
While traveling between Fallcrest and Restwell If youre using this hook, the Blades can impart ostracized.
Keep, the adventurers stop at the Quarter Moon any of the commonly held beliefs about Keljack (see Bitter and angry, Kellem resolved that if people
Inn. They encounter Keljack and Fool in the middle below) if any character makes a successful DC 12 were going to curse his name, they would do so
of negotiating with two groups of bandits, and the Streetwise check. because of his deeds and not because of his disfigure-
talks are going poorly. The heroes can attempt to ment. He stole his fathers longsword, joined a local
apprehend Keljack, or they can join him on his
treasure hunt.
Hook 2: Action at the Inn bandit gang, and never looked back. Wanting no con-
nection with the hapless farmer he had once been,
Keljack and Fool lead the adventurers into the The heroes are passing by the Quarter Moon Inn and he changed his name to Keljack and embarked on a
Scar; the characters might be pursing them, or they decide to stop for a meal at the moment Keljack is career of banditry and terror.
might all be traveling together. Either way, the heroes concluding his negotiations inside with two groups of For reasons Keljack doesnt understand, he suffers
must contend with servants of the trapped beholder bandits. periodic bouts of madness. When he comes to his
before arriving at the stasis crystal. If youre using this hook, the adventure starts senses, his body is rejuvenated and revitalized, but his
In the final encounter, Keljacks proximity to the without any prelude, and the characters learn about skills are rusty from disuse. What he doesnt realize
beholder finally releases the creature from the crys- Keljack and his situation as the plot unfolds. is that the magic of the shard that struck him is keep-
tal. The adventurers must prevail over the beholder ing him from aging, but at the same time that sliver
before deciding Keljacks ultimate fate. K eljack is tainted by its connection to the beholderit imbues
Keljack with a healthy dose of the beholders own
Keljack is well known throughout the Nentir Vale and
Getting the the lands surrounding the Chaos Scar. Bandit leader,
insanity and paranoia. As the shard keeps him young,
it also regularly drives him insane.
Characters outlaw, mercenaryKeljack has been all of these
things and more.
During his periods of lucidity, Keljack returns to
and remains in the Nentir Vale. He has found that the
I nvolved Bards say he was birthed from the egg of a red
dragon, yet appears human. The scar that mars his
farther removed he is from the Chaos Scar, the more
When the adventure starts, the heroes find them- easily he can stave off the madness. Even so, the bouts
face grants him immense power, they say. Unequaled
selves in one of two situations. of insanity are lasting longer and longer, and he won-
in skill with a longsword, he never draws first and
ders if the day might come when he never regains his
never attacks without warning. Many people in the
senses.
Hook 1: Meeting the Blades Nentir Vale consider Keljack a celebrity, even as they
fear his presence. He is a man whom people love to
Recently, Keljack ambushed a wandering scholar
Some inexperienced adventurers calling themselves in search of loot. The woman had no valuables, but
hate, even if his reputation far surpasses his actual
Bathrams Blades are at the Nentir Inn in Fallcrest she escaped with her life and health by telling the
abilities.
celebrating their return from their first expedition outlaw something he had never heard before: Magic
The truth is far less colorful. Keljack, born Kellem
into the Chaos Scar. Between drunken tales of their emanated from Keljack, and it was similar to the
Jackson, was a teenager when the meteor that caused
exploits, the Blades talk about the close call they had energy that her fellow scholars had detected deep
the Chaos Scar passed overhead. A fragment of the
with the outlaw Keljack and his new ogre sidekick, within the southern forest of the Chaos Scar.
beholders stasis shell broke off as the meteor entered
Fool. The two were seen on the southern edge of the Keljack suspected this energy was related to his
the atmosphere, and that sliver struck Kellem in the
Kings Wall about a week ago as the Blades traveled madness, so he traveled to the Scar to find the truth.
face. He survived, but the fragment transferred its
away from the Scar, and they might still be in the Even though he sensed the stasis crystal somewhere
magic into Kellems body and left him bearing a large,
area. Someone suggests that the Quarter Moon Inn, ahead of him, he realized that he was no match for
vivid scar. Those who looked upon him immediately
on the road between Fallcrest and Restwell Keep, gets the monsters of the Scar and turned back. On his way

J u l y 2 011 | D U N G E O N 1 9 2
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Scarred for Life

out, he saved the life of the ogre named Fool, and the
two quickly became friends.
Fool Fool
Large natural humanoid (giant), ogre
Level 8 Soldier
XP 350
Now, Keljack and Fool are at the Quarter Moon This ogre is exceptionally intelligent. As he grew to HP 93; Bloodied 46 Initiative +8
Inn to meet with prospective hirelings. Keljack feels adulthood and realized how different he was from AC 24, Fortitude 22, Reflex 19, Will 19 Perception +6
Speed 8
that another bout of insanity is fast approaching, and the other ogres in his tribe, he decided to conceal
Traits
this upcoming expedition could be his last chance to his intelligence and act the part of a dimwit. Some Master of Escape
find out the truth about himself before he loses his time ago, his tribe came under the dominion of a red Fool can make saving throws against immobilized,
mind once more. dragon named Maluriath, who had been corrupted restrained, and slowed effects at the start as well as at the
by the chaotic energy of a Deck of Many Things. The end of his turn, even if the effect doesnt normally end on
Keljack Level 8 Skirmisher dragon named the ogres after the various cards in the a save.
Medium natural humanoid, human XP 350 deck, and this particular ogre was dubbed Fool. Standard Actions
m Morningstar (weapon) F At-Will
HP 85; Bloodied 42 Initiative +11 Unlike the other ogres, Fool was smart enough to
Attack: Melee 2 (one creature); +13 vs. AC
AC 22, Fortitude 19, Reflex 22, Will 21 Perception +3 see that the dragon cared not for the tribe but only Hit: 2d8 + 7 damage, and the target is slowed until the end
Speed 6 for itself. Determined to get his tribe out from under of Fools next turn.
Traits the dragons rule, he escaped and set out looking for M R Handaxe (weapon) F At-Will
Half-Remembered Swordplay
Whenever Keljack hits an enemy that is granting combat
help. As he reached the fringe of the Chaos Scar, he Attack: Melee 2 (one creature) or Ranged 5 (one creature);
advantage to him, he also imposes a random effect on that was attacked by monsters that threatened to end his +13 vs. AC
quest before it could begin. Keljack was nearby when Hit: 1d8 + 7 damage, and the target falls prone.
enemy. Roll a d4:
1. The enemy is dazed (save ends). this assault occurred, and he helped Fool dispatch Triggered Actions
Last One Standing F Encounter
2. The enemy is immobilized (save ends). the monsters. Trigger: An attack damages Fool while he is bloodied.
3. The enemy is slowed (save ends). When Keljack saved Fools life, Fool couldnt Effect (Immediate Interrupt): Fool gains 10 temporary hit
4. The enemy takes ongoing 5 damage (save ends).
believe his good fortune. Though his tribe hails from points.
Standard Actions
m Longsword (weapon) F At-Will
deep within the Chaos Scar, Fool had heard stories of Skills Thievery +11
Keljack from travelers over the years. If anyone could Str 22 (+10) Dex 15 (+6) Wis 15 (+6)
Attack: Melee 1 (one creature); +13 vs. AC
defeat the dragon and free his people, it would be this Con 21 (+9) Int 20 (+9) Cha 8 (+3)
Hit: 2d8 + 7 damage.
Alignment unaligned Languages Common, Giant
M Fumbled Footwork F At-Will man. He agreed to help Keljack solve the mystery of
Equipment 5 handaxes, morningstar, potion of healing
Effect: Keljack shifts up to 1d6 + 2 squares away from his his scar and Keljack, in turn, agreed to help him van-
starting position and uses longsword at any point during quish the dragon afterward.
the move.
Fool is in no way a stereotypical ogre. Smart, ana-
Triggered Actions
Left-Handed Parry F Recharge 4 5 6
lytical, and difficult to anger, he tries to plan for every
Trigger: Keljack is hit by a melee or a ranged attack. contingency. He maintains a dumb ogre facade,
Effect (Immediate Interrupt): Roll a d20. On a 10 or higher, even away from his tribe, when dealing with those
the triggering attack misses. he doesnt know. Never very social, Fool has found in
Skills Athletics +12, Bluff +12, Diplomacy +12 Keljack something he never expected when he fled
Str 16 (+7) Dex 20 (+9) Wis 9 (+3) his tribe: a friend.
Con 13 (+5) Int 10 (+4) Cha 17 (+7)
Alignment unaligned Languages Common
Equipment leather armor, longsword, potion of healing

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Scarred for Life

T he Beholder P rice on
At first, the beholder railed against its imprisonment. T heir H eads Companion Characters
The stasis shell that kept it alive during its journey
on the meteor now keeps it trapped until the miss- Faren Markelhay, Lord Warden of Fallcrest, is out to Keljack and Fool might accompany the adventurers
ing shard can be reunited with the rest of the crystal. make a name for himself. Capturing Keljack would on some of this adventures encounters. If they do so,
Through years of experimentation, the beholder fig- be a triumph for his political career, for the peace of give the players control of their actions in combat,
ured out how to extend a small amount of its power the Nentir Vale, and for justice. He knows that going using the provided statistics blocks. For more infor-
beyond the crystals confines. Unwilling to become after Keljack personally would be foolhardy, espe- mation about companion characters, see Dungeon
a curio in some wizards tower, the beholder domi- cially since the outlaw has been seen with an ogre Masters Guide 2, pages 2733.
nated monsters and explorers that uncovered its recently. But hes pretty sure that raising the bounty
resting place, and it used those captive creatures to on both of those outlaws will attract the talent needed
ward off other snoopers. Its latest conquest is a small to bring them in.
pack of gnolls. Wanted posters (see below) are displayed promi-
nently at inns and taverns throughout Fallcrest and
E ncounter
The beholder sensed when Keljack neared the
Scar on his first expedition, and along the connec- the Nentir Vale. The accusations leveled at Keljack Summary
tion between itself and Keljack, it was able to perceive are largely true, though perhaps embellished by the
passage of time. The accusations against Fool are Read the following section before beginning play to
an image of the outlaw. Now most of its gnolls roam familiarize yourself with how the adventure flows.
the Scar under specific orders to capture Keljack and entirely fabricated, but to the Lord Warden, they
seem like crimes an ogre would commit. Once the encounters begin, each one leads directly
bring him to the crystal. into the next.
Keljack When youre done with the summary, begin
the adventure with Encounter 1: Delicate
By the order of the Lord Warden of Fallcrest, the outlaw
Negotiations.
Keljackknown for the prominent and distinctive scar
First Impressions across his face, and being of moderate height and surly
The outcome of this adventure hinges on the adven- dispositionis wanted alive! He has pillaged, murdered, The Quarter Moon Inn
turers interactions (or lack thereof) with Keljack and committed a sundry host of villainous shenanigans too Between Fallcrest and Restwell Keep lies the Quarter
and Fool. Roleplay Keljack and Fool to the hilt, espe- numerous to list. Any who deliver Keljack alive to Fallcrest Moon Inn, a roadside tavern and way station run by
cially in Encounter 1: Delicate Negotiations, so the will be paid the sum of 3,000 gold pieces. the halfling brothers Heller and Mir Halfmoon (cous-
adventurers have an opportunity to form their own ins of Selarund Halfmoon in Fallcrest). Famed for its
opinions of the two outlaws. Fool pies, both savory and sweet, the inn is a popular stop-
By the order of the Lord Warden of Fallcrest, an ogre call- ping point for travelers.
ing himself Fool, known to wield a morningstar and a Whether the adventurers track down Keljack and
handaxe, and also known to travel in the company of Kel- Fool (hook 1) or you use the outlaw duo as a chance
jack the outlaw, is wanted alive! He has committed murder, encounter (hook 2), the adventurers come upon them
destroyed property, and stolen sheep. Any who deliver in the inn as the two outlaws meet with a pair of
this ogre alive to Fallcrest will receive the sum of 600 gold bandit leaders.
pieces.

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Following a Feeling E ncounter 1: Moon, the half ling brothers Heller and Mir, are
hiding in the kitchen until Keljack leaves, praying he
Traveling through the Chaos Scar is neither safe nor
easy. Accompanied by or in pursuit of Keljack, the Delicate doesnt wreck the place.)
adventurers must avoid the dangers of the Scar and
the beholders forces as they make their way to the
Negotiations If the adventurers look in a window, so that they
can see and hear Keljack and Fool, read:
vast forest along the Scars southern border. Encounter Level 9+ (2,100+ XP)
A man with a scarred face is playing cards with a tiefling
These events lead up to Encounter 2: Into the
and a gnome. An ogre sits by himself at a nearby table and
Scar.
Setup sneers at the others.
Keljack (K)
The Stream Crossing Fool (M) Allow the adventurers to be creative in planning their
About a mile from the stasis crystal, the party comes Char, tief ling occultist (O) entrance to the inn. The outlaws have a passive Per-
to a fast-running stream beneath a beaver dam. Part Flip, gnome illusionist (G) ception of 15 for noticing any sneaking or subterfuge.
of the stream is shallow enough to cross, but the 3 tief ling furies (F) If the adventurers enter openly, Keljack greets
beholders servants, gnolls and their trained owlbears, 3 gnome assassins (A) them with a smile: The adventurers are just the type
watch the crossing, ready to take advantage of the ter- of people he seeks. He tries to use his reputation to
rain to isolate and devour travelers. Keljack is negotiating with two small-time bandit convince the adventurers to help them find his trea-
These events lead up to Encounter 3: The groupsChars Furies and Flips Shadowsfor who sure. His paranoia is hard at work, and already he
Stream. should have the privilege of accompanying him to his doesnt trust either Char or Flip.
treasure. He thought to play one group off the other If the characters are persuaded to accompany
Keljack and Fool, Char and Flip become enraged.
The Ancient Forest and gain a favorable cut of whatever is found within
the Scar, but the negotiations have hit an impasse. They forge a temporary truce and gang up on the
Beyond the stream, the forest takes on a primeval Fabulous treasure is supposedly at stake, and neither adventurers.
look. The trees become larger, blotting out the sun, group wants to allow the other to leave with Keljack. If the adventurers try to put Keljack under arrest
and the ground sinks into shallow swampland. The When the adventurers make their entrance, every- or if they charge into the tavern, Char and Flip fight
beholders stasis crystal landed here as the meteor thing changes. to cover Keljacks escape with the hope of rejoining
tore its way into the Scar. Energy bleeding from the him later.
crystal has preserved this section of the forest as it As the adventurers approach the Quarter Moon
was when the crystal landed.
After the heroes have crossed or circumvented the
Inn, read:
The Quarter Moon Inn looks busy today. Four strong
Tactics
stream, the adventure ends with Encounter 4: An If the heroes have come to arrest them, Keljack and
horses are tethered out front, and chatter drifts through the
End to Madness. Fool attempt to flee as soon as possible and in any
doorway and windows.
available directionout the doors, through the win-
dows, or up the stairsthough neither leaves the other
The adventurers notice the wanted posters for
behind if he appears incapable of following. Keljack
Keljack and Fool plastered on a board outside the
steals a horse, trusting Fools natural speed to keep
tavern. If they look around further, they can find
up. They each have a potion of healing.
a rear door and two more horses, around back. A
If the adventurers plan to accompany Keljack, he
second story has bedrooms where travelers can
and Fool fight on their side against the other bandits.
spend the night and windows that can be opened
Fools preferred tactic, in either situation, is to cut
without difficulty. (The owners of the Quarter
the chandelier with a thrown handaxe and send it

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Scarred for Life

crashing down upon his enemies. For details on how


to accomplish this, see the chandelier terrain power
on page 8.

Features of the Area


Illumination: Bright light. Its around noon, with
plenty of sunshine.
Bar: The bottles of alcohol behind the bar can
be used as one-handed improvised ranged or melee
weapons. A bottle breaks after use, spreading flam-
F F mable alcohol in the square where it landed. If that

M
square is included in a fire attack, flames burn there
until the end of the encounter. Any creature that
F starts its turn there takes 1d8 fire damage.
Chandelier: The chandelier hangs by a stout rope.
O A character adjacent to or beneath the chandelier can
use it to swing over the battle. With a DC 15 Acrobat-
K ics check, an adventurer can move up to 4 squares.
Doors: The front doors swing in both directions.
G
The back door opens outward. A door can be broken
A with a DC 13 Strength check.
Horses: The horses out front were ridden here by
A Char and his gang. The ones out back belong to Flip
and the gnomes (who rode in two to a mount).
A Windows: The windows are large enough to pass
through. They begin closed, and they can be broken
as part of a move action with a DC 10 Strength check
or as part of forced movement.
Stairs Up: The large, open staircase leads up to
the second floor. The stairs are difficult terrain.
Stairs Down: Narrow stone steps lead to a 10-by-
10-foot lower chamber that serves as a root cellar.
Tables: The tables in the Quarter Moon provide
partial cover whether they are upright or not. A table
can be tipped over with a DC 10 Strength check.
Treasure: The bandits have 500 gp from recent
robberies plus two potions of healing. Dead or alive,
Char and Flip are worth 50 gp each in Fallcrest.

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Development 3 Gnome Assassins (A)


Small fey humanoid
Level 7 Skirmisher
XP 300 each
Flip, Gnome Illusionist (G)
Small fey humanoid
Level 6 Artillery
XP 250
If Keljack and Fool flee, they head for the Scar. Kel- HP 78; Bloodied 39 Initiative +9 HP 57; Bloodied 28 Initiative +5
jack is desperate now, betting that he and Fool alone AC 21, Fortitude 18, Reflex 20, Will 19 Perception +9 AC 20, Fortitude 15, Reflex 17, Will 18 Perception +4
can make it to the source of the strange energy. In any Speed 5 Low-light vision Speed 5 Low-light vision
case, he feels he has to try before the madness over- Standard Actions Standard Actions
takes him once more. m Katar (weapon) F At-Will m Gnarled Staff (weapon) F At-Will
If Keljack and the adventurers team up, the outlaw Attack: Melee 1 (one creature); +12 vs. AC Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 8 damage, or 4d6 + 8 if the attack ended the Hit: 1d8 + 6 damage.
leads the entire group into the Scar.
gnomes shade form. A Bedazzle (illusion, implement, radiant) F At-Will
In either case, proceed with Encounter 2: Into Move Actions Attack: Area burst 1 within 10 (enemies in the burst); +11
the Scar. Shadow Step (teleportation) F At-Will vs. Will
Requirement: The gnome must be adjacent to a creature. Hit: 2d6 + 5 radiant damage, and the target grants combat
Effect: The gnome teleports up to 3 squares to a square advantage (save ends).
adjacent to a different creature, and any mark on the C See Me Not (illusion, implement, psychic) F Recharge
gnome ends. 56
Dead or Alive? Minor Actions Attack: Close blast 3 (enemies in the blast); +9 vs. Will
If the adventurers capture Keljack and Fool, the two Shade Form F Recharge when first bloodied Hit: 2d6 + 10 psychic damage, and the target cannot see
Effect: The gnome assumes a shadowy form that lasts until the gnome (save ends).
outlaws do their best to convince the adventurers to
it makes an attack roll or until the end of its next turn. Move Actions
help them solve the mystery of Keljacks scar. Keljack While in this form, it is insubstantial and has vulner- There, Not There (illusion, teleportation) F Encounter
lies, persuades, and makes outlandish promises if he able 5 radiant. In addition, it can make Stealth checks to Effect: The gnome teleports up to 5 squares and creates
thinks it will do him any good; he has about 4,000 gp become hidden if it has any cover or concealment. two duplicates of itself within 5 squares of its destina-
hidden in various locations around the Nentir Vale, Sustain Minor: The shadowy form persists until the end of tion space. The duplicates last until the gnome attacks or
though hed rather not give it all up at once. the gnomes next turn. until they are destroyed. Each duplicate has 1 hit point
Fool, for his part, talks of his enslaved tribe and Skills Stealth +12 and the same ability scores and defenses as the gnome.
Str 10 (+3) Dex 19 (+7) Wis 13 (+4) The gnome can use its actions to have a duplicate act in
argues cogently (dropping, whenever convenient, the
Con 14 (+5) Int 14 (+5) Cha 16 (+6) any way it could, except that the duplicates cannot use
dumb ogre act) for his and Keljacks release. Alignment unaligned Languages Common, Elven powers and cannot flank.
If the heroes insist on holding the outlaws captive, Equipment leather armor, 2 katars Minor Actions
Fools ability to get out of certain kinds of restraining Veil (illusion) F At-Will
effects could come into play. If Keljack and the ogre Effect: The gnome can disguise itself and up to three allies
manage to win free, the adventure continues just as within 5 squares of it to appear as any Small or Medium
it would have if the outlaws had escaped the inn. creatures. A creature can see through the disguise with
a successful Insight check opposed by the gnomes Bluff
If the adventurers are determined and skilled
check.
enough to keep Keljack and Fool under arrest, later Skills Bluff +13, Stealth +12
to be hanged for their crimes, it is ultimately up to Str 10 (+3) Dex 14 (+5) Wis 13 (+4)
you if the story of Keljack ends here. Con 15 (+5) Int 18 (+7) Cha 20 (+8)
Alignment unaligned Languages Common, Elven
Equipment robes, gnarled staff (quarterstaff)

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3 Tiefling Furies (F) Level 5 Soldier Char, Tiefling Occultist (O) Level 8 Controller Chandelier Single-Use Terrain
Medium natural humanoid XP 200 each Medium natural humanoid XP 350 A large, ornate chandelier of iron and crystal hangs over the
HP 63; Bloodied 31 Initiative +4 HP 87; Bloodied 43 Initiative +4 battlefield. It would be a pity if it fell to the ground.
AC 21, Fortitude 18, Reflex 17, Will 18 Perception +2 AC 22, Fortitude 18, Reflex 20, Will 22 Perception +5
Standard Action
Speed 6 Low-light vision Speed 6 Low-light vision
Check: From a distance, to sever or loosen the rope or
Resist 10 fire Resist 10 fire
chain holding the chandelier aloft, make a ranged at-
Standard Actions Standard Actions
tack (the chandeliers defenses are 14).
m Longsword (weapon) F At-Will m Hell Rod (fire, implement) F At-Will
Alternatively, you can spend a standard action to cut
Attack: Melee 1 (one creature); +10 vs. AC Attack: Melee 1 (one creature); +11 vs. Reflex
the rope while adjacent to either the chandelier or the
Hit: 1d8 + 8 damage. Hit: 2d6 + 6 fire damage, and ongoing 5 fire damage (save
rope or chain keeping it aloft.
Effect: The tiefling marks the target until the end of the tar- ends)
Success: The chandelier falls to the ground and smashes
gets next turn. A Soul Fire (fear, fire, implement, psychic) F At-Will
to pieces.
Triggered Actions Attack: Area burst 1 within 10 (enemies in the burst); +11
Target: Each creature in an area burst 1 beneath the
M Tail Trip F At-Will vs. Reflex
chandelier
Trigger: An enemy marked by the tiefling shifts. Hit: Ongoing 10 fire damage (save ends). In addition, the
Attack: +12 vs. Reflex
Attack (Immediate Interrupt): Melee 1 (triggering enemy); first time the target willingly moves closer to the tiefling
Hit: 2d8 + 4 damage.
+10 vs. Reflex before the end of its next turn, the target takes 10 psy-
Miss: Half damage.
Hit: The target falls prone, and the tiefling uses longsword chic damage.
Effect: The area where the chandelier fell becomes
against it. Miss: Ongoing 5 fire damage (save ends).
difficult terrain.
Defiant Curse F At-Will Move Actions
Trigger: An enemy hits the tiefling. R Baleful Teleport (teleportation) F Recharge 5 6
Effect (Free Action): Close burst 10 (triggering enemy in the Effect: Before the attack, the tiefling teleports up to 10
burst). The tiefling marks the target until the end of the squares.
targets next turn. Attack: Ranged 10 (one creature); +11 vs. Will
Skills Bluff +10, Stealth +7 Hit: The tiefling teleports the target 10 squares to the
Str 16 (+5) Dex 11 (+2) Wis 10 (+2) square it just left.
Con 15 (+4) Int 14 (+4) Cha 16 (+5) Triggered Actions
Alignment unaligned Languages Common C Fiery Transposition (fire, teleportation) F Encounter
Equipment leather armor, longsword Trigger: An enemy hits the tiefling.
Effect (Immediate Interrupt): Close burst 3 (creatures in the
burst). Each target takes 5 fire damage, and then the
tiefling and the triggering enemy teleport, swapping
positions.
Skills Bluff +14, Stealth +9
Str 10 (+4) Dex 11 (+4) Wis 13 (+5)
Con 15 (+6) Int 17 (+7) Cha 20 (+9)
Alignment unaligned Languages Common
Equipment leather armor, rod

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E ncounter 2: Arcana (DC 23, three successes maximum): If Keljack


is with the party, the character boosts Keljacks abil-
choose to remove a failure in the challenge rather
than counting this result as a success.
I nto the S car ity to detect the stasis crystal through other magical Secondary Skills: Heal, Perception.
emanations that pervade the Scar. Or if Keljack is Heal (DC 23, usable only after two successful History
Encounter Level 6 (1,000 XP) being pursued, the character detects and follows the checks): The character helps an ally fight off stress and
energy coming from him. exhaustion, granting the ally a +2 bonus to his or her
In this skill challenge, the adventurers must avoid the Dungeoneering (DC 23, four successes maximum): If next check in the challenge.
dangerous monsters that rove the Scar while helping Keljack is with the party, the character knows that Perception (DC 15): The character notices tracks or
Keljack locate the crystal or following his trail. many of the Scars inhabitants have been warped and dangerous creatures before the adventurers are spot-
twisted by the presence of the meteor, and he or she ted in turn, granting a +2 bonus to the next Nature
Skill Challenge can predict the creatures preferred hunting grounds check or Stealth check made in the challenge.
and behavioral patterns. Or if Keljack is being pur- Special: Insight.
Level: 6 (1,000 XP).
sued, the character can perceive the effect of the Insight (DC 23): If the characters are traveling
Complexity: 4 (requires 10 successes before 3
strange energy associated with the meteor, and crea- with Keljack, he becomes increasingly impatient and
failures).
tures of the Far Realm, before they are encountered. paranoid as the journey progresses. With a success-
Time Frame: Unless otherwise noted, each
History (DC 15, two successes maximum): The char- ful Insight check, a character discerns and reveals to
adventurer can make a check in this challenge once
acter recalls tales of other adventurers who have the outlaw that Keljacks actions are being influenced
per day.
explored this area of the Chaos Scar. Although the by an outside source related to the Far Realm. This
Primary Skills: Arcana, Dungeoneering, History,
stories are not current, they help the party avoid the knowledge makes Keljack redouble his efforts to see
Nature, Stealth.
areas known threats. A result of 23 or higher on this this quest through: The outlaw gains a +2 bonus to all
check counts as two successes instead of one. If the attack rolls until the end of the adventure.
adventurers earn both successes possible, they can Success: The adventurers navigate the dangers
then use Heal as a secondary skill in the challenge. of the Scar to arrive in the area of the stasis crystal.
Nature (DC 15, three successes maxi- If the adventurers are pursuing Keljack, they arrive
mum): The character understands close behind him.
cluesmarkings on trees, the scarcity of Failure: The party is attacked by a group of gnolls
other wildlife, distinctive droppingsthat in service to the trapped beholder. The gnolls have
indicate that the adventurers are entering a orders to capture Keljack and bring him to the stasis
dangerous creatures ter- crystal (if he is present), or to kill any who approach
ritory well before they the area of the crystal (if Keljack is traveling ahead of
encounter the creature. the characters).
Stealth (DC 15, four The gnolls include 2 blackfang feasters, 2 black-
successes maximum): fang gravediggers, and 1 blackfang howler (1,200 XP,
The character scouts level 6 encounter, Monster Vault: Threats to the Nentir
ahead, determining Vale).
the safest route through Treasure: None.
the area, or conceals the
partys tracks. A character
who gets a result of 23 or
Development
higher on this check can Proceed to Encounter 3: The Stream.

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E ncounter 3:
T he Stream
Encounter Level 8+ (1,850+ XP)

Setup
3 gnoll far fangs
1 gnoll pack lord
3 trained owlbears

Keljack knows that the source of his feeling is in


the primeval forest beyond the stream. The adven-
turers arrive here in his company, or close behind
him, depending on their actions throughout the
adventure.
The gnoll pack lord and the third trained owlbear
are present only if the adventurers accompany Kel-
jack and Fool.

When the adventurers arrive at the stream,


read:
A fast-running stream rushes from a nearby beaver dam.
The trail leads to a shallow crossing before resuming on the
other side.

Gnolls in service to the trapped beholder patrol this


crossing with several trained owlbears. They have
slain the beavers that built this dam and now ambush
any creatures crossing the stream.
If the adventurers are pursuing Keljack, the out-
laws were ambushed by the gnolls as they crossed
the stream. Fool escaped, but Keljack was captured
and is being taken to the beholder by the gnoll pack
lord and one of the trained owlbears. The rest of the
gnolls and the owlbears are lounging in the open, not
expecting another group of trespassers so soon.
If the adventurers and Keljack are traveling
together, then the gnolls and the owlbears are hiding

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in the bushes across the stream, and the adventurers


can spot them with a DC 22 Perception check. With
Features of the Area 3 Gnoll Far Fangs
Medium natural humanoid
Level 8 Artillery
XP 350
Illumination: Bright light during the day or dim HP 68; Bloodied 34 Initiative +9
a DC 16 Perception check, an adventurer notices
light at night. AC 22, Fortitude 20, Reflex 22, Will 19 Perception +11
numerous tracks, large and small, crisscrossing the
Beaver Dam: The gnolls have removed key pieces Speed 8 Low-light vision
trail on the other side of the stream.
of the dam so that it will fall apart when hit by the Traits
boulder. An adventurer can balance on the dam with Pack Attack
Tactics a DC 16 Acrobatics check. The gnolls attacks deal 5 extra damage to any enemy that
has two or more of the gnolls allies adjacent to it.
If the monsters are encountered in the open, they Boulder: The boulder is perched on a steep rise
Standard Actions
take cover in the bushes and try to draw the adven- over the dam and can be pushed into the dam with a m Handaxe (weapon) F At-Will
turers across the stream before destroying the dam. DC 16 Strength check as a standard action. Attack: Melee 1 (one creature); +13 vs. AC
If the monsters are in hiding, they try to ambush Bushes: The thick bushes on the other side of Hit: 2d6 + 7 damage, or 2d6 + 9 while the gnoll is
the first adventurer who steps past the flood line on the trail are difficult terrain and provide partial bloodied.
their side of the stream. The pack lord then attempts concealment. R Fang Bow (weapon) F At-Will
Crossing: The crossing is difficult terrain. Attack: Ranged 30 (one or two creatures); +15 vs. AC
to push the boulder into the dam, destroying it in
Hit: 2d10 + 5 damage, or 2d10 + 7 while the gnoll is
hopes of separating the party. Flood: If the dam breaks, creatures between the
bloodied.
The gnolls have been instructed to kill any creature flood lines must make a DC 16 Strength check or be A Hungry Arrows (weapon) F Encounter
except Keljack that tries to enter the area. The gnolls pushed 2d4 squares downstream. Attack: Area burst 2 within 10 (enemies in the burst); +15
fight to the death. If no gnolls are alive to direct them, Flood Line: The white dotted lines on the map vs. AC
the owlbears flee when bloodied. indicate the level to which the water rises if the dam Hit: 2d10 + 5 damage, or 2d10 + 7 while the gnoll is blood-
breaks. ied. The target takes ongoing 5 damage (save ends).
Pond: The pond is deep but placid (DC 10 Athlet- Skills Stealth +14
Str 17 (+7) Dex 21 (+9) Wis 15 (+6)
ics check to swim).
Con 14 (+6) Int 9 (+3) Cha 7 (+2)
Stream: A character must make a DC 15 Athletics Alignment chaotic evil Languages Abyssal, Common
check to swim in the stream. If it is in flood, swim- Equipment leather armor, handaxe, fang bow (longbow)
ming the stream becomes a DC 20 Athletics check.
Trees: The trees are 20 feet tall and provide
partial concealment to any creature beneath their
branches. The trunks can be climbed with a DC 15
Athletics check. A creature pushed downstream can
make a saving throw to catch the adjacent trunk or
the branches of any tree it passes. If the saving throw
succeeds, the forced movement ends.
Treasure: None.

Development
Proceed to Encounter 4: An End to Madness.

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Gnoll Pack Lord Level 8 Controller (Leader) 2 or 3 Trained Owlbears Level 9 Soldier
Medium natural humanoid XP 350 Large fey beast XP 400
HP 90; Bloodied 45 Initiative +6 HP 96; Bloodied 48 Initiative +8
AC 22, Fortitude 21, Reflex 19, Will 22 Perception +6 AC 24, Fortitude 23, Reflex 22, Will 20 Perception +7
Speed 8 Low-light vision Speed 7 Darkvision
Traits Standard Actions
Pack Attack m Claw F At-Will
The gnolls attacks deal 5 extra damage to any enemy that Attack: Melee 2 (one creature); +14 vs. AC
has two or more of the gnolls allies adjacent to it. Hit: 2d8 + 8 damage.
Standard Actions C Thunderous Shriek (thunder) F Recharge 5 6
m Flail (weapon) F At-Will Attack: Close burst 2 (creatures in the burst); +12 vs.
Attack: Melee 1 (one creature); +13 vs. AC Fortitude
Hit: 1d10 + 11 damage. Hit: 4d6 + 5 thunder damage, and the target is knocked
R Demonic Frenzy (charm) F Recharge when an ally drops prone.
to 0 hit points Triggered Actions
Attack: Ranged 10 (one creature); +11 vs. Will M Guardian Claw F At-Will
Hit: The target takes a 2 penalty to attack rolls until the Trigger: An enemy adjacent to the trained owlbear makes
end of its next turn. In addition, the target uses a free an attack that does not include it.
action to make two basic attacks against a target or tar- Attack (Opportunity Action): Melee 1 (triggering enemy);
gets of the gnolls choice. +14 vs. AC
Effect: The target is dazed until the end of its next turn. Hit: 2d8 + 8 damage.
A Feed on the Weak F At-Will Miss: 5 damage.
Attack: Area burst 1 within 5 (enemies in the burst); +11 Str 19 (+8) Dex 14 (+6) Wis 16 (+7)
vs. Will Con 16 (+7) Int 2 (+0) Cha 10 (+4)
Hit: The target grants combat advantage until the start of Alignment unaligned Languages
its next turn.
Effect: One ally in the burst can make a basic attack as a
free action.
Minor Actions
C Pack Cackle F Recharge 5 6
Effect: Close burst 5 (allies in the burst). Each target can
shift up to 2 squares as a free action.
Str 17 (+7) Dex 15 (+6) Wis 15 (+6)
Con 18 (+8) Int 10 (+4) Cha 20 (+9)
Alignment chaotic evil Languages Abyssal, Common
Equipment leather armor, flail

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E ncounter 4:
A n E nd to M adness
Encounter Level 9+ (2,000+ XP)

Setup
1 beholder

The source of Keljacks woes is the beholders stasis


crystal. The presence of the missing bit of magic in
Keljacks body allows the beholder to finally emerge.
If the adventurers are pursuing Keljack, then
the gnoll pack lord and one trained owlbear from
Encounter 3: The Stream are present, and they
start adjacent to the crystal.

As the adventurers arrive, read the following:


A large, red crystal obelisk is embedded in a hillock amid
this shallow swamp. Enormous trees rise from the waters,
their branches weaving a dense canopy overhead.

If the adventurers arrive in Keljacks company, they


have the opportunity to prepare themselves for what-
ever happens when Keljack touches the crystal.
Keljack hasnt come this far to turn around now.
He can feel the magic singing in his body; he knows
he needs to touch the crystal. Keljack starts the
encounter adjacent to the crystal. Allow the players
to place their characters and Fool around the map as
they see fit. With time on their side, they can easily
identify and avoid the squares of grasping bog.
If the adventurers are pursuing Keljack and suc-
ceeded in Encounter 2: Into the Scar, then they
arrive as the gnoll pack lord is dragging Keljack to
the crystal and the beholder is being released. Fool
enters the combat in the second round in an attempt
to rescue Keljack.
If the adventurers failed Encounter 2: Into
the Scar and Keljack got ahead of them or was

J u l y 2 011 | D U N G E O N 1 9 2
13
Scarred for Life

captured, the party arrives as Keljack dies beneath Beholder Level 9 Solo Artillery 7. Terror Ray (fear, psychic): Ranged 10; +14 vs. Will; 2d8
the beholders deadly gaze. Fool witnesses Keljacks Large aberrant magical beast XP 2,000 + 5 psychic damage, and the beholder pushes the target
death from the trees, panics, and f lees into the HP 392; Bloodied 196 Initiative +9 its speed.
AC 23, Fortitude 21, Reflex 22, Will 22 Perception +11 8. Petrifying Ray: Ranged 10; +14 vs. Fortitude; the target
depths of the Scar.
Speed 0, fly 4 (hover) All-around vision, darkvision is petrified (save ends).
Saving Throws +5; Action Points 2 Aftereffect: The target is immobilized (save ends).
When Keljack is adjacent to the beholder or 9. Death Ray (necrotic): Ranged 10; +14 vs. Fortitude; 2d8
Traits
when he is killed, read: All-Around Vision + 10 necrotic damage. If the target is bloodied before or
Suddenly, in a flash of light, the shard f lies from within Enemies cant gain combat advantage by flanking the after the attack, it is also dazed (save ends).
Keljacks body and reintegrates with the rest of the crystal. beholder. First Failed Saving Throw: The target is dazed and weak-
The stasis shell falls away in a shower of fragments, leaving Standard Actions ened (save ends both).
m Bite F At-Will Second Failed Saving Throw: The target dies.
a beholder hovering above the swamp and casting its gaze
Attack: Melee 1 (one creature); 14 vs. AC 10. Disintegrate Ray: Ranged 10; +14 vs. Fortitude; 1d8 +
toward the nearest enemy. 5 damage, and ongoing 10 damage (save ends).
Hit: 2d8 + 8 damage.
R Eye Rays F At-Will R Eye Ray Frenzy F Recharge 6
Tactics Effect: The beholder uses two of the following eye rays, Requirement: The beholder must be bloodied.
Effect: As eye rays above, except the beholder makes three
using each against a different target. This attack does not
With typical arrogance, the beholder considers itself eye ray attacks.
provoke opportunity attacks.
invincible against this party of adventurers. Defeat is 1. Charm Ray (charm): Ranged 10; +14 vs. Will; the target Minor Actions
inconceivable, and it does not retreat. is dominated until the end of its next turn. C Central Eye F At-Will (1/round)
If the adventurers accompanied Keljack here, then 2. Wounding Ray (necrotic): Ranged 10; +14 vs. Fortitude; Attack: Close blast 5 (enemies in the blast); +12 vs. Will
he and Fool fight the beholder alongside the heroes. 2d10 + 6 necrotic damage. Hit: The target cannot use encounter or daily attack powers
3. Sleep Ray (charm): Ranged 10; +14 vs. Will; the target is until the end of its next turn.
If the characters pursued Keljack to this site, then he
immobilized (save ends). Triggered Actions
and Fool flee for their lives, leaving the adventurers R Random Eye Ray F At-Will
First Failed Saving Throw: The target is knocked uncon-
and the beholder to work out their differences. Trigger: The beholder is conscious and an enemy starts its
scious instead of immobilized (save ends).
4. Telekinesis Ray: Ranged 10; +14 vs. Fortitude; the turn within 5 squares of it.

Features of the Area beholder slides the target up to 4 squares.


5. Slowing Ray (necrotic): Ranged 10; +14 vs. Reflex; 3d6
Effect (No Action): The beholder uses one random eye ray
against the triggering enemy.
Illumination: Dim light during the day, darkness + 5 necrotic damage, and the target is slowed (save Str 18 (+8) Dex 20 (+9) Wis 15 (+6)
at night. ends). Con 18 (+8) Int 19 (+8) Cha 20 (+9)
Dry Land: Small hillocks of land emerge from the 6. Brilliant Ray (radiant): Ranged 10; +14 vs. Will; 1d6 + 5 Alignment evil Languages Deep Speech
water and are normal terrain. radiant damage, and the target is blinded (save ends).
Grasping Bog: The white dotted lines on the map
enclose squares of grasping bog. A grasping bog is dif-
ficult terrain. In addition, a creature that falls prone
in a square of grasping bog is restrained and cannot
stand up (save ends both).
Stasis Crystal: The beholders translucent stasis
crystal is 10 feet in diameter and 10 feet tall (another
5 feet of its height is buried in the bog). The crystal
is slippery (DC 20 Athletics check to climb). It is
immune to damage, and it provides cover.

J u l y 2 011 | D U N G E O N 1 9 2
14
Scarred for Life

Swamp: The ground beneath the shallow water is


difficult terrain. An adventurer can drop prone in the
Concluding About the Author
Andrew Scheider is an author and freelance game designer
water to gain partial cover against ranged attacks. the A dventure in the Washington, DC, area. His recent credits include
Reign of Despair (Dungeon 191), Creature Incarnations:
Trees: The trees in this area (represented on the
If Keljack and Fool survive at the partys side, their Fomorians (Dungeon 176), and Channel Divinity: Ioun
map by their trunks) spread their branches into a (Dragon 385).
thick, interwoven canopy 20 feet above the swamp. fate is up to the adventurers. Keljack asks the adven-
The trees can be climbed vertically, and the canopy turers if they would be willing to help free Fools Designer
can be traversed horizontally, each with a DC 15 Ath- tribe from the dragon Maluriath. The red dragon and Andrew G. Schneider
letics check. the rest of Fools tribe appear in the next Chaos Scar
adventure, Reflections of Ruin (Dungeon 194). Developer
Treasure: If the characters search the area where
If Keljack and Fool flee the final encounter, the Jeremy Crawford
the crystal shattered, they find five large pieces that
can be carried away. Each of these fragments is worth adventurers can attempt to hunt them down. If the Editor
1,000 gp to the right buyer. The wizards Nimozaran outlaws are cornered, they fight until dead or uncon- Miranda Horner
the Green in Fallcrest and Citirian in Restwell Keep scious (see the Dead or Alive? sidebar in Encounter
1 for more information). Managing Editor
would be especially interested. Kim Mohan
If Keljack dies, Fool might attempt to enlist the
adventurers aid to free his tribe from the dragon, Producers
depending on his relationship with the party. Christopher Perkins, Greg Bilsland
In all cases, the death of the beholder lifts the
Get Them! madness from Keljacks mind. He is free as never Art Directors
Kate Irwin, Jon Schindehette
The adventurers might ignore the beholder in favor before to choose his own path in life, though he now
of pursuing Keljack and Fool. They can corner the ages at a normal rate. Perhaps, with the adventurers Illustrators
outlaws while leaving the much slower beholder help, he can rise above the villainous identity he has Sam Wood, Wayne England
behind them. forged for himself.
Cartographer
In the beholders mind, running away is the proper Treasure: If Keljack survives the fight with the
Sean Macdonald
response to its presence. It has nothing against the beholder at the partys side, he promises them 3,000
adventurers personally, and if left alone it floats off gp and a level 9 magic item from his personal stash Graphic Production
into the Scar to pursue its long-delayed plans for once they leave the Scar. Erin Dorries
world domination. If the adventurers take Keljack and Fool to Fall-
The beholder has an in-depth understanding of crest, the Lord Warden rewards them with 3,600 gp.
the meteors powers, and it can be a great asset to
the evil powers gathered around the meteor. If the
adventurers continue to adventure in the Chaos
Scar, they are likely to encounter the beholder
again, possibly in connection with the Brotherhood
of the Scar.

J u l y 2 011 | D U N G E O N 1 9 2
15
The
Radiant
Morn
A Chaos Scar Adventure

By Daniel Marthaler
Illustration by William OConnor
Cartography by Jason A. Engle

The Radiant Morn is a short adventure for char- If youre not playing a Chaos Scar campaign, you
acters of levels 6-8 which takes place in or near the can still use this adventure. The Temple of the Radi-
Chaos Scar. During the course of the adventure, the ant Morn is easy to integrate into another locale or
heroes explore the Temple of the Radiant Morn, expe- campaign. Just drop the temple near a suitable town
rience firsthand the terrible truth that festers behind and start playing!
the sympathetic faade, and have the opportunity
to foil a hidden cult of the Archdevil Baalzebul, the Background
Lord of Flies. Level 6 characters will have a somewhat A few months ago, drawn by the whispers of dark
harder time with the adventures challenges than power and the opportunity presented by the suffering
level 8 characters would, but they should still be able of those living near the Scar, a devotee of Baalzebul
to battle their way through with skilled play. known to his ilk as Theran of the False Truth moved
For more on the Chaos Scar and its environs, into the Chaos Scar with a small band of cultists.
check out the Chaos Scar Introduction and its map of Once situated in an abandoned cave, they set up
the valley. the fake Temple of the Radiant Morn and began
TM & 2010 Wizards of the Coast LLC All rights reserved.

O c t o b e r 2 010 | D ungeon 18 3
24
The Radiant Morn

spreading a message of salvation from the anguish Getting the Players Involved Hook 2: An Unknown Quantity
and terrible burdens of the world. Their message was A local priest (if your characters are using Restwell
Below are a few story hooks to draw the players into
tailored to appeal to the grief-stricken, the suffering, Keep as a base for exploring the Scar, this priest
investigating the Temple of the Radiant Morn.
the outcast, and those with nothing to lose. While a could be Chendera, or even Benwick) is unsettled by
few have found the relief and sympathy promised, the rumors he has heard of a Temple of the Radiant
Commonly-Heard Rumors
they are but another means for the cult to propagate Morn springing up within the Chaos Scar. He has
Anyone who spends time in a nearby town (such as
its lies, for in reality the temple is a web of deceit never before heard of any such religious group and
Restwell Keep) will hear that a few months ago, a
designed to spread the Lord of Lies influence and fears that it could be up to no good, despite its mes-
priest who is a stranger to this region arrived with a
lure a steady stream of victims who will not be missed sage of charity and brotherly love. Whats more, he
small band of followers. They found a cave a few miles
to their dooms. has heard from beggars in town that some of their
from the nearest settlement, cleaned it out, and set up
By now, the temple has established itself as a local friends who went to the temple just for a look
the Temple of the Radiant Morn. They spread a mes-
institution. In an effort to widen its net from the poor have never come back. That could be nothingbut
sage of salvation and relief from worldly woe which
and disenfranchised and draw in more powerful vic- if the characters find themselves traveling near the
has found wide acceptance.
tims, devotees have begun spreading whispers of lost temple and have a chance to look into it, he would
After some resistance, the locals have grown accus-
treasures and forgotten lore uncovered in the Scar. like to know whats really going on. Optionally,
tomed to the presence of the temple and its disciples.
This, they hope, will attract adventurers, wandering characters might themselves overhear beggars dis-
Its message is nonthreatening, even comforting.
scholars, itinerant merchants, and anyone else whose cussing this situation and swapping theories about
disappearance wont raise much suspicion. the disappearances.
Hook 1: Limping Johann
Quest XP: 1,500 XP for routing or destroying
Synopsis A beggar, Limping Johann, approaches the char-
acters to barter something he heard on the street
the cult (including Theran) and bringing news of it
After hearing rumors or gathering information, the to Canard.
that might be of interest to the adventurers for a
adventurers make their way to the Temple of the
stiff drink, a bite to eat, or a few copper coins. If
Radiant Morn. There they meet a warm welcome
the characters oblige, Johann tells them that the
and are invited to speak with the head of the temple.
boys from the temple have been letting drop that
Upon moving further into the temple, the characters
they might know something about ancient treasures
are ambushed by the cultists. The heroes must fight
lost within the Chaos Scar. If the characters ask
their way through offal-filled caverns against cultists,
him about the temple, Johann refers to them as a
their disgusting pets, and deluded peasants before
bunch of nave do-gooders, but he can give accu-
facing the head of the cult.
rate directions to the Temple of the Radiant Morn
in exchange for another small gift. (The rumors of
treasure are false. This is a ruse the cultists use to
draw victims to the temple. The temple itself does
not hold much treasure because up to this time,
most of its victims have been poor.)

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25
The Radiant Morn

Hook 3: The Missing Merchant Treasure Getting Started


A local trader who fancies himself something of Characters can gain three treasures during the course After hearing a few rumors or being approached by
an amateur adventurer approaches the characters of exploring the Temple of the Radiant Morn. The NPCs, characters might try to dig up their own infor-
and tries to hire them as muscle for his big score. most likely places to find treasure and what it might mation on the Temple of the Radiant Morn by making
(This may be Bosco Heldam in a Chaos Scar cam- consist of are listed below. The magic items should be Religion and Streetwise checks. Although the name
paign.) He confides in them that theres treasure to from the players wish lists. Of course, DMs are free implies some connection to Pelor, no player charac-
be had out at the Temple of the Radiant Morn, and to substitute their own treasures for these or gener- ter trying a Religion check recalls ever hearing of a
he intends to have it. This information came to him ate new treasure parcels using the methods on pages temple calling itself the Radiant Morn (but be sure
through reliable channels which he refuses to 298-302 of the Rules Compendium or pages 124-127 of to purse your lips and think about this for a moment
share. the Dungeon Masters Guide. before announcing the result of the roll). A DC 11
Dont make the offer too attractive; it should be
Streetwise check, however, finds plenty of locals
clear that hes an amateur who has fallen for a hoax Parcel 1Fleecing the Flock (carried or dropped willing to confirm that the temples disciples work
and now has the fever of easy gold. A bit of asking in haste by a false priest): Six 100 gp gems to relieve the suffering of the worst off, and a DC 16
around reveals that this trader has disappeared on (moonstones) and 250 gp check finds one who can give reasonably clear direc-
similar wild-goose chases before only to come home Parcel 2The Living Filth (found in the black tions to its location.
a few days later, hungry and mud-smeared and puddings remains): One level 9 magic item
vowing never to go adventuring again. Parcel 3The Lord of Flies (amid Therans shredded, When heroes arrive at the temple, read or para-
Alternatively, the characters might overhear him cast off clothing): One level 10 magic item, one phrase the following:
making the same offer to some other group of bravos 500 gp gem (black pearl), and 700 gp Ahead of you, the rough mouth of a cave yawns wide to
or toughs, accompanied by much whispering and
reveal what appears to be the interior of a chapel or temple.
looking over his shoulder. Dungeon Tiles Inside, a small crowd of gaunt, unkempt, and generally
A week or more after the characters turn him
All of the maps in this adventure were constructed miserable-looking people kneel on the stone floor or mill
down, his friends or wife approach the characters to
using dungeon tiles from one set of Caves of Carnage about quietly. A pair of white-robed figures moves through
ask for help because the merchant has never been
(DU3) and one set of Fane of the Forgotten Gods (DT7). them, seemingly offering quiet words of reassurance or
gone this long before. The characters could also be
sympathetic gestures. Traces of strong, musky incense are
approached without ever having seen or heard the
carried upon the breeze.
merchant, after his disappearance.
Quest XP: 1,500 XP for bringing the merchant
If the characters stand and watch for more than
home alive.
a few minutes, or when they enter the temple,
read or paraphrase the following:
Upon seeing you, one of the robed figures turns and
gestures widely, saying Welcome to the Temple of the
Radiant Morn, travelers. Within these walls, solace and
understanding are freely given. You see that the speaker
and the other white-robed figure are both male humans.

O c t o b e r 2 010 | D ungeon 18 3
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The Radiant Morn

If the characters ask about the temple or its pur- hostile and aggressive, then the priest excuses himself
pose, the speaker responds: to whisper briefly with his associate. At that time,
We offer compassion, understanding, and what relief we the pair turns upon the characters and encounter
can from the heavy burdens of this world. The hungry are T2 begins immediately. Otherwise, if the characters
fed, the weary rested, the grieving counseled, and the ill advence through the doorway, move ahead to encoun-
tended. What is it that you seek? ter T1.

Regardless of how the characters respond, the Concluding the Adventure


speaker soon becomes determined to lure them Once the characters have cleared each of the encoun-
into the next chamber. Read or paraphrase the ters, they have convincingly routed the cultists. With
following: the Temple of the Radiant Morn exposed and its
I am afraid my duties are here, tending to those in need. members and leadership dead or fleeing, the threat it
Perhaps you should speak with the head of our order. I am posed is ended for the foreseeable future.
sure he will be glad to help you. The priest motions for you Whether that is the last time the characters will
to follow as he moves toward the doors across the chapel. confront the cult of Baalzebul is up to you. Cultists
He sounds a small gong beside the doorway before turning who escaped might plot their individual revenge or
back to you: Our brothers will meet you within to show flee to another hidden stronghold of the Lord of Lies
you the way. and marshal the archdevils followers against the
temple destroyers. In particular, if Theran escapes,
The speaker (Kalin) will not accompany the charac- his ability to don illusionary disguises could make
ters through the doorway. If urged to, he insists that him a deadly and hateful foe. Either path could lead
he must stay and attend to the congregation. Kalin to more adventures.
sticks to the established story if the adventurers have
more questions but always turns the conversation About the Author
back to meeting the head of the order, Theran. Daniel Marthaler is an avid gamer with soaring delusions of
grandeur and dreams of breaking into the industry. Despite
Suspicious or wary characters might ask for Insight being 6 3, he has a peculiar love of the wee races that popu-
checks while speaking with Kalin. He is a practiced late the game, most notably gnomes and kobolds.
liar; an Insight check or passive Insight score of 16
generates the feeling that the priest is not as excited
about tending to a crowd of needy beggars as his
well-rehearsed speech would indicate. A result of 23
or more reveals that something other than brotherly
courtesy may be motivating his insistence on ushering
the characters through the doorway.
If the characters refuse to enter the temples inner
chamber, confront Kalin for being a liar, or become

O c t o b e r 2 010 | D ungeon 18 3
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The Radiant Morn

T1: A Warm something is hidden behind the curtains when initia-


tive is rolled.
R eception
Tactics
Encounter Level 7 (1,500 XP)
The storm shamans hope to lure rash characters
into the pit trap. They begin the fight with their
Setup
2 orc reavers (R)
vengeful whirlwinds in an effort to slide characters into
the pit, then switch to lightning strikes. s
2 orc storm shamans (S)
2 otyughs (O)
The reavers use their javelins immediately, also
with the goal of pushing characters into the pit or the
s
Offal-Filled Pit Trap flaming braziers.

The characters are ambushed by members of the


Temple of the Radiant Morn who were sent to be their
The otyughs hide within the pit, waiting to
attack any hero unfortunate enough to fall in.
Once the trap has been sprung, the otyughs
O O
escorts. Place only the two storm shamans at first; the also try to grab and pull into the pit any char-
reavers are hidden behind curtains and the otyughs acter that moves within reach of their tentacles.
are in the offal-filled pit. Because the pit is 10 feet deep, an otyugh in
it can reach only 2 squares outside the pit with
When heroes enter the room, read: its tentacles and cant bite a target that is outside the
Two members of the Temple wait for you as promised. As pit. An otyugh leaves the pit only if this would be the
you move into the room, you perceive that the heavy aroma third round when it has no targets within reach.
of incense in this chamber masks another, fouler smell.
No sooner do you notice that than the white-robed figures
throw back their hoods to reveal that they are snarling orcs
Features of the Area
Illumination: The two braziers provide bright
ready to attack!
light in the chamber. If both braziers are dumped
over, the illumination becomes dim.
If players declared their suspicions before entering
this room or are acting in an obviously wary manner,
Curtains: The curtains concealing the orc reavers
block line of sight but do not hinder movement. They
R
then those with passive Insight of 16 or higher are
immediately aware of an unfriendly tenseness within
can be drawn open or closed with a minor action.
Pit of Offal: A covered pit is hidden near the
R
the temple priests and are not surprised. Otherwise,
center of the room. Fragile timbers support f lag-
they are surprised. The temple guardians are not
stones which match the rest of the f loor. The pit is
surprised.
10 feet deep, and its bottom is covered with liquid
Regardless of whether theyre surprised, char-
filth to a depth of about 3 feet. The stinking sludge is
acters with passive Perception of 16 or higher hear
difficult terrain for creatures without a swim speed.
rustling from the alcoves and become aware that
Creatures other than otyughs in the offal take a -2

O c t o b e r 2 010 | D ungeon 18 3
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The Radiant Morn

penalty to attack rolls, AC, and Ref lex, and creatures 2 Orc Reavers (R) Level 5 Skirmisher 2 Orc Storm Shamans (S) Level 6 Artillery
Medium natural humanoid XP 200 each Medium natural humanoid XP 250 each
other than otyughs that start their turn in the offal
HP 63; Bloodied 31 Initiative +7 HP 54; Bloodied 27 Initiative +7
take 5 poison damage.
AC 19, Fortitude 18, Reflex 18, Will 16 Perception +3 AC 20, Fortitude 16, Reflex 19, Will 18 Perception +6
Statues: The statues provide cover and are diffi- Speed 6 (8 when charging) Low-light vision Speed 6 Low-light vision
cult terrain. Traits Standard Actions
Braziers: The two large, shallow braziers are Charging Mobility m Scimitar (weapon) F At-Will
filled with f laming, scented oil. A creature that While charging, the orc gains a +4 bonus to all defenses. Attack: Melee 1 (one creature); +11 vs. AC
moves (or is forced to move) into a square contain- Standard Actions Hit: 1d8 + 8 damage.
ing a brazier takes 5 fire damage and the brazier is m Battleaxe (weapon) F At-Will r Lightning Strike (lightning) F At-Will
Attack: Melee 1 (one creature); +10 vs. AC Attack: Ranged 30 (one creature); +11 vs. Reflex
knocked over. Once a brazier is knocked over, it no
Hit: 1d10 + 8 damage. Hit: 1d10 + 8 lightning damage, and one enemy within 5
longer has any effect.
Effect: After the attack, the orc can shift 1 square. squares of the target takes 5 lightning damage.
R Javelin (weapon) F At-Will A Vengeful Whirlwind (lightning, thunder, zone) F
Development Attack: Ranged 20 (one creature); +10 vs. AC Recharge when first bloodied
After this fight, the characters can either head back to Hit: 2d6 + 6 damage, and the orc can push the target 1 square. Attack: Area burst 1 within 10 (enemies in burst); +11 vs.
the temple entrance (encounter T2) or they can push Triggered Actions Fortitude
M Blood-Crazed Charge F Encounter Hit: 2d10 + 4 lightning and thunder damage, and the target
deeper into the temple (encounter T3; leave T2 for
Trigger: The orc hits an enemy. falls prone. Then the shaman slides the target up to 2
when the characters exit the temple).
Effect (Free Action): The orc charges an enemy. squares.
Savage Demise Miss: Half damage, and the shaman can slide the target 1
Trigger: The orc drops to 0 hit points. square.
Effect (Free Action): The orc takes a standard action. Effect: The burst creates a zone that lasts until the end of the
Str 18 (+6) Dex 17 (+5) Wis 13 (+3) orcs next turn. Any enemy that ends its turn in the zone
Con 15 (+4) Int 8 (+1) Cha 8 (+1) takes 10 thunder and lightning damage.
Alignment chaotic evil Languages Common, Giant Triggered Actions
Equipment hide armor, battleaxe, 4 javelins Wind Walk F Encounter
Trigger: The shaman is first bloodied.
Effect (Free Action): Until the end of the encounter, the shaman
gains a fly speed of 8 but must land or fall at the end of each
move.
Savage Demise
Trigger: The orc drops to 0 hit points.
Effect (Free Action): The orc takes a standard action.
Str 16 (+6) Dex 19 (+7) Wis 16 (+6)
Con 12 (+4) Int 8 (+2) Cha 9 (+2)
Alignment chaotic evil Languages Common, Giant
Equipment hide armor, scimitar

O c t o b e r 2 010 | D ungeon 18 3
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The Radiant Morn

2 Otyughs (O) Level 7 Soldier Offal Filled Pit Level 6 Trap Lesser Otyugh Filth Fever Level 7 Disease
Large natural beast XP 300 each Object XP 250
Those infected by this disease waste away as they alternately
HP 82; Bloodied 41 Initiative +5 Detect Perception DC 23 Initiative suffer chills and hot flashes.
AC 23, Fortitude 22, Reflex 16, Will 19 Perception +11 HP 20 per square
Stage 0: The target recovers from the disease.
Speed 5, swim 5 Darkvision AC 5, Fortitude 10, Reflex 5, Will
Stage 1: While affected by stage 1, the target loses a healing
Traits Immune necrotic, poison, psychic, all conditions, ongoing
surge.
O Otyugh Stench F Aura 1 damage
Stage 2: While affected by stage 2, the target loses a healing
Living enemies take a 2 penalty to attack rolls while in the
Triggered Actions
surge. The target also takes a2 penalty to AC, Fortitude,
m Attack F At-Will
aura. and Reflex.
Trigger: A creature enters a trapped square or starts its turn Stage 3: While affected by stage 3, the target loses all healing
Standard Actions
m Tentacle F At-Will there. surges and cannot regain hit points. The target also takes a
Attack (Free Action): Melee 0 (creature in trapped square); +11 2 penalty to AC, Fortitude, and Reflex.
Attack: Melee 3 (one creature); +12 vs. AC
vs. Reflex Check: At the end of each extended rest, the target makes an
Hit: 2d8 + 6 damage, and the otyugh pulls the target up to 2 Endurance check if it is at stage 1 or 2.
Hit: Target falls into the pit, takes 1d10 damage plus 1d10
squares and grabs it (escape DC 16). Lower than Easy DC: The stage of the disease increases by 1.
M Diseased Bite (disease) F At-Will poison damage, and falls prone.
Easy DC: No change.
Miss: Target moves to nearest unoccupied, untrapped square Moderate DC: The stage of the disease decreases by 1.
Attack: Melee 1 (one creature); +12 vs. AC
and its move action ends immediately.
Hit: 1d10 + 8 damage, or 1d10 + 12 against a creature grabbed
Countermeasures
by the otyugh. In addition, at the end of the encounter, the
F Collapse Floor: Any successful attack against a trapped
target makes a saving throw. On a failure, the target con
square which causes forced movement collapses that square
tracts lesser otyugh filth fever (stage 1).
of floor.
Skills Stealth +13
F Trigger Prematurely: Thievery DC 13. Success: An adja
Str 22 (+9) Dex 11 (+3) Wis 16 (+6)
cent character collapses one square of the trap, leaving the
Con 18 (+7) Int 1 (2) Cha 5 (+0)
open pit.
Alignment unaligned Languages
F Climb Out: Athletics DC 18. Success: The character climbs
10 feet to an adjacent, untrapped square.

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The Radiant Morn

T2: Fleecing Tactics


The thugs are enthralled by the rhetoric of the
the Flock false priests (transmuters) and hurl themselves
H
Encounter Level 8 (1,800 XP) against the characters recklessly until the trans- H
muters are both killed, at which point the thugs
H H
Setup flee back to the nearest village.
S H T
The transmuters are happy to use the thugs as
3 rot grub swarms (S)
2 human transmuters (T)
shields. They are keenly aware of the braziers effect H S
and attempt to keep their foes within it while remain-
9 human thugs (H)
ing clear themselves. They are cowards at heart, H T
The two false priests have moved from comfort-
so once they are bloodied or all their minions are S H
dead, the transmuters become more interested in
ing the wretched to preaching the message of the
getting away than continuing the fight. H
Temple of the Radiant Morn. They are weaving
The rot grubs appear at the start of the second
the skillful webs of lies so loved by their dark lord,
turn and immediately swarm forward to make the
and their audience listens in glassy-eyed rapture.
most of their auras. They fight to the death.
Describe the rest of the scene and alter the read
aloud text depending on how the characters arrived
at this point in the adventure. Thanks to their para-
Features of the Area
noia, the two false priests are always on the lookout Illumination: The braziers, votive candles, and
and wont be surprised. light streaming in through the mouth of the cave pro- Pool: A low wall of stone surrounds the small pool.
Do not place the rot grub swarms at the beginning vide bright light throughout the area. It counts as difficult terrain and provides cover.
of the fight; they emerge from hiding only after the Braziers: The thick, musky incense burning in Statues: The statues provide cover and are diffi-
struggle is underway. the two braziers is enchanted by the cultists of Baal- cult terrain.
zebul to do more than just cover the temples stench:
When the characters enter, read: a creature within 2 squares of a brazier takes a -2 Development
Gesturing sharply your way, the speaker skillfully weaves penalty to Will defense as the fog saps their mental The worshipers (human thugs) are not evil; most of
your arrival into his speech without missing a stride: See resistance. A creature that moves through a square them are no more than beggars and wanderers who
how the world assails us? The source of your suffering is containing a brazier takes 5 fire damage and the bra- came to the temple seeking food and some kind-
revealed. Cruel intruders have come to smash our good zier is knocked over. Once knocked over, the square ness. They fight back because they believe that the
works and rob us of what little we have! They believe they can be navigated safely. A brazier can also be knocked characters are here to loot their temple. If characters
can take whatever they want with their weapons and their over intentionally with a DC 15 Strength check as a gleefully slaughter these innocents, look for ways to
magic! Defend yourselves, oh brothers! Stand up against standard action. This dumps the oil into any square make them regret their cruelty later. Youll have a
their greed! adjacent to the brazier and deals 5 fire damage to any prime opportunity if survivors flee back to the village
creature occupying that square. with news of an unprovoked massacre at the temple.
Gong: The gong has no special effect.

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The Radiant Morn

3 Rot Grub Swarms (R) Level 4 Brute 2 Human Transmuters (T) Level 7 Controller 9 Human Thugs (H) Level 7 Minion Skirmisher
Medium natural beast (swarm) XP 175 each Medium natural humanoid XP 300 each Medium natural humanoid XP 75 each
HP 63; Bloodied 31 Initiative +3 HP 77; Bloodied 38 Initiative +3 HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 15, Reflex 14, Will 15 Perception +2 AC 21, Fortitude 18, Reflex 19, Will 20 Perception +11 AC 21, Fortitude 20, Reflex 17, Will 18 Perception +4
Speed 5 Darkvision Speed 6 Speed 6
Resist half damage from melee and ranged attacks; Standard Actions Traits
Vulnerable 10 against close and area attacks m Staff (weapon) F At-Will Rush into Battle
Traits Attack: Melee 1 (one creature); +12 vs. AC Whenever the thug hits a creature with a charge attack, the
O Swarm Attack F Aura 1 Hit: 2d6 + 6 damage. target grants combat advantage until the end of the thugs
Any enemy that starts its turn within the aura takes 5 damage A Capricious Earth (charm, implement) F At-Will next turn.
plus 2 extra damage for each additional rot grub swarm adja Attack: Area burst 2 within 5 (enemies in the burst); +10 vs. Standard Actions
cent to the enemy. Will m Club (weapon) F At-Will
Swarm Hit: 2d10 + 6 damage, and the transmuter slides the target up Attack: Melee 1 (one creature); +12 vs. AC
The rot grub swarm can occupy the same space as another to 3 squares. Hit: 7 damage.
creature, and an enemy can enter its space, which is difficult Miss: The transmuter can slide the target 1 square. Str 14 (+5) Dex 11 (+3) Wis 12 (+4)
terrain. The rot grub swarm cannot be pulled, pushed, or slid R Beast Curse (implement, polymorph) F Recharge 4 5 6 Con 13 (+4) Int 10 (+3) Cha 13 (+4)
by melee or ranged attacks. It can squeeze through any open Attack: Ranged 5 (one hexed enemy); +10 vs. Fortitude Alignment unaligned Languages Common
ing that is large enough for at least one of the creatures it Hit: The transmuter alters the targets physical form to appear Equipment club
comprises. as a Tiny animal until the end of the transmuters next turn.
Clumsy Attacker While in this form, the target cannot use powers or make
The rot grub swarm lacks a melee basic attack. attacks.
Standard Actions Move Actions
M Infesting Bite F At-Will Hex Jump (teleportation) F Encounter
Attack: Melee 1 (one creature); +9 vs. AC Effect: Close burst 5 (one hexed creature in the burst). The
Hit: Ongoing 5 damage (save ends). transmuter and the target teleport, swapping positions.
First Failed Saving Throw: Ongoing 10 damage (save ends). Minor Actions
Second Failed Saving Throw: Ongoing 15 damage (save ends). C Hex (charm, implement) F At-Will (1/round)
Str 10 (+2) Dex 13 (+3) Wis 11 (+2) Attack: Close burst 5 (one enemy in the burst); +10 vs. Will
Con 13 (+3) Int 2 (2) Cha 4 (1) Hit: The target is hexed until the end of the transmuters next
Alignment unaligned Languages turn. While hexed, the target is slowed and takes a 2 pen
alty to attack rolls and damage rolls against the transmuter.
Skills Arcana +10, Nature +11
Str 10 (+3) Dex 11 (+3) Wis 17 (+6)
Con 13 (+4) Int 15 (+5) Cha 14 (+5)
Alignment unaligned Languages Common
Equipment staff, robes

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The Radiant Morn

T3: T he Living Filth Tactics


The black pudding floats unmoving beneath the sur-
Encounter Level 7 (1,600 XP) face of the sludge, readying an action until a character
wades into or jumps over the pool. At that point, it
Setup bursts from the muck to engulf the unfortunate adven-
1 black pudding (B) turer. From then on, it engulfs and sustains the grab
3 carrion crawlers (C) against as many adventurers as possible. Black pud-

The vile filth created as both a sign and a byproduct


ding spawn attack characters at random.
The carrion crawlers are aware of the black pud- C
of the cults devotion to the slug archduke slowly dings hunting methods and stay hidden until the C
pooled here, where its corruption and foul magic
condensed over time until it imbued the sludge with
pudding attacks. Then they rush forward along the
floor, walls, and ceiling. They are quite fond of using
C
a terrible semblance of life. Now the cultists use the tentacle to strand heroes within the poisonous stream
abomination and the carrion eating aberrations that
took up residence to dispose of inconvenient objects
or adjacent to the ooze. They fall back on their bite
only when every target within reach is slowed or
B
or people. immobilized.
All of the monsters begin the encounter out of
sight, so place them on the battle mat only when the Features of the Area
adventurers gain line of sight to them. Illumination: Darkness. The only sources of light
are those the characters bring with them.
When the characters enter the room, read: Pools of Offal: The pools and streams of stink-
The air of this cavern is foul from the stagnant river of ing liquid and foul sludge count as difficult terrain
stinking filth that flows across the chamber. to creatures without a swim speed. Creatures other
than the black pudding and its spawn in the offal take
Passive Perception 16: The character becomes a -2 penalty to attack rolls, AC, and Reflex. Addition-
aware that something lurks in the cavern, without ally, creatures that start their turn in the offal take 5
knowing what or where. Characters who are alerted poison damage. Remember that the carrion crawlers
this way can then make active Perception checks can use the walls and ceiling as readily as the floor.
against DC 23; place one carrion crawler or the black Shackles: The cultists sometimes keep prisoners
pudding on the map for each successful check, even chained here so they can witness the terrible fate
if they are out of sight. Make appropriate adjustments awaiting them when the ooze and carrion crawlers
for characters who enter the room especially cau- messily consume (or dissolve) other captives. The
tiously or recklessly chains hang empty at this time.

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The Radiant Morn

Black Pudding (B) Level 8 Elite Brute Black Pudding Spawn Level 8 Minion Brute 3 Carrion Crawlers (C) Level 7 Soldier
Large natural beast (blind, ooze) XP 700 Medium natural beast (blind, ooze) XP 88 Large aberrant beast XP 300 each
HP 218; Bloodied 109 Initiative +6 HP 1; a missed attack never damages a minion. Initiative +6 HP 81; Bloodied 40 Initiative +8
AC 20, Fortitude 22, Reflex 20, Will 18 Perception +4 AC 20, Fortitude 22, Reflex 20, Will 18 Perception +4 AC 23, Fortitude 19, Reflex 18, Will 17 Perception +5
Speed 4, climb 3 Blind, tremorsense 10 Speed 4, climb 3 Blind, tremorsense 10 Speed 6, climb 6 (spider climb) Darkvision
Immune blinded, gaze effects; Resist 15 acid Immune blinded, gaze effects; Resist 15 acid Standard Actions
Saving Throws +2; Action Points 1 Traits m Tentacles (poison) F At-Will
Traits Ooze Attack: Melee 2 (one creature); +10 vs. Fortitude
Ooze While squeezing, the pudding moves at full speed rather than Hit: 2d4 + 5 damage, and the target takes ongoing 5 poison
While squeezing, the pudding moves at full speed rather than half speed, it doesnt take the 5 penalty to attack rolls, and it damage and is slowed (save ends both).
half speed, it doesnt take the 5 penalty to attack rolls, and it doesnt grant combat advantage for squeezing. First Failed Saving Throw: The target is immobilized instead of
doesnt grant combat advantage for squeezing. Standard actions slowed (save ends).
Standard Actions m Slam (acid) F At-Will Second Failed Saving Throw: The target is stunned instead of
m Slam (acid) F At-Will Attack: Melee 1 (one creature); +12 vs. Fortitude immobilized (save ends).
Attack: Melee 1 (one creature); +11 vs. Fortitude Hit: 10 acid damage, and the pudding shifts up to its speed. Miss: The target is slowed until the end of the carrion crawlers
Hit: 4d6 + 6 acid damage. Str 15 (+6) Dex 14 (+6) Wis 11 (+4) next turn.
Effect: Before or after the attack, the pudding shifts up to its Con 19 (+8) Int 1 (1) Cha 1 (1) M Bite F At-Will
speed. Alignment unaligned Languages Attack: Melee 1 (one creature); +12 vs. AC
C Engulf (acid) F At-Will Hit: 2d10 + 4 damage.
Attack: Close blast 3 (creatures in the blast); +11 vs. Fortitude Str 20 (+8) Dex 16 (+6) Wis 14 (+5)
Hit: 4d6 + 6 acid damage, and the pudding grabs the target Con 17 (+6) Int 2 (1) Cha 16 (+6)
(escape DC 16). Alignment unaligned Languages
M Melt (acid) F At-Will
Effect: Melee 1 (one creature grabbed by the pudding). The
target takes 2d6 + 15 acid damage and loses a healing surge.
It takes 10 extra acid damage if it has no healing surges.
Triggered Actions
Split F At-Will
Trigger: An enemy hits the pudding with a weapon attack.
Effect (No Action): A black pudding spawn appears in the unoc
cupied square closest to the pudding.
Str 15 (+6) Dex 14 (+6) Wis 11 (+4)
Con 19 (+8) Int 1 (1) Cha 1 (1)
Alignment unaligned Languages

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The Radiant Morn

T4: T he L ord When the adventurers enter the room, read: Tactics
The already nauseating stench becomes even worse as you
Theran uses only charnel frenzy to attack until he is
of Flies enter this vaulted cavern. A statue of a gigantic, sluglike
forced to reveal his hidden nature by taking damage
creature vomits forth a continual stream of the vile filth
Encounter Level 10 (2,500 XP) (his aura is always in effect). Once his subterfuge is
which fills this place. Runes surrounding its corroded
stripped away, he uses all of his attacks to full effect;
mouth hurt the eye to look upon.
Setup You become aware of a low, humming noise; it is the
charnel lash is especially useful for pulling characters
into the sludge.
Theran of the False Truth (T) sound of thousands of buzzing flies!
Theran expects his cultists to die for him, and they
2 orc reavers (R) Four cultists wearing tattered, befouled robes chant
probably will, but he has no such intention for him-
2 orc storm shamans (S) from the bank of the stream of filth. They are led by a
self. When it becomes apparent that the battle is lost,
2 otyughs (O) surprisingly handsome human dressed in sumptuous and
Theran will do his best to escape, either by rushing
incongruously immaculate clothing. He turns and says,
down the hideous stream or even squeezing himself
This is the heart of the Temple of the Radiant Morn, We receive more offerings for Baalzebul, our patron. Let
up the filth-spewing pipe in the statue. Abandon-
where the cultists conduct their foul rituals in the the Lord of Maladomini embrace them!
ing his followers to certain doom in order to save his
name of Baalzebul the Fallen One, Lord of Flies. It is
oozing hide is a price hes willing to pay.
also the source of the noxious sludge found through- Perception DC 16: The character spots the beady
The orcs may be nearly as surprised by Therans
out the dungeon. eyes and twitching tentacles of an otyugh hiding in
transformation as the player characters are, but they
The otyughs begin in hiding; place the beasts only the sludge. If at least three characters succeed on this
dont pause in their attacks. They push characters
when the characters spot them. roll, place both otyughs.
into the sludge or within range of the otyughs when-
Theran, the leader of the temple, appears human
ever possible. Each bolt of lightning fills the cavern
when the characters meet him. At the moment when Insight DC 23: The character senses that Theran is
with the odor of singed muck, and each whirlwind
he first takes damage, his illusory appearance dis- not what he appears to be.
swirls tiny droplets of stinking liquid into the
solves to reveal him for what he is: a charnel otyugh
already foul air. These things have no particular
gifted with high Intelligence. When that happens, Arcana or Religion DC 16: The character recog-
effect, but be sure to emphasize how nauseating this
provide a suitable description of tentacles bursting nizes the name of Baalzebul, one of the Lords of the
encounter is.
through clothing, the head reshaping into a gaping Nine who rule over the Nine Hells. Known as the
The otyughs lurk in the stream of slime with their
maw, and the body swelling into a bloated monstros- Lord of Lies, the Lord of Flies, and (not within his
squishy bodies flattened beneath the surface. When
ity, all accompanied by a burst of terrible stench, hearing) the Slug Archduke, Baalzebul is a disgust-
a target comes within range, they burst from hiding
questionable fluids, and thousands of biting insects ing, sluglike being of filth that rules the seventh
and spend the rest of the encounter trying to drag
which swarm around him. hell, Maladomini.
tasty morsels into the sludge.

O c t o b e r 2 010 | D ungeon 18 3
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The Radiant Morn

Features of the Area Theran of the False Truth/


charnel otyugh (T)
Level 10 Elite Soldier

Illumination: Candles, torches, and glowing Large natural beast XP 1,000


runes keep the area in bright light. HP 212; Bloodied 106 Initiative +7

River of Offal: The stream of stinking liquid AC 26, Fortitude 27, Reflex 21, Will 24 Perception +13 T S
Speed 5, swim 5 Darkvision

O
counts as difficult terrain to creatures without a swim
Resist 5 necrotic
speed. Creatures other than otyughs in the stream Saving Throws +2; Action Points 1 S
take a -2 penalty to attack rolls, AC, and Reflex; crea- Traits
tures other than otyughs that start their turn in the
R
O Otyugh Stench F Aura 1
stream take 5 poison damage. Living enemies take a 2 penalty to attack rolls while in the
Slug Statue: Despite the enchantments that keep aura.
corruption pouring endlessly from the statues mouth, Standard Actions
the statue itself has no effect on the encounter besides
m Charnel Lash (necrotic) F At-Will R
Attack: Melee 3 (one creature); +15 vs. AC

O
the mundane attributes common to all statuary.
Hit: 1d8 + 8 damage, and ongoing 5 necrotic damage (save
Shackles: Sacrificial victims are kept chained in ends). The otyugh pulls the target up to 2 squares and grabs
this chamber until needed. If the characters are look- it (escape DC 18).
ing for the missing trader (Hook 3), they find him M Rotting Bite (disease, necrotic) F At-Will
here, beaten and unconscious but alive. Otherwise, all Attack: Melee 1 (one creature); +15 vs. AC
the shackles are empty. Hit: 2d12 + 6 necrotic damage, and ongoing 5 necrotic damage
(save ends). In addition, at the end of the encounter, the

Development target makes a saving throw. On a failure, the target con


tracts greater otyugh filth fever (stage 1).
By the end of this fight, the characters are thoroughly C Charnel Frenzy (necrotic) F Recharge 5 6
drenched in reeking filth. If they return to town with- Attack: Close burst 3 (enemies in the burst); +15 vs. AC
out cleaning upa task that can take several hours, Hit: 1d8 + 8 damage, and ongoing 5 necrotic damage (save
and they might never get the stench out of some cloth- ends).
ingthey will be met with nothing but disgust no Minor Actions
M Life Leech (healing, necrotic) F At-Will (1/round)
matter how successful their expedition was.
Attack: Melee 3 (one creature grabbed by the otyugh); +13 vs.
If the characters have not yet defeated encoun-
Fortitude
ter T2, then they will find the exit to the dungeon Hit: 10 necrotic damage, and the otyugh regains 5 hit points.
occupied by the false priests and their enthralled Skills Stealth +10
parishioners. None of these are particularly loyal Str 22 (+11) Dex 11 (+5) Wis 16 (+8)
to Theran himself, so his demise (or flight) does not Con 18 (+9) Int 12 (+6) Cha 5 (+2)
concern them; they fight or flee as described in that Alignment evil Languages Common
encounter, with the intention of either claiming the
temple for their own use or at least escaping with
their lives.

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The Radiant Morn

2 Orc Reavers (R) Level 5 Skirmisher 2 Orc Storm Shamans (S) Level 6 Artillery 2 Otyughs (O) Level 7 Soldier
Medium natural humanoid XP 200 each Medium natural humanoid XP 250 each Large natural beast XP 300 each
HP 63; Bloodied 31 Initiative +7 HP 54; Bloodied 27 Initiative +7 HP 82; Bloodied 41 Initiative +5
AC 19, Fortitude 18, Reflex 18, Will 16 Perception +3 AC 20, Fortitude 16, Reflex 19, Will 18 Perception +6 AC 23, Fortitude 22, Reflex 16, Will 19 Perception +11
Speed 6 (8 when charging) Low-light vision Speed 6 Low-light vision Speed 5, swim 5 Darkvision
Traits Standard Actions Traits
Charging Mobility m Scimitar (weapon) F At-Will O Otyugh Stench F Aura 1
While charging, the orc gains a +4 bonus to all defenses. Attack: Melee 1 (one creature); +11 vs. AC Living enemies take a 2 penalty to attack rolls while in the
Standard Actions Hit: 1d8 + 8 damage. aura.
m Battleaxe (weapon) F At-Will r Lightning Strike (lightning) F At-Will Standard Actions
Attack: Melee 1 (one creature); +10 vs. AC Attack: Ranged 30 (one creature); +11 vs. Reflex m Tentacle F At-Will
Hit: 1d10 + 8 damage. Hit: 1d10 + 8 lightning damage, and one enemy within 5 Attack: Melee 3 (one creature); +12 vs. AC
Effect: After the attack, the orc can shift 1 square. squares of the target takes 5 lightning damage. Hit: 2d8 + 6 damage, and the otyugh pulls the target up to 2
R Javelin (weapon) F At-Will A Vengeful Whirlwind (lightning, thunder, zone) F squares and grabs it (escape DC 16).
Attack: Ranged 20 (one creature); +10 vs. AC Recharge when first bloodied M Diseased Bite (disease) F At-Will
Hit: 2d6 + 6 damage, and the orc can push the target 1 square. Attack: Area burst 1 within 10 (enemies in burst); +11 vs. Attack: Melee 1 (one creature); +12 vs. AC
Triggered Actions Fortitude Hit: 1d10 + 8 damage, or 1d10 + 12 against a creature grabbed
M Blood-Crazed Charge F Encounter Hit: 2d10 + 4 lightning and thunder damage, and the target by the otyugh. In addition, at the end of the encounter, the
Trigger: The orc hits an enemy. falls prone. Then the shaman slides the target up to 2 target makes a saving throw. On a failure, the target con
Effect (Free Action): The orc charges an enemy. squares. tracts lesser otyugh filth fever (stage 1see Encounter T1).
Savage Demise Miss: Half damage, and the shaman can slide the target 1 Skills Stealth +13
Trigger: The orc drops to 0 hit points. square. Str 22 (+9) Dex 11 (+3) Wis 16 (+6)
Effect (Free Action): The orc takes a standard action. Effect: The burst creates a zone that lasts until the end of the Con 18 (+7) Int 1 (2) Cha 5 (+0)
Str 18 (+6) Dex 17 (+5) Wis 13 (+3) orcs next turn. Any enemy that ends its turn in the zone Alignment unaligned Languages
Con 15 (+4) Int 8 (+1) Cha 8 (+1) takes 10 thunder and lightning damage.
Alignment chaotic evil Languages Common, Giant Triggered Actions Greater Otyugh Filth Fever Level 11 Disease
Equipment hide armor, battleaxe, 4 javelins Wind Walk F Encounter Those infected by this disease waste away as they alternately
Trigger: The shaman is first bloodied. suffer chills and hot flashes.
Effect (Free Action): Until the end of the encounter, the shaman Stage 0: The target recovers from the disease.
gains a fly speed of 8 but must land or fall at the end of each Stage 1: While affected by stage 1, the target loses a healing
move. surge.
Savage Demise Stage 2: While affected by stage 2, the target loses a healing
Trigger: The orc drops to 0 hit points. surge and takes a 2 penalty to AC, Fortitude, and Reflex.
Effect (Free Action): The orc takes a standard action. Stage 3: While affected by stage 3, the target loses all healing
surges and cannot regain hit points. The target also takes a
Str 16 (+6) Dex 19 (+7) Wis 16 (+6)
2 penalty to AC, Fortitude, and Reflex.
Con 12 (+4) Int 8 (+2) Cha 9 (+2) Check: At the end of each extended rest, the target makes an
Alignment chaotic evil Languages Common, Giant Endurance check if it is at stage 1 or 2.
Equipment hide armor, scimitar 12 or Lower: The stage of the disease increases by 1.
13-18: No change.
19 or Higher: The stage of the disease decreases by 1.

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Rumble in
the Valley
A Chaos Scar adventure for characters of levels 68

By Dave Chalker
Illustration by Alexey Aparin
Cartography by Sean Macdonald

I ntroduction A dventure
A cunning hobgoblin plans to form a mighty army, Background
uniting the diverse and quarrelsome inhabitants of
the Chaos Scar into a fighting force, and lay siege to Kodan is an experienced hobgoblin commander, who
Restwell Keep. For this ambitious strategy to succeed, leads a band of raiders called the Talons, so named
he must prove his might and remove a persistent for their hit-and-run tactics patterned after those of
problem: the adventurers. certain dragons. Hearing of opportunities for wealth
Rumble in the Valley is a Dungeons & and power, he took his band to the Chaos Scar.
Dragons adventure set in the Chaos Scar. This The Talons first mission was to be a simple one:
adventure draws on source material presented Raid a passing merchant caravan on its way to Rest-
in Keep on the Chaos Scar (Dungeon 176) by well Keep. Kodan quickly found that the area was
Mike Mearls, as well as characters and events in not going to offer the easy pickings he had expected.
the adventures Stick in the Mud (Dungeon 171) His band was repelled by a combined force of guards
by Aeryn Blackdirge Rudel, The Lost Library from the keep and the adventurers. As the Talons
(Dungeon 173) by Peter Lee, The Hammer Falls retreated, though, the group encountered a doppel-
(Dungeon 179) by Corwin Riddle, and the Dungeons ganger assassin named Linn and a bullywug priest
& Dragons Encounters adventure Keep on the named Primpel, both seeking revenge for the adven-
Borderlands by Chris Sims. Feel free to change the turers previous meddling.
names of places, the personalities involved, and The keep and adventuring parties were constant
the preceding events to suit your own campaigns threats that couldnt be dealt with as long as all the
history. monstrous factions worked on their own. Kodan was
struck with an idea: Instead of trying to carve out his
own piece of the Chaos Scar, as so many others had
done, he could unite all the inhabitants of the Scar
under his banner by proving that he was a smart,

TM & 2011 Wizards of the Coast LLC. All rights reserved. A u g u s t 2 011 | D U N G E O N 1 9 3
1
Rumble in the Valley

capable, and powerful leader. To this end, he began to orders not to kill the adventurers, but to delay them
contact representatives of the caves inhabitants. Kodan while Kodan makes final preparations.
soon encountered others who had experiences similar In the valley below, witnessed by monstrous emis-
Who are The Talons? to his own, and he focused his attention on them. saries, Kodan and the Talons fight the party in one
These monstrous characters have ties to other pub- Using the talents of various monsters seeking last showdown. If Kodan defeats the adventurers, he
lished adventures, as described in the Introduction, revenge, Kodan took over a set of caves and has proves his worth to lead the monsters of the Chaos
but your players neednt have played through them. turned it into a massive trap. He doesnt intend to kill Scar in an attack on Restwell Keep. If he falls, the
You can replace these creatures with other adver- the adventurers in the caves but rather weaken them adventurers end a grave threat to the keep.
saries from previous adventures in your campaign, so that he and his now-reinforced Talons can elimi-
or have them be mercenaries who follow Kodan in
exchange for wealth and power if his plan succeeds.
nate them, in full view of emissaries from important
Chaos Scar factions. With the adventurers out of
T he A dventure
Kodan, the hobgoblin leader, is new to this adven- the way, and having demonstrated his might, Kodan Begins
ture. If the party previously crossed paths with a band intends to rule the Chaos Scar.
of hobgoblins, he can be one that escaped. Alterna- When youre ready to begin the adventure, read:
tively, replace Kodan with a recurring villain from
your campaign who has similar qualities.
A dventure Synopsis Within the walls of Restwell Keep, youve made a name for
yourselves as heroes, ready to protect the innocent, rescue
F Linn, the doppelganger, is a sister to Gordi and The adventurers are summoned by Marz Dyson, a the endangered, and thwart the evil. As you walk along the
Sal, who appeared in the Keep on the Borderlands wealthy patron and frequent source of work, about streets, youre thanked by passersby whom you have helped
adventure. She wants revenge for the deaths of her another quest into the Chaos Scar. Dyson explains or those who just know you by reputation.
brothers. that elemental creatures are attacking his trade So you arent surprised to be called to another adventure
F Primpel is a bullywug priest who serves the Elder caravans and have been seen coming from a newly at the behest of Marz Dyson, a local human merchant who
Elemental Eye. He came to the Chaos Scar on spotted cave entrance. He promises wealth and glory, has been a frequent ally and patron. In the past, he has
pilgrimage, but on discovering the bodies of slain as well as a chance to save innocent lives, if the adven- needed help dealing with the dangers of the Chaos Scar,
bullywugs (see Stick in the Mud), now seeks to turers investigate the incidents. which are numerous, to clear the way for his trade cara-
destroy the forces of civilization. In truth, the quest is a ruse. The real Dyson has vans. Dyson asks you to investigate a possible incursion by
F S lik is a kobold trapsmith of the kobold Clan been captured and replaced by Linn. Kodan has pre- elementals that threaten one of his trade routes. As always,
Fireclaw, which was nearly wiped out during the pared a trap for the adventurers within one of the he offers to pay well.
events of The Lost Library. He magically soaked caves of the Chaos Scar, utilizing the talents of Slik, This should be short work for such experienced adven-
up a bit of the knowledge around the library and Primpel, and Barulg. turers as you, the old man says, smiling. Without waiting
now wants to perfect the art of trapmaking. The adventurers explore the cave, finding it sur- for your answer, he hands you a map to the spot where he
F Barulg the Returned is a duergar who swore his prisingly easy to navigate. They encounter little believes the creatures are coming from. He encourages you
soul to infernal powers and was killed during trouble until they reach a large chamber containing to leave quickly, for he has another caravan moving through
the events of The Hammer Falls. The devils of the wounded body of the true Dyson, guarded by tomorrow.
the Nine Hells decided to return him to life as several mud creatures. Entering the chamber trig-
an example of their might, hoping that he would gers a cave-in, blocking the entrance. The only exit is In fact, the person who the adventurers are meeting
inspire other power-seeking creatures to make through two sets of tunnels, designed to split the party with is not Marz Dyson, but the doppelganger Linn,
similar bargains. into two groups and weaken them with traps and haz- who has replaced the merchant to lure the party into
ards to give the Talons the edge in the final battle. Kodans trap. She doesnt have the information to
At the end of the tunnels, a small force of sentries answer many questions the adventurers might pose.
loyal to Kodan guard a stone outcropping that looks If pressed, Dyson claims that his scouts provided
out over the Chaos Scar valley. The guards have strict the tip and are back out on patrol.

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This excuse might make the adventurers suspi-


cious. With a successful DC 23 Insight check, a
E vents cat-sized insects burst forth, leaving a bubbling mud trail
behind them.
character senses that Dyson seems to be upset about The events that follow tell the story of the adventure Behind you, a loud crashing sound reverberates through
something. If challenged, he explains that he is as it unfolds. the tunnels.
annoyed at the cost of doing business in the keep. (In
reality, the doppelganger wants revenge for the death
of her brothers.) If the adventurers continue to press
Event 1: Between Rust 2 Elemental Evil Mudborn (M) Level 6 Controller
Medium elemental magical beast (aquatic, earth, water)
him, he excuses himself on the pretext that he has and a Hard Place XP 250 each
another important meeting to attend. Combat Encounter Level 8 (1,600 XP) HP 70; Bloodied 35 Initiative +7
The fake Dyson pays the party 850 gp up front, AC 20, Fortitude 20, Reflex 19, Will 16 Perception +6
with a promise of triple that on successful comple- Speed 5, swim 8 Low-light vision
The map for Event 1 shows the entrance and the
Immune disease, poison
tion of the mission. If that doesnt persuade the cavern where Dyson is being held. He is badly injured Traits
adventurers, the doppelganger increases the offer as and needs attention if he is to survive. Once the Aquatic
neededshe intends for them never to return, so pay- adventurers enter the cave, the tunnel leading back The mudborn can breathe underwater. In aquatic combat,
ment isnt a problem. out starts to collapse. it gains a +2 bonus to attack rolls against any nonaquatic
The map provided by Dyson is detailed and accu- Light: Torches along the walls of the farther creatures.
rate, leading the party right to the cave entrance. The cavern shed bright light. Standard Actions
journey is surprisingly quiet for a trip into the Chaos m Slippery Slam F At-Will
Monsters: 2 elemental evil mudborn (M), 1 gelati-
Attack: Melee 1 (one creature); +11 vs. AC
Scarthe first clue that something is not quite right nous cube (G), 2 gluttonous rust monsters (R). Hit: 2d8 + 5 damage, and the mudborn can slide the target
about the mission. 1 square.
If the characters manage to discover that Dyson When the adventurers get close enough to see r Mud Ball F At-Will
is a fake, the doppelganger is willing to reveal what inside, read: Attack: Ranged 10 (one creature); +9 vs. Reflex
she knows of Kodans plan. Linn tells the group that You stand at the entrance to a large chamber, divided Hit: 1d8 + 5 damage, and the target is slowed (save ends).
Kodan has gained the allegiance of a number of into two sections. The more distant half is illuminated by If the target is already slowed, it is instead immobilized
Chaos Scar creatures and seeks to prove his worth by (save ends).
torches on the walls, placed to give you a good view of a
R Torrent of Mud F Encounter
defeating the party. She pleads for her life and tells sight you were clearly intended to witness. Attack: Ranged 5 (one creature); +9 vs. Fortitude
them that unless they go to the cave, the real Dyson Your patron Dysonbattered, beaten, and bloody Hit: 3d8 + 5 damage, and the target falls prone.
will be killed. If they spare her, she betrays them at hangs pitifully from manacles attached by chains to the far Miss: Half damage.
the first opportunity. wall. Theres no way the old man could have arrived before Triggered Actions
you, and his wounds show that he has suffered long-term M Stick in the Mud F Recharge if the power misses

Entering the Cave abuse.


Surrounding him are two humanoid shapes seemingly
Trigger: An enemy adjacent to the mudborn hits it with a
melee attack.
The cave immediately begins to slope downward, Attack (Immediate Reaction): Melee 1 (triggering enemy); +9
made of living mud. Within their chests, covered by the
twisting to the east. With a successful DC 16 Dun- vs. Fortitude
muck, are two wriggling insect-like creatures, whose anten- Hit: The target is grabbed (escape DC 15). Until the grab
geoneering check, a character notices that the caves
nae occasionally poke out of the disgusting slime. ends, the target cannot make attacks, and the mudborn
arent entirely natural: Someone has recently done
Dyson tries to choke out a warning, but the pain of his gains a +2 bonus to attack rolls against it.
work to improve them. Skills Dungeoneering +11, Nature +11
injuries, reinforced by a brutal blow from one of the mud
If the adventurers take time to search more Str 19 (+7) Dex 19 (+7) Wis 16 (+6)
creatures, silences him before he can finish. The monsters
thoroughly, or decide to turn back, you can encour- Con 14 (+5) Int 9 (+2) Cha 12 (+4)
emit a low gurgling sound as they turn to face you, and the
age them to continue forward with the sound of an Alignment chaotic evil Languages Primordial
anguished cry from ahead: the voice of the real Dyson.

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Gelatinous Cube (G) Level 5 Elite Brute


Large natural beast (blind, ooze) XP 400
HP 156; Bloodied 78 Initiative +4
AC 17, Fortitude 18, Reflex 16, Will 15 Perception +3
Speed 3, climb 3 Blind, blindsight 5
Immune blinded, gaze effects; Resist 5 acid
D
M M
G
Saving Throws +2; Action Points 1
Traits
Ooze
While squeezing, the cube moves at full speed rather than
half speed, it doesnt take the 5 penalty to attack rolls,
and it doesnt grant combat advantage for squeezing.
Translucent
R R
The cube is invisible until seen (Perception DC 25) or until
it attacks. A creature that fails to notice the cube might
walk into it, automatically being hit with engulf.
Standard Actions
m Slam (acid) F At-Will
Attack: Melee 1 (one creature); +8 vs. Fortitude
Hit: 2d6 + 9 acid damage, and the target is immobilized
(save ends).
M Engulf (acid) F At-Will
Requirement: The cube must have no more than two crea- Start
tures grabbed. Area
Attack: Melee 1 (one or two creatures); +8 vs. Reflex
Hit: The cube grabs the target (escape DC 15) and pulls the
target into its space. Until the grab ends, the target takes
ongoing 10 acid damage and is dazed. When the cube
moves, it pulls with it any creature grabbed by it, and the
creature remains grabbed and within the cubes space.
This movement does not provoke an opportunity attack
from the grabbed creature.
Str 14 (+4) Dex 14 (+4) Wis 13 (+3)
Con 18 (+6) Int 1 (3) Cha 1 (3)
Alignment unaligned Languages

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2 Gluttonous Rust Monsters (R) Level 8 Brute At the start of the first round of combat, the adventur- QUEST: Cavern Rescue
Medium natural beast XP 350 each ers hear a loud rumbling: the beginning of a cave-in. 7th-Level Minor Quest (300 XP)
HP 110; Bloodied 55 Initiative +7 On the second round, the entrance tunnel fills with Returning Dyson to town alive earns the characters
AC 20, Fortitude 21, Reflex 19, Will 17 Perception +5 rubble. On the third round, rubble spills out into the the quest reward.
Speed 6 Low-light vision
cavern, pushing anyone in it into the far chamber.
Traits
Rusting Defense
(The rubble-strewn area is difficult terrain.)
Any creature that tries to escape back through the
Event 2: Tunnels of Terror
Whenever an attack using a metal weapon hits the rust
entrance tunnel on the first round gets caught in the Skill Challenge Encounter Level 7 (600 XP)
monster, the weapon used in the attack is rusting until the
end of the encounter. While the weapon is rusting, attacks falling rock, taking 2d10 + 5 damage. The creature
with the weapon take a 1 penalty to attack rolls. If the is immobilized and takes ongoing 10 damage until Kodan knows he cant stand up to the adventurers at
weapon used to attack the rust monster is already rusting, it escapes. The creature can make a saving throw to full strength. His goal is to weaken them as much as
the penalty to attack rolls worsens by 1 (to a maximum
avoid the collapse, taking half damage on a save. A possible, perhaps eliminating one or two of them if
penalty of 5). hes lucky. To that end, with the aid of Barulgs con-
Standard Actions
trapped creature can try to escape once per round,
and escaping requires a DC 23 Athletics check. struction and forging, and traps designed by Slik,
m Bite F At-Will
After the cave-in ends, returning through the he has laid out the tunnels to harry and weaken the
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 3d10 + 3 damage. If the target is wearing heavy armor, entrance passage is no longer possible. The only exit party. Kodan still needs a few adventurers to escape,
the armor is rusting until the end of the encounter. While is the tunnel at the far side of the cavern. however, so he can finish them off in view of those
the armor is rusting, the target takes a 1 penalty to AC. Tactics: The elemental evil mudborn are under hes trying to impress.
If the target is wearing armor that is already rusting,
orders to stop enemies from reaching Dyson. They After a short time exploring, the party comes to
increase the penalty to AC by 1 (to a maximum penalty
stay near him, launching their mud ball attacks at a spot where the tunnel forks. Both directions are
of 5). blocked by heavy stone slabs, each connected by a
M Devour Metal F Recharge if the power misses anyone who tries to approach. The gluttonous rust
monsters were imprisoned within the mudborn, chain to a pulley in the opposite tunnel. Each slab
Attack: Melee 1 (one creature wearing or wielding a rusting
item); +11 vs. Reflex where they starved nearly to death. They home in on requires at least two characters to raise it by pulling
Hit: The rusting item is destroyed. If the item was magic, the character with the most metal to devour. on its chain, and it falls back as soon as the chain is
residuum worth the items market value can be retrieved The gelatinous cube was prodded into place to released or fewer than two characters hold it. (The
from the rust monster after the creature is slain.
prevent an early exit. It spends the first round moving chain is long enough to allow those holding it to move
M Gluttonous Bite F Encounter past the open slab if it is opened by the other chain.)
Attack: Melee 1 (one creature); +13 vs. AC
into better position to engulf prey. It avoids the mud-
born (which have no flesh to devour) but does not Unless the adventurers come up with a way around
Hit: 4d10 + 8 damage. If the target is wearing heavy armor,
hesitate to overrun a rust monster while trying to get this obstacle, they will have no choice but to split into
the armor is rusting until the end of the encounter. While
the armor is rusting, the target takes a 1 penalty to AC. to a character. two groups, each passing simultaneously into the
If the target is wearing armor that is already rusting, the Dyson (D): The old man has been tortured and opposing tunnels. After passing these obstacles, the
penalty to AC worsens by 1 (to a maximum penalty of will die in a few rounds if he is not tended to. Anyone groups are reunited at the exit chamber.
5). In addition, any weapon the target is wielding is rust-
adjacent to him can make a DC 15 Heal check to Each group must deal with two of the obstacles
ing until the end of the encounter. While the weapon
stabilize him. Using a healing power on Dyson auto- laid out by the Talons, represented by short skill chal-
is rusting, attacks with the weapon take a 1 penalty to lenges that affect the final encounter. Tailor these
attack rolls. If the weapon is already rusting, the penalty matically stabilize him. Otherwise, he makes a death
saving throw at the end of each round and dies after challenges to the groups abilities, choosing two
to attack rolls worsens by 1 (to a maximum penalty of 5).
Miss: Half damage. three failures. Even if stabilized, Dyson barely clings from those described below , in whichever order
Str 16 (+7) Dex 16 (+7) Wis 12 (+5) to life and is unconscious for the remainder of the you want. These challenges use a variety of skills, so
Con 20 (+9) Int 2 (+0) Cha 11 (+4) adventure. Rescuing Dyson fulfills a minor quest. they shouldnt be too difficult for the characters to
Alignment unaligned Languages overcome. If the players come up with a way to avoid

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splitting the party, they should easily bypass this chal- Secondary Skills: Perception, Insight. Diplomacy (DC 16): The character gives a stirring
lenge and emerge stronger than Kodan expects. Perception (DC 11): The character tries to antici- speech to convince the others of his or her identity
pate the fire blasts. No success is gained, but he or she and trustworthiness.
Barulgs Infernal Forge takes no damage from the next blast of fire that tar- Insight (DC 16): The character trusts his or her
The tunnel walls transition into intricately carved gets that character. intuition to tune out the false voices and images.
works of metal and obsidian, engraved with devil- Insight (DC 11): The character uses intuition to Secondary Skills: Bluff, Intimidate.
ish visages. Barulg, through his infernal masters, has warn the others about an oncoming blast of fire. No Bluff (DC 11): The character employs verbal gym-
infused his craftsmanship with primal fears of the success is gained, but each other character takes only nastics to confuse the various illusions, although
living: the dark, being lost, and fire. The fiendish half damage from the next fire blast that attacks him his or her own reality is still in doubt. No success is
images swallow all light in the area (including any or her. gained, but each other character receives a +2 bonus
magical light sources) and launch blasts of invisible Success: The party reaches the end of the hall, to the next primary skill check he or she makes this
fire. and their light sources flare to life again. round.
Failure: The adventures emerge with infernal Intimidate (DC 16): The character forcefully asserts
Level: 7 (300 XP) darkness clinging to their souls. The group gains the his or her existence. Although this tactic is effective,
Complexity: 1 (requires 4 successes before 3 Marked by Barulg trait: Any character who scores a the other party members grow more distrustful of
failures). hit against Barulg in the final encounter takes 5 fire each other. No success is gained, but this character
Time Frame: Each character can make a skill damage. gains a +2 bonus to all primary skill checks during
check in this challenge once per minute. the challenge. All other characters take a 2 penalty
Primary Skills: Dungeoneering, History, Percep- Linns Paranoid Gauntlet to their next primary skill checks.
tion. Special: After any character makes a skill check, The rocky walls change to a mirror-like substance, Success: The bond between the adventurers helps
regardless of the skill used and the success or failure reflecting thousands of things both real and false. to dispel the illusions and feelings of paranoia, leav-
of the check, a random character takes 2d6 + 4 fire Images, voices, and sounds appear all around the ing only a mild sense of doubt.
damage. characters, who become increasingly unsure if the Failure: The adventurers cant shake their suspi-
Dungeoneering (DC 16): The character relies on other party members are real or have been replaced cions about what they experience. The group gains
familiarity with construction to advance carefully. by something sinister. The adventurers must shake the Marked by Linn trait: Any character who scores a
History (DC 16): The character recognizes the art these feelings to emerge safely from the maze of hit against Linn in the final encounter cannot regain
on the walls as duergar handiwork, allowing him or mirrors. hit points until the end of his or her next turn.
her to figure out the best places to step based on their
patterns. Level: 7 (300 XP) Primpels Muddy Tomb
Perception (DC 23): Despite the lack of light, the Complexity: 1 (requires 4 successes before 3 This section of tunnel is filled with slowly shifting
character uses other senses to find the path. failures). mud, which seems to exude an otherworldly essence.
Time Frame: Each character can make a skill
check in this challenge once per round. Level: 7 (300 XP)
Primary Skills: Arcana, Diplomacy, Insight. Complexity: 1 (requires 4 successes before 3
Special: Each round, any character who has not suc- failures).
ceeded at a primary skill check takes 2d6 + 4 psychic Time Frame: Each character can make a skill
damage. check in this challenge once per minute.
Arcana (DC 23): The character uses his or her Primary Skills: Endurance, Nature, Religion.
magical senses to get a fix on what is real and what is Special: Each character must earn at least 1 success
magically created.

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with a primary skill in order to proceed, even if the


group has achieved 4 successes.
Blades on pendulums, pit traps, falling stone blocks,
and poison dart shooters line this stretch of tunnel.
Event 3: Valley Sentries
Combat Encounter Level 6 (1,200 XP)
Endurance (DC 23): The character uses brute force,
pushing through while holding his or her breath. Level: 7 (300 XP)
The two tunnels eventually converge, allowing the
Nature (DC 16): By drawing upon his or her experi- Complexity: 1 (requires 4 successes before 3
adventurers to reassemble near the exit (if they were
ence in swampy terrain, the character is able to find failures).
split). Just outside, they hear occasional sounds of
solid footing amid the deeper mud. Time Frame: Each character can make a skill
bickering in Deep Speech. One more force waits to
Religion (DC 16): The character discerns that the check in this challenge once per minute. Special: After
harass them as they emerge, in a further effort to
earth and water bear traces of elemental energy a character makes any skill check, the traps attack
weaken the party before the final confrontation. The
tainted by evil. Calling on divine powers that oppose that character. Attack (Melee 1): +12 vs. AC. Hit: 2d8 +
sentries also give Kodan plenty of time to get ready
elemental evil causes the mud to part around the 6 damage.
for his crowning moment.
character. Primary Skills: Acrobatics, Dungeoneering,
Light: If the adventurers arrive during the day, the
Secondary Skills: Athletics, Religion. Thievery.
area is brightly lit. At night, torches from the valley
Athletics (DC 11): No success is gained, but the Acrobatics (DC 16): The character dodges, slides,
below shed dim light over the area.
character swims or wades through while dragging and weaves past the deadly traps.
Monsters: 1 ambush drake (A), 8 duergar thugs
another character along, granting a +2 bonus to the Dungeoneering (DC 16): These traps are old hat to
(D), 1 elemental evil mudborn (M), 1 ogre mercenary
next primary skill check made by another charac- seasoned adventurers, and the character relies on his
(O).
ter. The character making this secondary skill check or her experience to bypass them.
takes a 2 penalty to the next primary skill check he Thievery (DC 23): The character temporarily sabo-
The adventurers can take a short rest before proceed-
or she makes. tages one or more parts of the elaborate trap system,
ing out of the cave. If they are carrying Dyson, they
Religion (DC 11): The character meditates on a allowing passage.
have time to lay him down in a safe spot. The mon-
blessing to help another character ward off elemen- Secondary Skills: Athletics, Perception.
sters ignore the old man; besides not being a threat,
tal evil. No success is gained, but the other character Athletics (DC 11): The character temporarily forces
hes not on the list.
gains a +2 bonus to the next primary skill check. The the machinery to a halt, facing an attack to give the
character making this secondary skill check cannot others a greater chance of success. No success is
When the heroes advance to the outside, read:
make primary Religion checks for the rest of the gained, but all other characters gain a +2 bonus to
A chill air sweeps across you as you make your way out of
challenge. any primary skill checks this round. This character is
the tunnel, high on the slope of a rocky outcropping some-
Success: The party struggles through the tunnels automatically hit by the traps this round.
where inside the Chaos Scar. You have seen much of the
and emerges from the mud. Perception (DC 11): The character observes a pat-
Scar in your time here, but youve never had quite this view
Failure: The adventurers make it to the other tern to the traps activation. No succes is gained, but
of it. From here, it looks almost serene.
side, but the evil instilled in the mud seeps into their all characters gain a +2 bonus to AC against the traps
You dont have much time to admire the view, though,
bodies. The group gains the Marked by Primpel trait: attack this turn.
for a sizable group awaits your arrival with obvious hostil-
Any character who scores a hit against Primpel in the Success: Through a combination of teamwork,
ity. An ogre brandishing a massive morningstar dominates
final encounter is weakened until the end of his or timing, and tenacity, the party escapes the trapped
the scene, supported by a number of duergar. Two of the
her next turn. tunnel.
dark dwarves are holding the reins to a snapping drake,
Failure: The traps have introduced Sliks custom
which they release when you emerge. A single mud creature
Sliks Mechanical Nightmare poison into the adventurers blood. The group gains
quivers in place.
Slik the kobold has outfitted these halls with as the Marked by Slik trait: Each of the adventurers
The ogre grins and hefts its weapon: The boss wants
many traps as he could think of, and he wasnt subtle. takes a 2 penalty to all defenses against Sliks attacks
em softened up. I call the big one.
and has vulnerable 5 to Sliks damage.

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Ambush Drake (A) Level 6 Skirmisher


Medium natural beast (reptile) XP 250
HP 71; Bloodied 35 Initiative +7
AC 20, Fortitude 19, Reflex 18, Will 16 Perception +3
Speed 6, fly 4 (clumsy)
Standard Actions
m Claws F At-Will
D
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 7 damage. D
M Shifting Strike F At-Will
Attack: Melee 1 (one creature); +11 vs. AC M
Hit: 2d6 + 7 damage.
Effect: The drake can shift 1 square before or after the D D
attack.
Minor Actions
Ravenous F At-Will
Requirement: The drake must be bloodied.
Effect: The drake shifts up to 2 squares to a square closer to
a bloodied enemy.
Skills Stealth +10
O
Str 16 (+6) Dex 14 (+5) Wis 11 (+3)
Start
Con 15 (+5) Int 3 (1) Cha 6 (+1)
Alignment unaligned Languages Area
D
8 Duergar Thugs (D) Level 4 Minion Brute
Medium natural humanoid, dwarf XP 44 each D D A
HP 1; a missed attack never damages a minion. Initiative +4
AC 16, Fortitude 17, Reflex 15, Will 14 Perception +4
Speed 5 Darkvision
Resist 5 fire, 5 poison
Standard Actions
m Warhammer (weapon) F At-Will
Attack: Melee 1 (one creature); +9 vs. AC
Hit: 8 damage.
Minor Actions D
R Infernal Quills (poison) F Encounter
Attack: Ranged 3 (one creature); +9 vs. AC
Hit: 6 damage, and ongoing 2 poison damage (save ends).
Str 14 (+4) Dex 15 (+4) Wis 15 (+4)
Con 18 (+6) Int 10 (+2) Cha 8 (+1)
Alignment evil Languages Common, Deep Speech,
Dwarven
Equipment: chainmail, warhammer

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Elemental Evil Mudborn (M) Level 6 Controller Ogre Mercenary (O) Level 8 Soldier that character gets an early glimpse of the gathering
Medium elemental magical beast (aquatic, earth, water) Large natural humanoid (giant) XP 350 below. Kodan does not immediately attack but barks,
XP 250 each HP 93; Bloodied 46 Initiative +8 Get back up there. Were not ready for you yet. If the
HP 70; Bloodied 35 Initiative +7 AC 24, Fortitude 22, Reflex 19, Will 19 Perception +6 adventurer chooses not to return to the outcropping,
AC 20, Fortitude 20, Reflex 19, Will 16 Perception +6 Speed 8
the Talons attack with overwhelming superiority of
Speed 5, swim 8 Low-light vision Standard Actions
m Morningstar (weapon) F At-Will
numbers.
Immune disease, poison
Traits Attack: Melee 2 (one creature); +13 vs. AC Tactics: On the first round, two duergar thugs
Aquatic Hit: 2d8 + 7 damage. descend about 10 feet on rope ladders to signal the
The mudborn can breathe underwater. In aquatic combat, Effect: The ogre marks the target until the end of the ogres crowd below that the party has arrived. On the next
it gains a +2 bonus to attack rolls against any nonaquatic next turn. round, they climb back up and move to join the fight.
creatures. r Handaxe (weapon) F At-Will All of the sentries have been ordered not to kill
Standard Actions Attack: Ranged 10 (one creature); +13 vs. AC
any of the adventurers. With the exception of the
m Slippery Slam F At-Will Hit: 1d8 + 7 damage.
C Brutal Sweep (weapon) F At-Will
ambush drake, the monsters do not attack anyone
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d8 + 5 damage, and the mudborn can slide the target Attack: Close blast 2 (creatures in the blast); +13 vs. AC who appears to be unconscious. Once the adventurers
1 square. Hit: 1d8 + 7 damage, and the target falls prone. outnumber the sentries, the survivors fight only until
r Mud Ball F At-Will Str 22 (+10) Dex 15 (+6) Wis 15 (+6) bloodied, then attempt to flee down the rope ladders.
Attack: Ranged 10 (one creature); +9 vs. Reflex Con 21 (+9) Int 7 (+2) Cha 8 (+3) Those who get to the bottom join the crowd in the
Hit: 1d8 + 5 damage, and the target is slowed (save ends). Alignment chaotic evil Languages Giant final encounter.
If the target is already slowed, it is instead immobilized Equipment: 2 handaxes, morningstar
The ogre mercenary targets whoever looks the
(save ends).
toughest in the party, preferring to attack bigger crea-
R Torrent of Mud F Encounter The combat takes place on a rocky outcropping 50
Attack: Ranged 5 (one creature); +9 vs. Fortitude
tures and defenders in heavy armor.
feet above the valley. The jutting stone partially
Hit: 3d8 + 5 damage, and the target falls prone.
blocks the view of what lies below.
Miss: Half damage.
Triggered Actions
Anyone can peer over the edge and see that a Event 4:
M Stick in the Mud F Recharge if the power misses small crowd of creatures of all sorts is gathering near
the bottom of the cliff. The shape of the outcropping
Rumble in the Valley
Trigger: An enemy adjacent to the mudborn hits it with a
Encounter Level 10 (2,350 XP)
melee attack. blocks the view of what theyre surrounding, which
Attack (Immediate Reaction): Melee 1 (triggering enemy); +9 isnt revealed until the adventurers descend farther.
vs. Fortitude The final battle for the Chaos Scar is here. Rope lad-
Rope Ladders: These are secured by metal spikes
Hit: The target is grabbed (escape DC 15). Until the grab ders lead to the valley, where representatives of the
to the cliff edge in four spots and extend to the valley
ends, the target cannot make attacks, and the mudborn Chaos Scars inhabitants will witness the culmination
gains a +2 bonus to attack rolls against it.
floor. If a creature is pushed off the edge beside a
of Kodans plan.
Skills Dungeoneering +11, Nature +11 ladder and fails the saving throw to avoid falling, it
The party can take another short rest before ven-
Str 19 (+7) Dex 19 (+7) Wis 16 (+6) can attempt a DC 16 Acrobatics check to grab onto
turing down. During that time a chant starts, at first
Con 14 (+5) Int 9 (+2) Cha 12 (+4) the ladder instead. Creatures on the ladder gain
Alignment chaotic evil Languages Primordial
low and growing progressively louder. At first, the
partial cover from attackers on the cliff edge. If an
words are inaudible and in a variety of rumbling
adventurer descends more than 10 feet, he or she
monstrous speech. Gradually, the chant falls into
might be within range of some attacks from the mon-
unison, repeating Talons in Common over and over
sters belowbut they arent willing to start the fight
until the adventurers descend to the battlefield.
until the party is on the ground.
An adventurer might be knocked over the edge
during the combat. If he or she survives the fall,

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Light: If the adventurers arrive during the day,


the area is brightly lit. At night, torches illuminate the
scene with bright light.
Monsters: Kodan, hobgoblin conqueror (K); Consequences
Barulg, duergar/devil (B); Linn, doppelganger infiltra- of Failure
tor (L); Primpel, bullywug priest of Elemental Evil (P); If a group failed one or more of the skill challenges C
Slik, kobold trapsmith (S); the crowd (C). presented in Event 2 (Tunnels of Terror), its members C
are affected by a magical disadvantage that hinders
The only way to get down safely is on the ladders, their effectiveness during the final confrontation. C
each of which can hold the weight of two characters These effects are summarized below.
at a time. The adventurers will have to choose which
ones to use, and in which order to descend, which Challenge Disadvantage
dictates where they arrive in the valley. Primpels Marked by Primpel: Any character C
As they begin to descend, the chanting stops. Muddy Tomb who scores a hit against Primpel
Kodan takes this opportunity to rile up the spectators is weakened until the end of his P
before the final battle. Read: or her next turn.
Linns Paranoid Marked by Linn: Any character who
You make your way carefully down the rope ladders. After Gauntlet scores a hit against Linn cannot
C
descending about 10 feet, you can more clearly see whats regain hit points until the end of L
waiting for you. A hobgoblin stands on a short cliff above his or her next turn.
the crowd of monsters and addresses you. K S
Barulgs Marked by Barulg: Any character
The time of your oppression has come to an end. Infernal Forge who scores a hit against Barulg C
You have terrorized the denizens of the Chaos Scar long takes 5 fire damage.
enough. We are the Talons, and we are here to see that jus- Sliks Mechanical Marked by Slik: Each character
tice is finally done. Nightmare takes 2 penalty to all defenses
There is a short cheer at the mention of the Talons, then against Sliks attacks and has vul-
the hobgoblin continues. Each of us have been wronged. nerable 5 to Sliks damage.
Whether youve killed our kind, our family, our livelihood, C B
or even ourselves, the time has come for you to pay the price
for your crimes against us. He gestures to present a bully-
wug dressed in robes, a shapechanger whose visage f lickers
from the face of Dyson to that of each of you, a kobold
tinkering with a metal device, and a duergar whose eyes
flicker with infernal f lames. C C
These representatives have come to witness your doom.
Once you are defeated, I shall lead a united Chaos Scar
against your precious keep.
The first of you reaches the bottom of the ladder. The
five Talons tense up. Enough introductions. Now for the
main event.

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Rumble in the Valley

Kodan, Level 8 Elite Soldier Barulg the Returned (B) Level 7 Controller Linn, Doppelganger Assassin (L) Level 8 Lurker
Hobgoblin Conqueror (K) (Leader) Medium natural humanoid, duergar XP 300 Medium natural humanoid (shapechanger) XP 350
Medium natural humanoid XP 700 HP 87; Bloodied 43 Initiative +4 HP 69; Bloodied 34 Initiative +13
HP 174; Bloodied 87 Initiative +8 AC 21, Fortitude 22, Reflex 17, Will 19 Perception +8 AC 22, Fortitude 18, Reflex 21, Will 21 Perception +10
AC 24, Fortitude 22, Reflex 19, Will 20 Perception +6 Speed 5 Darkvision Speed 6
Speed 5 Low-light vision Immune illusion; Resist 5 fire, 5 poison Traits
Saving Throws +2; Action Points 1 Standard Actions Combat Advantage
Traits m Warhammer (weapon) F At-Will Linn deals 2d6 extra damage against any creature granting
Lead from the Front Attack: Melee 1 (one creature); +12 vs. AC combat advantage to her.
When Kodan hits an enemy with a melee attack, his allies Hit: 2d10 + 4 damage. Standard Actions
gain a +2 bonus to attack rolls and damage rolls against C Choking Fumes (poison) F Recharge 6 m Dagger (weapon) F At-Will
that enemy until end of Kodans next turn. Attack: Close burst 3 (creatures in the burst); +10 vs. Attack: Melee 1 (one creature); +13 vs. AC
Standard Actions Fortitude Hit: 2d6 + 6 damage.
m Spear (weapon) F At-Will Hit: 2d6 + 3 poison damage, and the target is blinded until C Cloud Mind (charm) F Encounter
Attack: Melee 1 (one creature); +13 vs. AC the end of Barulgs next turn. Attack: Close burst 5 (one enemy in the burst); +11 vs. Will
Hit: 2d8 + 7 damage. C Wave of Despair (psychic) F Encounter Hit: Linn is invisible to the target until she attacks or is hit
Effect: Kodan marks the target until the end of his next Attack: Close blast 5 (creatures in the blast); +10 vs. Will by an attack.
turn. Hit: 2d8 + 4 psychic damage, and the target is dazed and Minor Actions
M Spear Spin F At-Will slowed (save ends both). Change Shape (illusion, polymorph) F At-Will
Effect: Kodan uses spear twice. If he hits the same target Minor Actions Effect: Linn alters her physical form to appear as a Medium
with both attacks, the target is slowed (save ends). R Infernal Quills (poison) F Encounter humanoid and changes the appearance of her clothing
M Roar of the Crowd (weapon) F Encounter Attack: Ranged 3 (one creature); +12 vs. AC and gear until she uses change shape again or until she
Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d8 + 4 damage, and the target takes ongoing 5 poison drops to 0 hit points. To assume a specific individuals
Hit: 3d10 + 5 damage, plus 1 damage for each ally within 5 damage and a 2 penalty to attack rolls (save ends both). form, Linn must have seen that individual. Other crea-
squares of Kodan. Triggered Actions tures can make a DC 29 Insight check to discern that the
Miss: Half damage. M The Hammer Falls F Encounter form is a disguise.
Minor Actions Trigger: An attack bloodies Barulg or hits him while he is M Shapeshifter Feint F At-Will
C Tactical Deployment F Recharge 5 6 bloodied. Attack: Melee 1 (one creature); +11 vs. Reflex
Effect: Close burst 5 (allies in the burst). Each target can Attack (Immediate Reaction): Melee 1 (one creature); +12 Hit: The target grants combat advantage to Linn until the
shift up to 3 squares. vs. AC end of Linns next turn.
Triggered Actions Hit: 2d10 + 4 damage, and Barulg pushes the target up to 3 Skills Bluff +13, Insight +10, Stealth +14
M Redeploy F At-Will squares and knocks it prone. Str 12 (+5) Dex 21 (+9) Wis 12 (+5)
Trigger: An enemy adjacent to Kodan and marked by him Miss: Half damage. Con 15 (+6) Int 13 (+5) Cha 19 (+8)
shifts away from him. Effect: Barulg gains 25 temporary hit points. Until the end Alignment evil Languages Common
Effect (Immediate Reaction): Kodan charges an enemy other of the encounter, his warhammer deals 5 extra damage. Equipment dagger
than the triggering enemy. Skills Dungeoneering +8, Arcana +8, Religion +8
Skills Athletics +15, Diplomacy +13, History +12, Intimidate Str 17 (+6) Dex 13 (+4) Wis 10 (+3)
+13 Con 23 (+9) Int 10 (+3) Cha 12 (+4)
Str 22 (+10) Dex 13 (+5) Wis 15 (+6) Alignment evil Languages Common, Deep Speech,
Con 15 (+6) Int 17 (+7) Cha 18 (+8) Dwarven
Alignment evil Languages Common, Goblin Equipment warhammer
Equipment scale armor, heavy shield, spear

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Rumble in the Valley

Primpel, Bullywug Priest Level 6 Artillery Slik, Kobold Trapsmith (S) Level 6 Controller The battle continues until only one group survives.
of Elemental Evil (P) Small natural humanoid (reptile) XP 250 Kodan has staked everything on this showdown, and
Medium natural humanoid (aquatic) XP 250 HP 70; Bloodied 35 Initiative +7 the other Talons fight on no matter what. Showing
HP 73; Bloodied 36 Initiative +6 AC 20, Fortitude 17, Reflex 21, Will 17 Perception +6 weakness in the Chaos Scar is just as bad as losing.
AC 20, Fortitude 18, Reflex 17, Will 20 Perception +12 Speed 6 Darkvision
Ledge: Kodan and his cronies stand on this
Speed 6 (swamp walk), swim 4 Traits
Traits Trap Sense
square chunk of stone, which rises to a height of about
O Rancid Air (poison) F Aura 2 Slik gains a +2 bonus to all defenses against traps. 10 feet at its westernmost edge.
Each enemy that spends a healing surge in the aura is Standard Actions Rope Ladders: These are secured by metal spikes
weakened until the end of its next turn. m Buzzing Sword (weapon) F At-Will to the cliff edge in four spots and extend to the valley
Aquatic Attack: Melee 1 (one creature); +11 vs. AC floor. A creature can attempt a DC 16 Athletics check
Primpel can breathe underwater. In aquatic combat, he Hit: 2d6 + 7 damage, and Slik can push the target 1 square. to climb to a higher position.
gains a +2 bonus to attack rolls against any nonaquatic r Sling (weapon) F At-Will
The Crowd: This diverse group of Chaos Scar
creatures. Attack: Ranged 20 (one creature); +11 vs. AC
Natures Release (healing) Hit: 2d6 + 7 damage.
inhabitants can be represented by any monster tokens
Any attacker who scores a critical hit against Primpel R Trick Shot (weapon) F Recharge 4 5 6 or miniatures at hand. The creatures are not there to
regains 5 hit points. Attack: Ranged 20 (one creature); +11 vs. AC fight but to observe, so they dont join in the combat.
Standard Actions Hit: 2d6 + 2 damage, and Slik chooses one of the following However, any adventurer who gets to close to a crowd
m Quarterstaff (weapon) F At-Will effects: member draws a reflexive attack.
Attack: Melee 1 (one creature); +11 vs. AC Flame Shot (fire): The target takes ongoing 5 fire damage
Hit: 1d8 + 4 damage. (save ends).
R Bolt of Caustic Mud (acid) F At-Will Slick Shot: Slik slides the target up to 4 squares.
The Crowd (C) Level 6 Hazard
Special XP 250
Attack: Ranged 10 (one creature); +11 vs. Fortitude Glue Shot: The target is immobilized (save ends).
Hit: 2d6 + 3 acid damage, and the target is immobilized A Contraptions Unleashed F Encounter Detect Automatic Initiative
until the end of Primpels next turn. If the target is Attack: Area burst 2 within 10 (enemies in the burst); +11 Triggered Actions
already immobilized, it takes ongoing 5 acid damage vs. AC M Attack F At-Will
(save ends). Hit: 2d10 + 3 damage, and the target cannot make oppor- Trigger: An enemy moves adjacent to a creature in the
C Earth-Sundering Croak (poison, thunder) F At-Will tunity attacks and takes ongoing 5 damage (save ends crowd.
Attack: Close blast 3 (creatures in the blast); +9 vs. both). Until the effect ends, Slik can slide the target up to Attack (Opportunity Action): Melee 1 (the triggering enemy);
Fortitude 4 squares at the start of its turn. +11 vs. AC
Hit: 1d10 + 6 poison and thunder damage. Miss: Half damage. Hit: 2d6 + 7 damage.
Skills Arcana +9, Nature +12, Religion +9 Minor Actions Countermeasures
Str 14 (+5) Dex 16 (+6) Wis 18 (+7) Shifty F At-Will F Attack: A character can take a standard action to use an
Con 17 (+6) Int 13 (+4) Cha 12 (+4) Effect: Slik shifts 1 square. attack power against one or more creatures in the crowd.
Alignment chaotic evil Languages Primordial Triggered Actions On a hit, that creature is removed from the crowd.
Equipment quarterstaff M Watch Your Step (fire) F At-Will F Disable: A character can make a DC 16 check using an
Trigger: An enemy moves adjacent to Slik. appropriate skill (such as Bluff or Intimidate) to remove
Attack (Immediate Reaction): Melee 1 (triggering enemy); +9 one creature from the crowd.
vs. Reflex
Hit: 1d10 + 4 fire damage, and Slik can push the target 1 Tactics: Kodan directs the action, but he also
square. wants to make sure he gets the credit for killing the
Skills Dungeoneering +11, Stealth +12, Thievery +12 adventurers. He focuses on bloodied enemies when
Str 13 (+4) Dex 18 (+7) Wis 16 (+6)
possible. Linn is fanatically loyal to Kodan and does
Con 14 (+5) Int 13 (+4) Cha 13 (+4)
Alignment evil Languages Draconic
her best to protect him, seeking combat advantage
Equipment leather armor, sling, short sword, trapmaking kit whenever she can.

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Rumble in the Valley

Primpel is not afraid to get mixed up in the fight About the Author
but tries to stay around the periphery and catch as Dave Chalker is a freelance game designer and Editor-
many enemies as possible with his earth-sundering in-Chief of the award-winning blog Critical-Hits.com. His
recent work includes co-writing the Choose Your Fortunes
croak. If Kodan dies or is otherwise incapacitated,
Wisely article for the D&D website, designing for the
Primpel attempts to take command of the Talons. Dragon Brigade Roleplaying Game from Margaret Weis
Barulg wants only to prove his power, and he Productions, and creating the boardgame Get Bit! from
fights to the death. Mayday Games.
Slik uses his traps to stay as far away as possible
from combat. He uses trick shot and contraptions Design
unleashed to move enemies into melee with the other Dave Chalker
Talons or into the crowd. Developer and Editor
Jennifer Clarke Wilkes
Conclusion Producers
Defeating all the Talons ends the threat of a unified Christopher Perkins, Greg Bilsland
Chaos Scar and enhances the adventurers reputa-
Art Directors
tion as heroes. When the last of the Talons is killed,
Kate Irwin, Jon Schindehette
the rest of the crowd quickly scatters to report to their
groups that Kodans plan failed. Illustrator
If Kodan is killed and his body left unattended, Alexey Aparin
some of the watching monsters spirit it away on the
Cartography
following round. Remove half the remaining crea- Sean Macdonald
tures in the crowd, and if anyone asks, tell the party
that there is no sign of the hobgoblin. (His absence Graphic Production
is obvious at the end of the fight.) However, Kodan Erin Dorries
might return some day to exact revenge.
The adventurers return to the keep, either with a
living Dyson (who will eventually recover) or bringing
word of his fate. In either case, they receive a reward
of 1,800 gp, but only returning Dyson alive satisfies
the minor quest. If Kodans body wasnt recovered,
the adventurers might have to keep an eye out for
another scheme from the hobgoblin or his followers.

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Head in
the Clouds
A Chaos Scar Adventure

By Matt Sernett
Illustration by William OConnor Cartography by Jason A. Engle

Head in the Clouds is a short Dungeons & If youre not playing a Chaos Scar cam-
Dragons adventure for characters of levels paign, you can use this adventure in any
7-9. It takes place in the Chaos Scar at any wilderness area.
location you wish. Alternatively, it might start
outside the wall and the characters might Background
need to go inside to continue the adventure.
The human wizard named Bolios Whittish
The adventure begins when the adventur-
commands a strange flying fortress carved
ers notice something ominous in the sky, but
from the head of an enormous statue and
instead of offering danger, the floating fortress
fortified with a crownlike tower. The Head in
begs for help. When it crashes, the characters
the Clouds serves as Bolioss home and means
have the opportunity to offer that aid when
of travel. Bolios has dedicated his life to the
denizens of the Chaos Scar swarm the strange
study of elemental spirits and the Elemental
sky vessel.

TM & 2010 Wizards of the Coast LLC All rights reserved.

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Head in the Clouds

Chaos. He discovered the head in his quest for knowl- characters might even spot the head while theyre at the elemental beings that power the ship also unravel,
edge and christened it The Head in the Clouds. Fallcrest and track Bolioss journey toward the Scar, presenting another threat that the heroes and Bolios
Bolios found the massive head (possibly from an out of curiosity over what the object is.) Once the cita- must face. If the characters can keep Bolios alive, he
immense statue) floating above a desert near a weak dels shape becomes recognizable, the suppositions rewards them handsomely. If they dont, the heroes
point in the border between planes. He discovered will only increase. Some people will hail it as a sign could attempt to claim The Head in the Clouds for
that the stone was imbued with elemental spirits from the gods, others as a sign from devils; some will themselves, assuming they can capture and bind the
that made it weightless. With the aid of some desert- consider it a good omen, others a sure signal that the elementals necessary to power it.
dwelling dwarves, Bolios strengthened the bonds on apocalypse is near. Those who favor more mundane
the beings and built towers atop it, creating a flying explanations probably assume that its the home of Getting the
fortress (which he insists on calling his ship) from flying raiders coming to attack and loot the village.
which he could explore the world. All sorts of plans and proposals will be put forward Characters
After hearing about the Chaos Scar, Bolios traveled ranging from scattering and hiding in the hills to I nvolved
to the area in the hope of learning more about it. For imploring the spirits of the sky for intercession to
When the adventure starts, the characters are
a few days he made distant observations from high organizing a scouting/diplomatic party to get a closer
assumed to be camping or traveling in the Chaos Scar
in the clouds. Recently, he realized that his tower is look. If the latter happens, the characters should be
area. Here are a couple of story hooks to use if the
sinking and being pulled farther into the Scar. Well included in (or at least invited to join) the official
opening scene you chose doesnt engage the players
aware of the possible danger, Bolios has been trying contingent sent to investigate the intruder. If the char-
and their characters.
to discover the cause of the pull and fight against it. acters are the ones to make this suggestion, so much
By the time he drifts down out of the clouds and spots the better.
the heroes, Bolios is desperate. For further suggestions on how to build up the
Hook: WANTED
If youd like to give the adventure a longer build- heads mystery, see the online November Adventure When Bolios tells the characters who he is, at least
up, let the characters notice something ominous in Hooks article. one of the adventurers remembers that someone
the sky. Its just a speck at first, but eventually it draws called Bolios the Elementalist is wanted in a town
close enough that they can recognize it as something A dventure Synopsis the heroes left recently. A noble is offering a reward
of 200 gp for the capture and return of Bolios and
that doesnt belong in the sky. Depending on how
Bolios begs the heroes for aid as he drifts inexora- 1,000 gp for the safe return of a stolen book describ-
much lead time you have and how much mystery you
bly forward and down. If the characters have some ing the Elemental Chaos, Azaels Elemental Travels.
want to build around it, this might take a few hours, a
means of getting aboard while hes airborne, they can (Ideally, youve planned ahead and actually planted
few days, or even a week or more. Allowing the char-
try to help Bolios counter the pull toward a distant this information the last time the characters passed
acters to see the head as nothing more than a smudge
cliff where minotaurs are performing a ritual. This through a town.)
against the distant clouds for several days should
effort is doomed to failure, however; the Head will Quest: 350 XP for capturing Bolios and
spark their curiosity.
crash to the ground well before it reaches the mino- returning him to the noble. Unfortunately, Bolios
When the distant object is first spotted, there will
taurs. Unfortunately, the strange and unique intruder dropped the book into a swamp because, as he says,
be no reliable information on it but plenty of conjec-
draws the attention of other inhabitants of the Chaos It was nonsense! Azael clearly knew nothing of the
ture. If the characters are in a town or settlement
Scar. Before long, the thwarted minotaurs arrive Elemental Chaos.
of any size, such as Restwell Keep, this will be the
to claim the prize they had hoped to pry from the
number one topic of conversation. (For a longer trek,
clouds. If that isnt enough trouble, the bindings on

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Head in the Clouds

Hook: I Know that Face B olios Whittish Bolios will agree to grant the heroes a reward if
they ask for it, and he gives it freely if they dont. See
The face of the statue is familiar to one of the adven- Bolios Whittish is a rotund man of about 60 with Treasure for a description of what Bolios can offer
turers as a depiction of a primordial, a dead deity, an white hair and a ruddy face in need of a shave. Bolios and what the heroes might claim if Bolios is dead.
ancient king, or some other individual of importance. is outgoing, but unless the topic of conversation aligns Use Bolios to aid the characters in battle. The
The character might have seen it depicted on an with his interests (elemental magic, elemental crea- encounters in this adventure assume his inclusion,
ancient treasure map, carved into a wall associated tures, the Elemental Chaos, and his ship, The Head in so if you decide not to use Bolios, the encounters are
with an important legend, embossed on the armor the Clouds) he swiftly becomes distracted by his own more difficult.
of a hated foe, stamped on an ancient coin, or used thoughts and activities.
as a clue to something or someone the character is
seeking. They may not know who the face represents,
Bolios came to the Chaos Scar to observe what
elemental creatures live there and to see if he might
Running
but he must have been important to have his image find evidence that the evil that created the Scar this A dventure
immortalized this way. If you like, a character might has an elemental origin. He cant think of what life The encounters in this adventure can be run in many
recognize the head as a legendary figure from your would be like without The Head in the Clouds, so hes ways. How you organize the encounters depends on
campaign with a DC 24 History skill check (use not willing to give it up unless he has no hope of the actions of the characters.
Religion or Arcana if those are more appropriate, but saving it. During the opening scene, the characters might
only one).
find a way to board The Head in the Clouds. If so,
In most cases, however, if the adventurers want
Bolios Whittish Level 7 Controller they meet Bolios and can see the magic circles
to find out where The Head in the Clouds came from, Medium natural humanoid, human XP 300
that power his vessel. In this case, the adventurers
theyll need to help Bolios. Hes not going to chat idly HP 73; Bloodied 36 Initiative +3
AC 21, Fortitude 18, Reflex 19, Will 18 Perception +5
efforts to slow the ship unravel the circles and crash
with strangers about the history and origin of the
Speed 6 the ship (causing 2d10 damage and knocking the
Head while hes scrambling to save it, but hell be
Standard Actions characters prone). Encounter 2 then starts as the
happy to show it off to anyone who helps him.
m Quake Staff (weapon) F At-Will elementals break free, followed by the ettins arriving
Quest: 350 XP for keeping Bolios alive through
Attack: Melee 1; +12 vs. AC (one creature) for Encounter 1, and finally the minotaurs arrive for
the encounters so that he can tell the character what Hit: 1d6 + 6 damage, and the target falls prone. Encounter 3.
he or she wants to know. A Volcanic Blast (fire, implement) F At-Will
If the characters cant make it up to The Head in
Attack: Area burst 1 within 10 (targets in the burst); +10 vs.
the Clouds, they wont be able to keep up with it as it
Reflex
Hit: 1d10 + 5 damage, and ongoing 5 fire damage (save ends).
is blown over some very broken terrain of the Scar.
Bolios slides the target 1 square. Instead, when they arrive at the crash site, the ettins
Miss: Half damage. are already on the scene, provoking Encounter 1.
Skills Arcana +11, Nature +10 While dealing with them, the characters can hear
Str 15 (+5) Dex 11 (+3) Wis 14 (+5) Bolios chanting (hes trying to contain the elemen-
Con 9 (+2) Int 17 (+6) Cha 14 (+5) tal beings). The characters can thereafter enter the
Alignment unaligned Languages Common
enormous head and help Bolios deal with the escaped
Equipment robes, staff
elementals in Encounter 2. The minotaurs arrive soon
after for Encounter 3.

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Head in the Clouds

Whichever way you run the encounters, con- If Bolios is killed, the heroes can find the following You can make Bolios as difficult or as easy to hear as
sider allowing one encounter to run up into the next additional funds among his things: you like. Bolios hopes to communicate his need for
with no short rest available to the characters. These F two 500 gp sapphires help to the characters. He doesnt know who they are,
encounters will be more fun if the players need to F a silver coffer worth 200 gp filled with 300 gp of but theyre bound to be better than the minotaurs he
manage threats coming hard on their heels from dif- mixed coinage can see from his high vantage. He hopes the adven-
ferent directions. If things arent going well, you can F +2 magic wand turers have some means of helping him stop his ship,
delay an encounter to allow a short or long rest. Per- and hes willing to offer wealth (beyond the 78 gp he
haps Bolios rummages among his things and finds a Lastly, the minotaur magi carry the following trea- threw to the ground) and magic if the characters help
scroll that raises a temporary wall of ice to block the sure among them: him retain his flying home.
monsters and give the group a respite. Its up to you F Three 200 gp rubies Bolios cant control his ship, but hell do what he
but the more frantic the pace, the better. F leather satchels filled with a total of 800 gp of can to get the characters aboard. Unfortunately, that
mixed coinage amounts to tying off a 50-foot length of rope and
T reasure throwing it down. If the heroes board his ship, he

Bolios Whittish is willing to part with a great deal Opening S cene eagerly greets them and shows them to the magic
circles he hopes to use to arrest The Head in the
of his wealth if the characters can get him out of While the heroes are traveling or camped in the
Clouds. If they cant get aboard, Bolios begs them to
the Chaos Scar alive. Hes willing to grant them the Chaos Scar, a howling wind kicks up all around and
follow him and heads inside to work on the circles.
following: persists for a day. At some point during the day, they
Either way, the work on the magic circles causes
F bracers of defense (level 7) receive a strange greeting (alter the following text to
the minotaurs ritual to fail and the f loating head to
F +3 magic dagger suit the situation if youve changed it):
crash, dragging its neck across the ground for sev-
F 1,000 gp
eral hundred feet before it finally stops.
F two potions of healing The strange weather suddenly worsens, and heavy hail
slams painfully into your heads and shoulders. It takes a
Bracers of Defense Level 7+ Uncommon moment to realize it, but the hail rings loudly off your
These enchanted armbands can be activated to reduce the gear and golden circles pelt the ground around you. Dozens
damage you take from a single attack.
of gold coins are falling from the sky! When you look up,
Item Slot: Arms 2,600 gp you see their source.
Power (Daily): Immediate Interrupt. Trigger: You are hit by a
melee attack. Effect: Reduce the damage dealt to you by An enormous stone head drifts through the air about
the attack by 10. 200 feet above you. As you watch, it sinks slightly lower,
and you see that a fortified tower has been built upon its
top like a crown. An elderly human man is leaning out of
the heads gaping mouth and waving to you. He seems to
be shouting something, but its hard to hear him over the
howling wind.

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Head in the Clouds

T he Head in In one corner of the chamber, rusted chains are


attached to the wall. In its distant past, the chains
Concluding
the Clouds kept creatures in place so that the statue could weep the A dventure
The Head in the Clouds is crafted from the massive warm blood from its eyes. If Bolios survives, hes grateful to the adventurers and
severed head of a statue with a crownlike tower built The Tower: Bolioss tower consists of two levels. begs them to help get him and his library out of the
atop it. The head is about 100 feet tall from its chin to Originally he had the dwarves build a spacious lower Chaos Scar. The minotaurs bodies might reveal some
its top and 80 feet wide (slightly larger than George floor for entertaining guests while his chambers for clue as to why they wanted The Head in the Clouds,
Washingtons head in Mount Rushmore or roughly study and living were upstairs. Bolios has never had but why that is and what adventures it might lead the
five times the size of the head of the Statue of Liberty). any guests, however, and he jettisoned much of the characters to is up to you.
In addition to this, the head wears a crowna forti- furniture on the first floor when he discovered that Although Bolios strengthened the bonds on the
fied tower of two levels, each about 15 feet tall. The the head was sinking, before he realized the mino- elementals in his ship, he doesnt know how to recap-
head looks like an angry, bearded human face, but taurs ritual was to blame. ture them or bond new elemental creatures. Once
the artistic license taken with the shapes could mean The first f loor contains a glowing, golden glyph he has had time to do some research with his books,
it was meant to depict an individual of another race or that is part of how The Head in the Clouds remains hell be happy to hire the characters to seek and
even some godlike or primordial being. lighter than air. Bolios has strewn about many capture some elementals to repower The Head in the
The Head: The face of the statue has openings for scrolls and books from a bookshelf on this f loor in Clouds (and probably to chase out whatever creatures
the mouth, eyes, and nostrils. The mouth opens into a his desperate search for some way to thwart the dis- inevitably move into the head after Bolios and the
cave carved out of the interior of the head. This cave tant minotaurs. characters strip it of valuables and leave the Scar). As
has a source of water in it that remains forever full (at The second f loor is a jumble of Bolioss studies payment for these deeds, Bolios gives the characters
least until the elemental creatures escape in Encoun- and spartan living quarters. The red glyphs help to the rest of his wealth and takes them wherever they
ter 2). The cave also contains a set of rough stairs that give The Head in the Clouds the power to move, but wish to go, plus he offers to give them another free
steeply round the back of the interior of the head until Bolios is not certain exactly how or why (The fire ride at a later date.
they reach the second cave level. spirits trapped within represent the animism inher- If Bolios didnt survive, the heroes might be able
The second cave chamber in the head is at the ent in all motion, even the planes. Its elementary!). to research the means of re-powering the head
level of the eyes, roughly 50 feet above the lower A blue glyph on the f loor represents the means by themselves from Bolioss library, but they must either
chamber. Near the stairs, the dwarves broke through which the ship can be piloted. If one creature is get the books and scrolls out of the Chaos Scar, or
the wall and built a stairwell to gain entrance to the within the circle, that creature can see outside the defend The Head in the Clouds from other curious Scar
tower above it. Someone in this level of the head head as if looking out its eyes and thereby direct the denizens. Either way, the characters must find new
can look out of the eye holes, but only a creature of vessel. It can be moved 10 squares once per turn as a elementals and then reclaim the head from those who
Small or smaller size can squeeze through them. move action. have it when they returnsurely thats a quest worthy
Small holes are also in the wall below the eyes and of the reward of a flying fortress!
are narrow channels leading to the nostrils. A black-
ened spot on the f loor sheltered by a fire-darkened
overhang is between the nostril channel holes. The
charred f loor shows the position where a fire could
be built to force smoke out through the nostrils.

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Head in the Clouds

Mouth Level Eye Level Stairs to


Mouth Level
Stairs to
Eye Level

Tower First Floor Tower Second Floor Tower Roof

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Head in the Clouds

4 Ettin Thugs (T) Level 8 Brute


E ncounter 1: If the adventurers hitched a ride on the head, they
can hear the low voices of the ettins grumbling out- Large natural humanoid (giant) XP 350

Offerings to a G od? side when they pick themselves up after the crash.
HP 110; Bloodied 55
AC 20, Fortitude 21, Reflex 17, Will 19
Initiative +5
Perception +11
Encounter Level 9 (2,100 XP) Speed 6
This encounter pits the heroes against a band of Deceiving the Ettins Traits
curious ettins. Skill Challenge (1,750 XP) Double Actions
The ettin makes two initiative checks and takes a full turn
An Insight or Religion check (DC 16) can deter-
Setup mine why the ettins are behaving as they are. If a
on each initiative result. The ettin can take two immediate
actions per round but only one between one turn and the next.
4 ettin thugs (T) character knows the Giant language, the things the Standard Actions
1 ettin wrath chanter (W) ettins are saying also reveals their religious take m Smash F At-Will
on the situation. If the characters decide to take Attack: Melee 2 (one creature); +13 vs. AC
The crash of The Head in the Clouds lands it near advantage of the situation and manipulate the ettins Hit: 1d12 + 3 damage.
an ettin hunting party. The enormous humanoids by playing god, run this encounter as a skill chal- Move Actions
M Kick F At-Will
watched its arrival from hiding and see its landing lenge with a complexity of 5 (12 successes before 3
Attack: Melee 1 (one creature); +11 vs. Fortitude
near them as the potential blessing of a god. As soon failures). Allow the players to improvise skill checks
Hit: The ettin pushes the target up to 2 squares. The ettin then
as it stops moving, they run up and hurl their recent and actions. Bluff, Intimidate, Religion, and Sense moves up to half its speed.
kills (the bodies of some hobgoblins) into the gods Motive should be primary skills. Note that without Str 20 (+9) Dex 12 (+5) Wis 15 (+6)
mouth in the hopes of sating its hunger and making access to the Giant language, certain skill checks Con 20 (+9) Int 8 (+3) Cha 9 (+3)
it happy. automatically result in a failure. Certain actions Alignment chaotic evil Languages Giant
When the encounter begins, the ettins are won- should result in successes as well. If the heroes
dering what to do next. Each ettin keeps one head make the bodies of the hobgoblins disappear, for
looking to the sky (there must be another head instance, the ettins assume they were eaten and
coming!) while the other looks to the god and talks to believe more strongly in the gods power.
the other ettins about what to do (in Giant). The ettin
wrath chanter is the only one brave enough to speak
to the god, but its also the most suspicious of the
nature of the thing from the sky. The wrath chanter
wants to see some godly power or its going to head in
and claim the place for itself.
If the heroes arrive by chasing down The Head in
the Clouds, they crest a nearby hill and see the ettins
surrounding the head while Bolios can be heard
chanting a binding ritual within it. Allow the heroes
to decide how they approach the ettins, but if they
take too long, the ettins enter to find the source of
the noise.

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Head in the Clouds

Ettin Wrath Chanter (W)



Level 8 Elite Controller
(Leader)
Tactics
Large natural humanoid (giant) XP 700 The tactics of the ettins
HP 184; Bloodied 92 Initiative +5 depends a lot on the behav- Stairs to
AC 22, Fortitude 21, Reflex 17, Will 20 Perception +11
ior of the characters. If the Eye Level
Speed 6
characters attack the ettins
Saving Throws +2; Action Points 1
Traits from outside The Head in the
O Rage Song F Aura 5 Clouds, the ettins take refuge
Enemies take a 2 penalty to attack rolls but gain a +2 bonus to within it and hurl attacks
damage rolls while in the aura. Allies gain a +2 bonus to attack out of the mouth. When
rolls and damage rolls while in the aura. this tactic turns foul (such
Double Actions as when an area power hits
The ettin makes two initiative checks and takes a full turn
many of them), they run up to
on each initiative result. The ettin can take two immediate
the level of the eyes and then
actions per round but only one between one turn and the next.
Dual Brain
to the first level of the tower
At the end of its turn, the ettin automatically ends any dazing, where they lie in wait for the
stunning, or charm effect on itself. heroes (and eat Bolios if the
Standard Actions characters are too slow).
m Smash (weapon) F At-Will
Attack: Melee 2 (one creature); +13 vs. AC
If the adventurers attack
from within The Head in
T
Hit: 2d8 + 7 damage, and the target falls prone.
Invoke Fury F At-Will
the Clouds, the ettin wrath T W
chanter uses invoke fury from
Effect: Close burst 5 (one enemy in the burst). The target must
use a free action to charge or make a basic attack against a
range while the ettin thugs T T
target of the ettins choice. The movement for this charge close into melee and attempt
does not provoke opportunity attacks. to kick opponents closer to the
Str 20 (+9) Dex 12 (+5) Wis 15 (+6) wrath chanter.
Con 20 (+9) Int 8 (+3) Cha 17 (+7)
Alignment chaotic evil Language Giant Features of the Area level of the tower can get a clear shot at targets within
20 feet of the side of the head.
Attacking from The Head in the Clouds: A
Climbing The Head in the Clouds: A creature
creature can make attacks out of the eyes of the head,
can climb the head with a DC 15 Athletics check.
but the eyes are about 60 feet above the ground.
Climbing the side of the tower requires a DC 20 Ath-
Similarly, creatures within the tower are 100 feet,
letics check.
115 feet, or 130 feet above the ground. Regardless of
where the creatures are in the head or the tower, tar-
gets within 20 feet of the head have total cover. Only
creatures leaning over the edge of roof of the first

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Head in the Clouds

Flame Snake (S) Level 9 Artillery 3 Geonids (G) Level 6 Lurker


E ncounter 2: Medium elemental beast (fire, reptile) XP 400 Large elemental magical beast (earth) XP 250

Too Little, Too L ate HP 74; Bloodied 37


AC 23, Fortitude 19, Reflex 22, Will 20
Initiative +9
Perception +12
HP 56; Bloodied 28
AC 20, Fortitude 18, Reflex 17, Will 17
Initiative +10
Perception +11
Encounter Level 8 (1,750 XP) Speed 6 Immune disease, petrification, poison
After a futile effort to contain the elementals, the Resist 20 fire Speed 4
heroes must defeat them in battle. Standard Actions Traits
m Bite (fire) F At-Will Shell Form

Setup Attack: Melee 1 (one creature); +12 vs. AC


Hit: 1d6 + 5 damage plus 1d6 fire damage.
A geonid with its shell closed resembles a boulder. A creature
can recognize the geonid as a beast by succeeding on a DC 28
1 f lame snake (S) r Spit Fire (fire) F At-Will Perception check.
1 frost hawk (F) Attack: Ranged 10 (one creature); +13 vs. Reflex Standard Actions
3 geonids (G) Hit: 2d6 + 5 fire damage, and ongoing 5 fire damage (save ends). m Tentacle F At-Will
1 shardstorm vortex (V) Str 11 (+4) Dex 20 (+9) Wis 16 (+7) Attack: Melee 2 (one creature); +11 vs. AC
Con 14 (+6) Int 2 (0) Cha 10 (+4) Hit: 2d6 + 4 damage.
Alignment Unaligned Languages M Capturing Grab F At-Will
Bolios begs the characters to help him contain the
Attack: Melee 2 (one creature); +11 vs. AC
elementals trapped in the glyphs. They are unrav-
Frost Hawk (F) Level 7 Skirmisher Hit: 1d6 + 4 damage.
eling simultaneously and each glyph requires a Effect: The geonid makes one more attack against the same
Small elemental beast (cold) XP 300
creature standing on it to succeed in three successive HP 80; Bloodied 40 Initiative +9 target. If both attacks hit, the geonid grabs the target.
DC 15 Arcana checks. (If Bolios is dead, a character AC 21, Fortitude 19, Reflex 20, Will 19 Perception +6 C Shell Slam F At-Will
with the Arcana skill can surmise this is the case Immune disease, poison; Resist 10 cold Attack: Close burst 2 (creatures in the blast); +9 vs. Fortitude
as the glyphs f lash and sputter.) Characters can aid Speed 2 (clumsy), fly 8 Hit: The target falls prone.
one another, but their efforts are doomed. Bolios Traits Effect: The geonid closes its shell. While the geonids shell is
Shattering Strike closed, its speed is 0, it gains a +5 bonus to all defenses,
doesnt know that the pool in the mouth cave serves
A frost hawks melee attacks deal 2d6 extra cold damage and it does not have line of effect to any creature other
as another point of elemental containmenta natural
against a slowed creature. than a creature it has grabbed. The geonid slides a creature
one that Bolios missed in his effort to turn the head Standard Actions it has grabbed into its space. The grabbed creature has line
into his f lying fortress. m Ice Talons (cold) F At-Will of sight and line of effect only to the geonid. The geonid
Allow the characters to make an effort to con- Attack: Melee 1 (one creature); +12 vs. AC does not gain its bonus to defenses against the grabbed
tain the elementals, but when it fails, the encounter Hit: 1d6 + 5 damage plus 1d6 cold damage. creature. If the grabbed creature escapes, it appears in a
begins. The elementals appear as indicated on the M Flyby Attack F At-Will space adjacent to the geonid. The geonid can open its shell
tactical map. Any creature except an elemental The frost hawk flies 8 squares and makes an ice talons attack at as a minor action.
any point during that movement. The frost hawk doesnt pro- Skills Stealth +11
within a glyph area when the encounter begins is
voke opportunity attacks when moving away from the target. Str 19 (+7) Dex 16 (+6) Wis 17 (+6)
pushed out and stunned until the end of its next
C Freezing Screech (cold) F At-Will Con 14 (+5) Int 6 (+1) Cha 9 (+2)
turn. Roll initiative for all the creatures normally (no Attack: Close blast 3 (creatures in the blast); +10 vs. Fortitude Alignment unaligned Languages Primordial
surprise round). Hit: 1d8 + 5 cold damage, and the target is slowed (save ends).
Str 14 (+5) Dex 19 (+7) Wis 16 (+6)
Con 16 (+6) Int 2 (1) Cha 8 (+2)
Alignment unaligned Languages

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Head in the Clouds

Shardstorm Vortex (V) Level 7 Skirmisher


Medium elemental magical beast (air, earth) XP 300
Tower First Floor Tactics
HP 80; Bloodied 40 Initiative +9 If Bolios lives, he tries to flee from the elementals
AC 21, Fortitude 19, Reflex 20, Will 19 Perception +6 by exiting the tower. The elementals try to prevent
Immune disease, poison this, but if they cant, all but the geonids can squeeze
Speed 0, fly 8 (hover) through to attack him.
Traits The elementals attack relentlessly, but they focus
O Sandblast F Aura 1
their rage on Bolios when possible. Assuming no
Each enemy in the aura takes a 2 penalty to all defenses.
one is on the head levels below the tower, the frost
Standard Actions
m Abrasive Slam F At-Will G hawk uses the first 2 rounds of combat to f ly up
Attack: Melee 1 (one creature); +10 vs. Fortitude to the first f loor of the tower. The geonids appear
Hit: 2d8 + 2 damage. G G touching the golden glyph with shells closed but
C Whirling Blast F Recharge 5 6 attack on their initiatives. They attempt to hold
Effect: The shardstorm vortex shifts 4 squares and makes an heroes in the glyph area with their grab attacks.
attack.
The shardstorm vortex uses whirling blast at its first
Attack: Close burst 1 (creatures in the burst); +10 vs. Reflex
opportunity while the f lame snake blasts away from
Hit: 3d8 + 3 damage, and the vortex pushes the target 1 square.
Miss: Half damage.
a distance, climbing up a bookcase if necessary to
Str 10 (+3) Dex 19 (+7) Wis 16 (+6) get away from melee attackers.
Con 16 (+6) Int 5 (0) Cha 6 (+1)
Alignment unaligned Languages Primordial
Tower Second Floor Features of the Area
Bookcases: A DC 5 Athletics check allows a crea-
Mouth Level ture to climb a bookcase. A bookcase might be pushed
Stairs to over onto the 2-by-4-square area adjacent to it. If so,
Eye Level F the pusher makes a Strength +2 attack at creatures in
the area. On a hit, the creature takes 1d8 + Strength
V
modifier damage and falls prone. On a miss, the crea-
ture slides to the nearest open space.
Magic Glyphs: Any non-elemental creature
that ends its turn in a square of a glyph suffers the
following:
Blue Glyph1d6 cold damage, and the creature is
slowed (save ends).
S
Red Glyph2d8 fire damage.
Golden Glyph1d8 damage, and a 2 penalty to all
defenses (save ends).

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Head in the Clouds

3 Minotaur Magi (M) Level 9 Controller (Leader)


E ncounter 3: with them, chained, blinded, and muzzled. Thus
their first action upon their arrival is to unleash the Medium natural humanoid XP 400

Besieged by Demons demonic savage minotaur.


HP 96; Bloodied 48
AC 23, Fortitude 21, Reflex 20, Will 23
Initiative +5
Perception +12
Encounter Level 10 (2,850 XP) Speed 6
The characters are besieged when the minotaurs 3 Neldrazu (N) Level 8 Lurker Traits
Large elemental humanoid (demon) XP 350
finally arrive to claim their prize. O Unleash the Beast Within F Aura 3
HP 71; Bloodied 35 Initiative +13
Any ally that starts its turn in the aura gains a +2 power bonus
AC 22, Fortitude 20, Reflex 21, Will 19 Perception +7
Setup Resist 10 variable (1/encounter) Darkvision
to attack rolls and damage rolls on attacks made as part of
charges until the end of that allys turn.
3 neldrazu (N) Speed 8, climb 6 (spider climb)
Standard Actions
3 minotaur magi (M) Standard Actions
m Glaive F At-Will
m Slashing Claw F At-Will
1 demonic savage minotaur (D) Attack: Melee 2 (one creature); +14 vs. AC
Attack: Melee 2 (one creature); +13 vs. AC
Hit: 2d4 + 10 damage, and the magus slides the target 2
Hit: 2d6 + 5 damage.
The minotaurs who performed the ritual to draw squares.
M Flaying Claws F At-Will
Miss: The magus slides the target 1 square.
down The Head in the Clouds have come to claim it. Requirement: Only one enemy is within 5 squares of the
r Baphomets Rage (charm, psychic) F At-Will
Theyre not pleased to have been forced to run across neldrazu.
Attack: Ranged 10 (one creature); +12 vs. Will
the Chaos Scar, and theyll be even less happy when Attack: Melee 2 (one creature); +13 vs. AC
Hit: 1d6 + 4 psychic damage, and the target uses a free action
they learn the head has lost the power of flight. Figur- Hit: 4d6 + 5 damage, and ongoing 5 damage (save ends).
to charge a creature of the maguss choosing.
ing that some other denizens of the Scar might try to Move Actions
r Crimson Bolt (fire, lightning) F Recharge 5 6
M Abduct (teleportation) F Recharge 5 6
claim their prize, theyve sent ahead some demonic Attack: Ranged 20 (one creature); +12 vs. Reflex
Attack: Melee 2 (one enemy); +11 vs. Reflex
servants to clear the field of opposition. Hit: 2d10 + 5 lightning damage, and ongoing 5 fire damage
Hit: 4d6 + 5 damage, and ongoing 5 damage (save ends).
The neldrazu approach The Head in the Clouds cau- and cannot shift (save ends both).
Effect: The neldrazu teleports the target 10 squares, and the
tiously, keeping in the low spots of the rolling hills Triggered Actions
neldrazu teleports to a space adjacent to the target.
Goring Fling F At-Will
and moving behind the cover of tumbled boulders Miss: The neldrazu teleports 10 squares.
Trigger: An enemy adjacent to the magus deals damage to the
and brush. They attempt to approach from a side not Triggered Actions
magus.
watched by any visible heroes. Allow any character Bloodied Abduction (teleportation) F Encounter
Attack (Immediate Reaction): Melee 1 (the triggering enemy);
Trigger: The neldrazu is first bloodied.
keeping watch from the top of the tower a Perception +12 vs. Fortitude
Effect (Free Action): The neldrazu teleports an enemy adjacent
check opposed by the neldrazus Stealth checks. Oth- Hit: 1d6 + 4 damage, and the magus pushes the target up to 3
to it 5 squares, and the neldrazu teleports to a space adja-
erwise, the neldrazu arrive at the base of the tower cent to that enemy.
squares.
undetected. One then stealthily enters the mouth Skills Bluff +14, Insight +12
Skills Stealth +14
Str 18 (+8) Dex 12 (+5) Wis 16 (+7)
while the other two climb the side of The Head in the Str 15 (+6) Dex 20 (+9) Wis 16 (+7)
Con 16 (+7) Int 15 (+6) Cha 20 (+9)
Clouds and try to enter through the doors or hatch in Con 17 (+7) Int 7 (+2) Cha 11 (+4)
Alignment chaotic evil Languages Abyssal, Common
the tower. Combat begins when the heroes notice the Alignment chaotic evil Languages Abyssal
demons or when they attack with surprise.
The minotaurs time their arrival for 2 rounds after
they detect signs that the neldrazu have attacked. The
minotaur magi have one of their demonic brethren

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Head in the Clouds

Demonic Savage Minotaur (D)


Large natural humanoid
Level 11 Brute
XP 600
Tactics the area. On a hit, the creature takes 1d8 + Strength
modifier damage and falls prone. On a miss, the crea-
HP 140; Bloodied 70 Initiative +8 The neldrazu want to separate the heroes, so they
ture slides to the nearest open space.
AC 23, Fortitude 25, Reflex 22, Will 20 Perception +7 attempt to engage them in melee and then teleport
Speed 8
Magic Glyphs: Any non-elemental creature
outside the tower through the arrow slits. As a par-
Standard Actions that ends its turn in a square of a glyph suffers the
ticularly fiendish trick, a neldrazu might abduct a
m Claws F At-Will following:
character and teleport down the side of the head
Attack: Melee 2 (one creature); +16 vs. AC. If the minotaur tar- Blue Glyph1d6 cold damage, and the creature is
where it clings to the side. This puts a character in
gets only one creature, it can make this attack twice against slowed (save ends).
that creature.
range of the crimson bolts of the minotaur magi and
Red Glyph2d8 fire damage.
Hit: 2d6 + 5 damage, and the minotaur grabs the target at risk of falling.
Golden Glyph1d8 damage, and a 2 penalty to all
(escape DC 19) if it has fewer than two creatures grabbed. The minotaur magi prefer to stay out of melee. If
defenses (save ends).
M Impale F At-Will they must, they enter The Head in the Clouds or climb
Attack: Melee 1 (one creature grabbed by the minotaur); +14 its side to target a character. About the Author
vs. Fortitude The demonic savage minotaur runs up through the Matt Sernett is a writer and game designer for Wizards of
Hit: 5d8 + 13 damage. The target falls prone and is no longer the Coast who splits his time between Dungeons & Dragons
interior of the head and the tower to engage the first
grabbed by the minotaur. and Magic: The Gathering. Recent credits include Players
enemy it sees.
Triggered Actions Handbook Races: Tieflings, The Plane Above: Secrets of the Astral
M Goring Assault F At-Will Sea, and Magic the Gathering: Zendikar. When hes not making
Trigger: An enemy within 10 squares of the minotaur hits it Features of the Area monsters or building worlds, hes watching bad fantasy movies
you dont realize exist and shouldnt bother to learn about.
with a ranged or area attack. Attacking from The Head in the Clouds: A
Effect (Immediate Reaction): The minotaur charges the trigger- creature can make attacks out of the eyes of the head,
ing enemy.
but the eyes are about 60 feet above the ground.
Str 22 (+11) Dex 16 (+8) Wis 15 (+7)
Similarly, creatures within the tower are 100 feet,
Con 20 (+10) Int 5 (+2) Cha 7 (+3)
Alignment chaotic evil Languages Abyssal, Common
115 feet, or 130 feet above the ground. Regardless of
where the creatures are in the head or the tower, tar-
gets within 20 feet of the head have total cover. Only
creatures leaning over the edge of roof of the first
level of the tower can get a clear shot at targets within
20 feet of the side of the head.
Climbing The Head in the Clouds: A creature
can climb the head with a DC 15 Athletics check.
Climbing the side of the tower requires a DC 20 Ath-
letics check.
Bookcases: A DC 5 Athletics check allows a crea-
ture to climb a bookcase. A bookcase might be pushed
over onto the 2-by-4-square area adjacent to it. If so,
the pusher makes a Strength +2 attack at creatures in

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45
Scarblade
A Chaos Scar adventure for characters of 7th to 9th level
By Sterling Hershey
Illustration by Lorraine Schleter t Cartography by Mike Schley

Scarblade is an adventure for characters of 7th to Getting the


9th level. It takes place in the Chaos Scar or in any
densely forested area in your campaign setting.
Characters Involved
At some point during one of their explorations
In the adventure, characters discover the Prov-
into the Chaos Scar, or while discussing the lore of
ing Pit, a gladiatorial arena that is associated with
the Chaos Scar at Restwell Keep or at the Cross-
an enticing magical sword called the Scarblade. The
roads trading post, the adventurers learn of the
Proving Pit and the Scarblade are both self-aware to
dreaded and violent Proving Pit. It should be a fairly
a limited extent. Though they share a location and
well-known legend, although concrete, reliable infor-
methodology, they want separate things. Adventurers
mation will be hard to come by.
are drawn to the pit by fantastic tales or psychic lures.
Select one or more of the following adventure
Once there, they must battle local denizens and the
hooks and adapt it to your campaign.
pits champion, the ghost of Morrn Bladeclaw. If they
t The adventurers hear local tales of the Scarblade
are victorious, the characters can escape with the
from bards, discover the long-lost diary of a dead
Scarblade as their reward.
adventurer, or stumble onto the information
For a map of the Chaos Scar along with further
through their own research or scrying. Provide
details, read the Chaos Scar introduction online at
them with a general description of the sword
http://www.wizards.com/dnd/Article.aspx?x=dnd/
and the Proving Pit. The source might also relate
duad/chaosscar.
some of Morrn Bladeclaws history.

TM & 2011 Wizards of the Coast LLC All rights reserved. A p r i l 2 011 | D u n g e o n 18 9
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Scarblade

t The Scarblade wants to escape from the pit, t The Proving Pit is used by the denizens of the victory through combat. Most combatants do not real-
and it sometimes calls out psychically to an Chaos Scar to settle disputes between themselves ize they are being impelled by an outside force.
adventurer it believes is capable of freeing it and or to test themselves against other fighters of Morrn Bladeclaw was a barbarian known for his
wielding it, even if only temporarily. many kinds. A splinter of the meteorite that cruelty and ambition. His clan roamed the Nentir
t The Proving Pit psychically calls to one or more of created the Chaos Scar lies hundreds of feet Vale region long before the formation of the Chaos
the most powerful characters, making promises below the surface of the pit, giving the place itself Scar. Morrn advanced steadily in status among his
of power and glory for those who are victorious. a malevolent cunning. clan. He claimed the right to become the clans cham-
Characters might experience visions of themselves t No one who enters the pit has ever managed to pion and to wield the powerful Scarblade by defeating
defeating their companions, or of using the mighty leave it; either they die facing Morrn Bladeclaw, its previous owner. Driven by dreams of power, Morrn
Scarblade to defeat their longtime foes. or they kill him, take Scarblade, and instantly sought to prove himself worthy of the rank of chief.
t The adventurers enter the valley of the Proving assume Morrns curse. In fact, dozens of warriors Lured onward by a vague call to battle, Morrn was
Pit, either intentionally or because it happens to have held the blade over the years, but none have drawn to the pit. There he honed his skill, always with
be in their path, and find it difficult to escape. carried it out of the Proving Pit. the intent of returning to his home as the greatest
Once there, they encounter the Scarblade. t Morrn Bladeclaw came to the Proving Pit champion of all. Morrn soon dominated all contend-
t The adventurers become embroiled in a dispute intending to win Scarblade, and he did. Now, the ers at the pit, but in turn, he was dominated by the
with a local inhabitant who demands that they blade makes him invincible and immortal. He shards presence. The longer he stayed, the less he
go to the Proving Pit to resolve the situation. could leave anytime he wanted to, but he enjoys cared about leaving and the more he became part
This individual will almost certainly withhold the killing too much. of the place. His thoughts of clan leadership drained
some details about the pit, or will himself be t After capturing Scarblade from a frost giant, away. Morrns goal of becoming the greatest cham-
misinformed about its real nature. Morrn was assassinated by a wizard of great pion of all was realized, but not as he had planned.
power who sought the mighty weapon. With He was a slave of the Proving Pit, with no thoughts of
Rumors his final breath, Morrn Bladeclaw cursed the returning to his tribe.
Any of the following elements can be seeded into wizard to forever fight anyone who came to The pit, however, has no use for eternal champions.
rumors for the purpose of drawing the characters claim the blade. Morrn was mortally wounded by a wizard of great
toward the Proving Pit. Note that not all of this infor- t The Scarblade is encased in a translucent crystal power who coveted the Scarblade. The wizard was cut
mation is accurate. spire above a gladiatorial pit. Anyone who defeats down by Morrns dying blow, and both perished on
t Morrn Bladeclaw was a barbarian warrior known the pits champion can claim it. the bloodstained floor of the Proving Pit. Under the
for his cruelty and ambition. He steadily rose in influence of the pit, bystanders buried Morrn below
status in his clan until he claimed the right to Background the arenas central dais. The Scarblade was encased
become its champion by defeating the wielder The Proving Pit is used by the denizens of the Chaos in translucent crystal and embedded along the pits
of a powerful artifact known as Scarblade. One Scar to settle disputes and to test themselves against north wall, where it can be seen by all who fight and
of Morrns tribal enemies eventually killed him the finest fighters in the area. A small shard of the die in the pit.
but was unable to wrest Scarblade from the dead meteorite that created the Chaos Scar lies hundreds Morrns ghost haunts the area. Though he cannot
mans hands. Now the corpse of Morrn Bladeclaw of feet below the pit, imparting a mysterious power use his sword, he longs for the feel of it in his grasp
fights anyone who will face him, with Scarblade and personality to the location. Combatants are and still thrills to the roar of the crowd when an
as the prize for the victor. drawn to the area by a powerful urge to achieve opponent crumples to the dirt.

A p r i l 2 011 | D u n g e o n 18 9
2
Scarblade

Psychic Connections and stray thoughts are pervaded with visions of them- If it succeeds, the Scarblade will repeat the offer the
selves as great victors in a competitive arena. These next time the characters attack misses by 1 or 2. If
Both the Proving Pit and the Scarblade call out to
visions are innocuous, at least at first; the arena is the saving throw fails, the Scarblade wont repeat the
characters in the hope of luring them to the arena.
glorious, the competitions fair and nonlethal. When offer to that character.
Despite their seeming similarities, they are not a
the pit finds a receptive mind, however, these images Telling Them Apart: At first, psychic contact by
team. The sword and the pit have different methods
change quickly to become more violent and bloody. the sword and the pit will be easily confused, because
and different goals. In fact, the conflict between the
The range of the pits psychic effect is up to you; a both want to lure heroes to the Proving Pit. The clues
two is a principal element in the adventure, so it is
radius of a half-mile to two miles is recommended. that can help characters realize theyre dealing with
important to understand what they want and how
Theres no reason why a particularly susceptible char- two different entities are:
they go about pursuing their aims.
acter could not feel the pits lure from Restwell Keep, t The Proving Pit appeals to emotions such as
You are the best judge of how these psychic com-
Fallcrest, or even farther away, if that serves your anger, hate, and arrogance, while the Scarblade
munications should be handled. In groups with a
storytelling style. appeals to pride and ambition.
strong storytelling focus, all of this can be completely
The Scarblade: The sword has no connection to t The pit creates a vision of armed competition
open, so that everyone can enjoy the unfolding char-
the chaos shard. It is a magic weapon that predates that starts out clean but soon becomes vicious
acter conflicts while trusting that players will not act
the Empire of Nerath. Its range for making contact and bloody in a way that thrills the viewer. The
on information that their characters dont have. In
with characters is about five miles. The sword spe- Scarblade creates a vision of personal triumph
groups that enjoy mysteries, intrigue, and some inter-
cifically targets characters who can wield it with occurring largely on the field of battle rather
nal conflict, you could handle the psychic overtures
some mastery, and it ignores all others. It speaks to a than in a competitive arena.
of the pit and the sword by passing secret notes to
character while that person is resting or calm, and it t The pits visions show the viewer as a more
chosen players; everyone at the table will know that
appeals directly to his or her martial spirit. powerful, idealized, yet subtly debased version
something is up, but only a few will have an inkling of
The blade wants to be released from its crystal of the character. The Scarblades visions also
what it is. In groups that focus on combat, it might be
prison and once again used in mortal combat by a show the character as powerful and idealized,
best to let everyone know that something or someone
brave warrior. Its not an overtly evil weapon, but it but always as armed with an unfamiliar sword.
is trying to influence their thoughts. When theyre
shares the barbarians love for battle and sees nothing
good and mad about that, then turn them loose
wrong with killing in pursuit of glory. It no longer has
against the pit and Morrn Bladeclaw. Treasure Parcels
any particular attachment to Morrn Bladeclaw. Parcel 1: Magic Item, level 9 (on the body of a victim
The Proving Pit: The pit seeks to draw intelli-
The Scarblade will help a character who is fight- of the pit)
gent creatures to itself and to trap them in a cycle of
ing in the Proving Pit, if it considers that character to Parcel 2: Three 500 gp gems + 200 gp (on corpses
violence, combat, and killing. Psychic calls from the
be a promising candidate to become the swords new and packs scattered throughout the Proving Pit)
Proving Pit manifest themselves as strong emotions
owner. When one of the characters attacks misses Parcel 3: Scarblade, a level 10 magic item (encased in
and instinctive urges. They build upon a characters crystal in the Proving Pit)
by just 1 or 2, whisper to the player, I can help. Let
natural desire for victory, glory, and combat.
the player know this is the same entity that contacted
Because it is animated by the buried chaos shard,
him or her earlier. If the character assents to being
the pit has a degree of influence over the surrounding
helped, then give the character a +2 bonus on the
terrain. Once characters move into the range of the
attack roll that just missed, turning that miss into a
pits influence, they find that the way forward is much
hit. Then have the character make a saving throw.
easier than the way back. Their dreams, daydreams,

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Scarblade

T hrough the Bear in mind that the purpose of the hazards is


not to kill or injure the characters. Careful and clever
Crumbling Trail
Terrain
Level 5 Hazard
XP 200
Rugged Forest players can find ways to avoid or overcome any static Detect automatic
Immune attacks
Initiative

The Proving Pit lies in a secluded valley that is sur- obstacle. The real purpose of the terrain hazards is to
Triggered Actions
rounded by low, steep hills. Only a few lightly used arouse the characters suspicion and curiosity about M Attack t At-Will
trails wind through the rugged woods, hills, and this place. When they get the idea that the land itself Trigger: A creature enters a square of crumbling trail while
ravines. The adventurers might learn of these trails is trying to prevent them from leaving, theyre bound moving uphill.
from a map or from residents of the region, they to wonder why. Attack (Free Action): Melee 0 (triggering creature); +8 vs.

might cross one of them by chance, or they might be The crumbling trail and the collapsing trail appear Reflex
not much different from any other places where the Hit: 2d4 + 5 damage, and the target falls prone and slides 1
led to one by the pit or the sword.
square downhill. If the target was already prone, it takes no
Through its connection to the chaos shard, the pit path is steep and gravelly.
damage and does not slide, but its turn ends immediately.
manipulates nearby terrain to make it as difficult as The flash flood area should show signs of severe
Countermeasures
possible for anyone to leave the valley. The surround- runoff and erosion. It will still appear safe if there t Balance: Acrobatics DC 15. Success: The character can
ing hillsides are sprinkled with the remains of those hasnt been much rain lately, but the pit can unleash move into a square of crumbling trail without triggering
who tried and failed. Nothing of value remains on the water from a pond into a gushing torrent. the trails attack.
any of the corpses, but at your discretion, characters The gusting wind is useful chiefly against flying
characters, but it can be turned against anyone with Collapsing Trail Level 6 Hazard
might find a letter or diary or some other indication Terrain XP 250
of what lies ahead. some effect.
Detect automatic Initiative
The pits efforts to herd the characters to the valley Immune attacks
floor are subtle. As long as characters are moving gen- Triggered Actions
erally downhill and toward the pit, they dont meet M Attack t At-Will
any significant obstacles to their progress. Should Trigger: A creature enters a square of collapsing trail while
moving uphill.
they turn back the way they came or begin moving
Attack (Free Action): Melee 0 (triggering creature); +9 vs.
uphill, the pit begins unleashing hazards in their
Reflex
path. It is possible that the characters will descend Hit: 2d6 + 2 damage, and the target falls prone and slides 5
directly to the bottom and not trigger any hazards at squares downhill. It the target was already prone, it takes
this time. If they try to leave without defeating the pit, no damage and its turn ends immediately.
the hazards will be waiting for them. Miss: Half damage, and the target sides 2 squares downhill.
Four sample hazards are included below. These If the target was already prone, it takes no damage and its
can be encountered as you see fit, and you can add turn ends immediately.

other terrain obstacles of your own. The encounter Countermeasures


t Dodge: Acrobatics or Athletics DC 15. Success: The char-
map shows one possible arrangement of hazards and
acter can move into a square of collapsing trail without
corpses along a particularly dangerous section of trail. triggering the trails attack.
Rearrange them as needed to fit the situation.

A p r i l 2 011 | D u n g e o n 18 9
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Scarblade

Flash Flood Level 8 Hazard


Terrain XP 350
Detect Perception DC 16 or Nature DC 24 Initiative +8
Immune attacks
Triggered Actions
M Attack t At-Will
Trigger: A creature enters a square in the area affected by the flash flood.
Attack (Opportunity Action): Close burst 10 (creatures in the burst); +11 vs. Fortitude
Hit: 1d10 + 5 damage, and the targets falls prone and slides 8 squares downhill.
Miss: Half damage, and the target slides 4 squares downhill.
Countermeasures
t Detect: Perception DC 16. Success: Characters who make successful Perception checks at the edge
of the flash flood area can add their Strength modifiers to their Fortitude defense against the attack
made by the flash flood.

Gusting Wind Level 7 Hazard


Terrain XP 300
Detect Perception DC 16 Initiative +8
Immune attacks
Triggered Actions
M Attack t At-Will
Trigger: A creature enters the area of the gusting wind.
Attack (Opportunity Action): Close burst 2 (creatures in the burst); +10 vs. Fortitude
Hit: 2d6 + 4 damage, the target is pushed 2 squares downhill and toward the ground, and its move-
ment ends.
Miss: Half damage, and the target is pushed 2 squares downhill.
Countermeasures
t Evade: Acrobatics DC 23. Success: The creature takes half damage and is pushed 1 square.

A p r i l 2 011 | D u n g e o n 18 9
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Scarblade

T he P rov ing P it translucent crystal is a dark shape that suggests the


contours of a large sword.
crumbling trail or collapsing trail hazard. Char-
acters can retreat from the area if they so choose,
On reaching the valley floor, the characters emerge A humanoid apparition shimmers into view atop the but the pit will harry them with hazards during
from the trees and get their first look at the Proving low dais. It carries a spectral sword that resembles the the entire trek out of the valley, and it will fill their
Pit and the Scarblade. The area is abandoned at first. object in the crystal. It studies you for a few moments, then minds with visions of shame and defeat until they
Allow the characters a few minutes to poke around raises its hands and speaks, turning slowly in place as if get beyond its range.
and get their bearings but not enough time to really addressing an unseen audience. Who yearns for justice? Morrn is the master and grand champion of the
explore the area. The buildings are mostly aban- Judgment? Fame? Who seeks glory through victory over all pit, and he does not fight in any preliminary matches.
doned, but there are signs of recent inhabitants. challengers? Then it faces you and points the sword toward Before characters can challenge Morrn, each of them
After a few minutes, Morrn Bladeclaw appears. He you. They do. They have come to confront their destiny in must win at least one preliminary match. Morrn
is followed by the pits denizens, both real and spec- the Proving Pit! doesnt mention this up front (he doesnt expect the
tral; then challenges are issued to the characters. characters to survive that long). He will explain it if
The characters can converse with the spectral figure asked.
When characters reach the valley f loor, read: of Morrn Bladeclaw. His speech is harsh and aggres- Matches can be fought one-on-one or in teams. In
sive. He will describe the pit, its purpose, and even team matches, the opponents should include at least
The dense forest along the trail opens onto the floor of a his own history, but not at great length. He expects three pit shadows. Early matches will be against foes
small glen. A few well-worn dirt paths flanked by scrub the characters to compete. of the characters level, but as the characters accu-
bushes lead to a wide, irregularly shaped pit with an If someone asks about the sword, he replies that it mulate victories (assuming there is more than one
eroded and crumbling edge. The valley floor slopes gently is the ultimate prize for victory, and one worthy of the match), the opposition gets tougher.
toward the pit. Around it stand a few crumbling, decrepit greatest champion in the landwhich is he. The first opponent Morrn pits against the new-
shacks and decaying wooden bleachers that provide an All of Morrn Bladeclaws conversation steers comers is Marok, a half-orc death mage and the pits
unobstructed view into the depression. The sky is overcast, toward getting the characters to prove their worth by current champion. You can substitute any appropri-
and light rain is beginning to fall. Through the gloom, a fighting. ate foe, dead or alive. If more than one character
pale glow shimmers wanly from the pit. If someone agrees, a ghostly horn appears in wants to fight Marok, he can be accompanied by
Morrns fist. He raises it to his lips and blows out a several pit shadows plus a suitable number of orc
When characters look into the pit, read: long, mournful note. As the note fades, other shapes rampagers, orc pummelers, and orc storm shamans
come into view in the surrounding stands. Phantom (Monster Vault).
Before you is a well-used gladiatorial arena, battle-scarred humanoids of every kindpit shadows, spirits of One round after combat begins, Morrn activates
and bloodstained. It is 10 feet deep, and the walls of combatants long deadhave gathered to enjoy the the spiked chain pinwheel trap.
eroded stone and crumbling soil are nearly vertical. They spectacle. A few living combatants appear at the pit There are no rules, and all fights are to the death
are interspersed with dark, barred windows and narrow, doors. unless a character runs away. Someone who retreats
rusted doors. A dais dominates the center of the pit. Rain is If the characters do not agree but they are from a fight will be jeered cruelly by the spectators,
gathering into shallow puddles on the floor. already in the pit, Morrn blows the horn anyway. be pelted with rotten fruit or stones, and possi-
The scene is bathed in a pale blue light that emanates If the characters are not in the pit but are near bly pursued by enemies if other characters dont
from a block of crystal on the south wall. Within the the edge, the ground buckles as if alive and the intervene.
edge crumbles to dump them into the pit; use the

A p r i l 2 011 | D u n g e o n 18 9
6
Scarblade

Development
Portions of the pits rim that are noted as danger-
ous should be treated as crumbling trail hazards.
Morrn B ladeclaw When Morrn first becomes bloodied, the real Scar-
Characters can fight as many matches in the pit and the S carblade blade senses that his destruction is near. It triggers a
as they like. The spectators are against the newcom- crevasse as an immediate reaction, which shatters the
ers at first, but if they fight multiple matches and put When Morrn is ready to fight the characters, crystal and splits the ground from the block of crystal
on a good show, the crowd swings noticeably in their read: to the center of the pit. The sword psychically calls
favor. Characters can take a short rest after the first out to the character it deems best suited to wield it,
match. After that, Morrn tries to start a new match Few dare face me, and fewer survive. I know the draw though anyone can pick it up from the shattered bits
immediately after the last one ends, so that a charac- of the Scarblade. I know the drive of the pit. Long have I of crystal, including Morrn Bladeclaw. If a character
ter who fights back-to-back matches has no chance heard their whispers. Perhaps you will join the shadowy grabs it, Morrn focuses all his attacks against that
to rest between them. If the party is 7th level, you spectators, if the pit deems you worthy. I salute your character.
can relax this a bit. If the party is 9th level, press courage now, before the match. Afterward, a salute would If Morrn is killed, the pit becomes dormant for 24
them hard. be too late for you. hours. The spiked chain pinwheel grinds to a halt.
The pit shadows disappear, and any living combat-
Development Morrn Bladeclaw is willing to fight alone against ants slink away into the forest or into the rooms
Once each character has fought and won at least one or two characters, just as he did as a gladiator. adjoining the pit. Some of them might speak to the
once, either individually or as part of a group, the He wont fight the whole party by himself, however. characters or even congratulate them. A few might
characters can challenge Morrn Bladeclaw. If the If everyone gangs up against him, he calls on the aid even immediately challenge them for the weapon.
players dont think of this on their own, or dont of past victims. They appear in the form of pit shad- For the next 24 hours, everyone is free to leave the
seem inclined to do it, the crowd begins to chant, ows, a blue arcanian, and dread guardians. The blue valley unhindered. If the Scarblade is removed from
Bladeclaw! Bladeclaw! arcanian represents the wizard who slew Morrn, the valley within that time, Morrns ghost is released
and was slain by him, in the bout that cost Morrn from the valley and never returns. A day later, the
his life. The pit shadows and dread guardians are Proving Pit reactivates and slowly begins calling new
nameless foes he vanquished over his career. Use combatants.
enough foes to make this a level + 2 encounter for
the characters. About the Author
Sterling Hershey somehow finds the time to be both an
No other competitors or spectators join in. Many of architect and freelance game designer. Over the years, he
them would love to see Morrn defeated, but they fear worked extensively in a galaxy far, far away, on the Star Wars
attacking him themselves. Roleplaying Game and Star Wars Miniatures game, as well as
contributing to Dungeons & Dragons products. Sterling
At the start of this final bout, several massive stone lives in the Midwest with his wife, Mary.
blocks (shown on the map) slowly rise from the pit
floor to stand 10 feet high.

A p r i l 2 011 | D u n g e o n 18 9
7
Scarblade

moss and weeds, so that a DC 16 Perception check is


needed to spot one.
Crystal Block: This glowing crystal provides
cover and holds the Scarblade. It is immune to all
damage but shatters when Morrn Bladeclaw is first
bloodied.

Pit Shadows Level 7 Minion Skirmisher


S
Medium shadow humanoid (undead) XP 75
HP 1; a missed attack never damages a minion. Initiative +8
S
AC 21, Fortitude 20, Reflex 20, Will 18 Perception +3
S
Speed fly 6 (hover); phasing
Immune disease, necrotic, poison
Standard Actions
m Pit Strike (necrotic) t At-Will
P
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 7 necrotic damage.
C Pit Wail (thunder) t At Will
B O Attack: Close blast 3 (creatures in the blast); +10 vs.
Fortitude
Hit: 7 thunder damage, and the target is pushed 1 square.
Skills Stealth +11
Str 4 (+0) Dex 16 (+6) Wis 10 (+3)
Con 17 (+6) Int 4 (+0) Cha 12 (+4)
Alignment chaotic evil Languages Common

Features of the Pit Low Dais: The low stone dais includes Morrn
Illumination: During the day, bright illumination Bladeclaws horizontal headstone, which indicates
from an overcast sky. At night, dim illumination cast that he died 30 years ago. The dais is normal terrain.
by the crystal block that holds the Scarblade. Dim Pit: The pit is 3 squares (15 feet) deep.
illumination in the buildings and pit rooms. Walls: The walls are easy to grip but unstable. A
Blocks (red shaded areas): These are solid stone DC 20 Athletics check is required to climb.
blocks 10 feet high. They rise up from the floor only Pit Rooms: These small rooms are used to hold
for the final battle against Morrn Bladeclaw. combatants, willingly or unwillingly. Some have
Puddles: Puddles are difficult terrain. decaying ladders that lead to trapdoors (T) on the sur-
Rubble: Rubble and large rocks are difficult ter- face. From above, the trapdoors are overgrown with
rain and provide partial cover.

A p r i l 2 011 | D u n g e o n 18 9
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Scarblade

Marok, Level 7 Elite Controller Morrn Bladeclaw (B) Level 10 Elite Soldier Blue Arcanian Level 10 Controller
Half-Orc Death Mage (O) Large natural humanoid (giant, undead) XP 1,000 Medium natural humanoid (undead) XP 500
Medium natural humanoid, half-orc XP 600 HP 147; Bloodied 73 Initiative +12 HP 105; Bloodied 52 Initiative +5
HP 148; Bloodied 74 Initiative +8 AC 26, Fortitude 24, Reflex 20, Will 21 Perception +12 AC 24, Fortitude 22, Reflex 21, Will 19 Perception +6
AC 21, Fortitude 20, Reflex 22, Will 21 Perception +11, Speed 0, fly 6 (hover); phasing Speed 5
low-light vision Immune disease, poison; Resist 10 necrotic Standard Actions
Speed 6 Saving Throws +2; Action Points 1 m Frost Staff (cold, weapon) t At-Will
Saving Throws +2; Action Points 1 Traits Attack: Melee 1 (one creature); +13 vs. Fortitude
Standard Actions Double Actions Hit: 2d8 + 9 cold damage, and the arcanian pushes the target
m Rotting Touch (necrotic) t At-Will Morrn makes two initiative checks and takes a full turn on 2 squares. The target is immobilized until the end of the
Attack: Melee 1 (one creature); +10 vs. Fortitude each initiative result. He can take two immediate actions per arcanians next turn.
Hit: 2d6 + 3 necrotic damage, and the target loses necrotic round but only one between one turn and the next. r Bolt of Frost (cold, implement) t At-Will
resistance or immunity and takes ongoing 5 necrotic Insubstantial Attack: Ranged 5 (one creature); +13 vs. Fortitude
damage (save ends both). Morrn takes half damage from all attacks, except those that Hit: 2d8 + 9 cold damage, and the targets space and all
R Bolt of Putrescence (implement, necrotic) t Recharge 5 6 deal force damage. Whenever Morrn takes radiant damage, squares adjacent to it are difficult terrain until the end of
Attack: Ranged 10 (one creature); +10 vs. Reflex he loses this trait until the start of his next turn. the arcanians next turn.
Hit: 3d8 + 9 necrotic damage, and the target takes a -5 pen- Standard Actions A Swirling Blizzard (cold, implement) t Encounter
alty to all defenses until the end of Maroks next turn. m Spectral Sword (necrotic) t At-Will Attack: Area burst 2 within 5 (creatures in the burst); +13 vs.
A Swarm of Flies (implement, zone) t Encounter Attack: Melee 1 (one creature); +15 vs. AC Reflex
Attack: Area burst 1 within 10 (creatures in the burst); +10 vs. Hit: 1d12 + 7 damage, Morrn can push the target 1 square, Hit: 2d8 + 9 cold damage.
Fortitude and the target takes ongoing 5 necrotic damage (save Miss: Half damage.
Hit: 3d6 + 12 damage, and the burst creates a zone of swarm- ends). Triggered Actions
ing flies that lasts until the end of the encounter. Each Effect: Morrn marks the target until the end of Morrns next Staff of Shielding t Encounter
creature that starts its turn in the zone takes 5 damage and turn. Trigger: An attack hits the arcanian.
does not have line of sight to squares more than 3 squares Triggered Actions Effect (Immediate Interrupt): The arcanian gains a +4 bonus to
away from it. As a minor action, Marok can move the zone M Gladiators Instinct t At-Will all defenses against the triggering attack.
2 squares. Trigger: An enemy enters a square where it flanks Morrn. Arcane Surge t Encounter
Triggered Actions Attack (Immediate Reaction): Melee 1 (one creature flanking Trigger: The arcanian hits an enemy with an implement
Furious Assault t Encounter Morrn); +13 vs. Fortitude attack.
Trigger: Marok damages an enemy with an attack Hit: Morrn pushes the target up to 3 squares. Effect (Free Action): The attack deals maximum damage to the
Effect (Free Action): The triggering attack deals 1d10 extra Str 24 (+12) Dex 20 (+10) Wis 15 (+7) enemy.
damage. Con 17 (+8) Int 14 (+7) Cha 19 (+9) Skills Arcana +14
Death Mark (necrotic) t Encounter Alignment evil Languages Common Str 10 (+5) Dex 11 (+5) Wis 13 (+6)
Trigger: An enemy reduces Marok to 0 hit points. Con 17 (+8) Int 19 (+9) Cha 10 (+5)
Effect (No Action): The triggering enemy takes 2d10 + 5 Alignment chaotic evil Languages Common
necrotic damage. Equipment staff
Skills Arcana +9, Intimidate +8, Religion +11
Str 15 (+5) Dex 20 (+8) Wis 17 (+6)
Con 10 (+3) Int 13 (+4) Cha 13 (+3)
Alignment evil Languages Common, Giant
Equipment robes, staff

A p r i l 2 011 | D u n g e o n 18 9
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Scarblade

Dread Guardian Level 7 Soldier Spiked Chain Pinwheel (P) Level 6 Trap Scarblade Level 10 Rare
Medium natural animate (undead) XP 300 Object XP 250 The Scarblade is a dark and rugged bastard sword forged
HP 79; Bloodied 39 Initiative +6 Detect automatic Initiative +7 from a chaos shard. It resonates with greater power when it is
AC 23, Fortitude 19, Reflex 17, Will 18 Perception +5 HP 60 within the Chaos Scar.
Speed 5 Low-light vision AC 17, Fortitude 14, Reflex 14, Will Lvl 10 +2 5,000 gp
Traits Resist 5 all; Immune necrotic, poison, psychic, all conditions, Weapon: Heavy blade
O Shield of Undeath t Aura 1 ongoing damage Enhancement: Attack rolls and damage rolls
While the dread guardians master is within the guardians Traits Critical: +2d10 damage, or +3d10 when within the Chaos
aura, the master takes half damage from all attacks. Scar.
Spinning
Property: Once per turn, when you hit with an attack using this
Eyes of Undeath The pinwheel rotates one-quarter turn each round. Two weapon, the creature you hit takes 1d6 extra fire damage.
The dread guardians master can see or hear anything the chains sweep out in opposite directions, and each chain can Property: Wounds created by the Scarblade leave ragged,
guardian can see or hear. The master can also speak through attack. On the round it is activated, the pinwheel attacks with ashen scars even when healed by magic. The weapon emits
the guardian. one blast toward the northwest corner of the pit and another red sparks and leaves a black scorch mark when it hits.
Standard Actions toward the southeast corner of the pit. On the second round, Power (Daily): Standard Action. Striking the ground with the
m Longsword (weapon) t At-Will it attacks toward the northeast and southwest corners. sword creates a crevasse 1square wide, 5 squares long, and
Attack: Melee 1 (one creature); +12 vs. AC up to 2 squares deep beginning in the square you strike and
Attacks alternate in this way until the pinwheel is bloodied,
extending in a straight line away from you. Any creature
Hit: 2d8 + 6 damage. when it is reduced to just one attack per round. that is entirely in the affected area must save or fall into the
Effect: The target is marked until the end of the guardians Standard Actions crevasse.
next turn. M Attack t At-Will
r Longbow (weapon) t At-Will Attack: Close burst 4 (creatures in the burst); +9 vs. Reflex
Attack: Ranged 20/40 (one creature); +12 vs. AC Hit: 2d8 + 5 damage, and the target falls prone and is immobi-
Hit: 1d10 + 6 damage. lized (escape DC 15).
Effect: The target is marked until the end of the guardians Countermeasures
next turn. t Jam: Thievery DC 23. Success: The pinwheel is disabled and
Triggered Actions stops attacking. Failure: The pinwheel attacks the character
M Iron Rebuke (weapon) t At-Will as an opportunity action.
Trigger: An enemy marked by the guardian attacks the guard- t Snag: Thievery DC 15. Success: The pinwheels attack
ians master. becomes +6 vs. Reflex. Failure: The pinwheel attacks the
Attack (Opportunity Action): Melee 1 (triggering enemy); +14 character as an opportunity action.
vs. AC
Hit: 2d8 + 6 damage.
Str 16 (+6) Dex 12 (+4) Wis 14 (+5)
Con 15 (+5) Int 4 (+0) Cha 9 (+2)
Alignment unaligned Languages understands Common
Equipment scale armor, heavy shield, longsword, longbow,
20 arrows

A p r i l 2 011 | D u n g e o n 18 9
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Reflections of Ruin
A Chaos Scar adventure for 7th-level characters

By John Rossomangno

Illustration by Milivoj Ceran
Cartography by Kyle Hunter

I ntroduction with finding a proper lair and amassing a cadre of


suitably subservient underlings.
When a cursed dragon begins using the power of the Their concerted efforts reaped considerable
Chaos Scar to magically reflect her warped image rewards, but eventually Mekkalath did bring some
onto the world, the adventurers must end her twisted followers to his side, and then he grew tired of
plans. Thanks to the chaos the dragon has toyed with dividing the spoils of their raids with his sister. He
in the past, she and her tribe of ogre henchmen offer schemed to attack the ruins of Gardmore Abbey,
several surprises for the interlopers. a place rife with forgotten treasures as well as
Reflections of Ruin is a short adventure for 7th- potential henchmen, and brought Maluriath along
level characters. This adventure is set in the Chaos without telling her the full extent of his plans.
Scar and refers to events from the superadventure When he subjugated the creatures there, Mekkal-
Madness at Gardmore Abbey , but you can easily place ath revealed to his sister that the abbey was his new
it in another setting or run it without that resource. lair and that he now intended to conduct his affairs
If the characters have already experienced Andrew without her.
Schneiders adventure Scarred for Life (Dungeon Maluriath did not react immediately, realizing that
192), or if you plan to run that adventure before this it would be foolish to challenge her brother directly
one, you can make use of the connections involving while his newly acquired followers surrounded him.
the dragon Maluriath and the Deck of Many Things. She decided to use stealthier tactics to try to under-
mine his domain. She combed the abbey for the relic
Background that the lost paladins had once hoped to contain:
the Deck of Many Things. Worried that one of her
The red dragon Maluriath was once a vain creature brothers cronies might discover her, she drew hast-
who spent as much time lounging atop her treasure ily upon the decks powers but failed to gain the help
hoard as most dragons devote to gathering followers she wanted. As the deck overpowered Maluriath with
and scheming. When she chose to expand her hoard chaotic energy, her betrayal became apparent to her
by raiding settlements, she worked in concert with brother, turning him against her and causing him
her brother, Mekkalath, who was more concerned to send forces to secure her hoard. She also came to

TM & 2011 Wizards of the Coast LLC. All rights reserved. N o v e m b e r 2 011 | D U N G E O N 1 9 6
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Reflections of Ruin

the attention of a notoriously spiteful corruptor of the


Nine Hells, who twisted her body into a wretched
Synopsis her remaining defenders as the characters come ever
closer to her lair. Characters can hear her chanting
and vile form. Maluriath is unsure how she came to Maluriaths research into breaking her curse led and barking orders to her ogres throughout their
the devils attention, but chaotic forces from the Deck to the creation of what she dubbed dark mirrors. advance, and depending on how you prefer to narrate
of Many Things now combine with the devils curse to Employing the labor of her ogres, she unearthed the adventure, characters who are knowledgeable
wrack her with constant pain. obsidian deposits throughout her caverns. She pol- about rituals might realize that the magical working
Ashamed of her new form and barely sane due ished each into what she hoped would be the right is nearing completion. Even as the characters battle
to the painful energy overwhelming her, Maluriath form, then imbued each with energy the Chaos Scar the warped dragon in the final encounter, her reflec-
f led her brothers domain and, in time, sought out inf luenced. Her haste and impatience in crafting tion continues to perform the ritual. Stopping the
the Chaos Scar, a place whose corruption called the mirrors, however, caused mistake after mistake. ritual is the partys ultimate goal.
to her. She intended to make her lair in the forgot- Her mirrors kept ref lecting her warped nature
ten depths of a dormant volcano by ousting the
ogres that occupied the caves in the area. The ugly
back into the world and transforming any creature
touched by that essence. She tested the mirrors on
I nvolving the
creatures suited her temperament, however, so she whatever unfortunate travelers her ogres could cap- Characters
cowed them into servitude instead and used several ture, which produced the numerous foulspawn that
of them as a repository for some of the energy that now serve her as lackeys. You have a choice when it comes to involving the
pained her greatly. The walls of her caves have polished obsidian sur- characters with Maluriaths scheme, and depending
In her attempts to break the devils curse of cor- faces that create a veritable hall of mirrors, which on adventures they might have participated in pre-
ruption, Maluriath thought the solution could be she uses to spy on her servants (and intruders). viously, you can sow adventure seeds in a variety of
found in the creation of special arcane mirrors, but These earlier dark mirrors steadily lost their energy, places. Although Reflections of Ruin is placed in the
she had no success. When she placed a test subject and Maluriath abandoned them. The Chaos Scar Chaos Scar and assumes the adventurers are based
near one of the mirrors, she hoped the mirror would sustains their remaining trickles of magic while the out of Restwell Keep (see Dungeon 176), you can adapt
give off a twisted reflection of the creatures actual dragon works on her final mirror in the depths of this adventure to any campaign setting with a mini-
appearance. Then she would turn the reflection into her lair. mal amount of work. If you are running or intend to
truth, causing the creature to take on some of the When the adventurers arrive, Maluriath is run the superadventure Madness at Gardmore Abbey,
cursed energy inside her. Instead, no matter how beginning the final stages of her ritual. The heroes refer to the Gardmore Abbey and the Deck of Many
many mirrors she tried, her test subjects kept morph- can catch glimpses of the dragons twisted form in Things sidebar for additional hooks.
ing into hideous aberrations, but without any change the mirrors, since the image is ref lected from one
in her own condition. mirror to the next all the way through the com- Hook: A Rogues Find
After failure upon failure, Maluriath changed plex of caverns. After defeating the ogres and the Thanks to the efforts of a treasure-hunting rogue,
the direction of her research. Instead of attempt- foulspawn, the adventurers can survey the earlier Citirian of the Saruun Guildhouse is in possession
ing to return to what she once was, she decided to mirrors and see not only that the mirrors are f lawed, of a polished fragment of obsidian that casts eerie
visit the same twisted changes she had experienced but that they are also ref lecting the dragons corrup- ref lections. Citirian is curious about the obsidians
upon the world around her to create a warped tion upon the world, slowly altering the cavern. A origin (the rogue told him it came from a cave deep
domain for herself. closer look at the fallen foulspawn also reveals what within the Chaos Scar) and is willing to pay for
might be in store for living creatures exposed to the similar objects.
mirrors power.
As the adventurers progress, Maluriath remains
aware of their whereabouts by using the mirrors to
monitor them. As she continues her ritual, she rallies

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Hook: Ill Omens Hook: Fool the Ogre as a starting point for roleplaying the interaction. In
addition to giving a basic description of the cavern
Chendera of the temple of Avandra has seen ill omens If the adventurers battled or met Fool the ogre from
systems layout, an ogre can provide one or more of
and senses that world-changing corruption is build- the adventure Scarred for Life, he might entreat
the following clues about the dragon and her lair.
ing within the Chaos Scar. She hopes that a band of their aid in freeing his former tribe from the dragons
adventurers can succeed in investigating and destroy- enslavement. He asks the characters to fight past his F A devil cursed Maluriath after she used forbidden
ing this evil before Lord Drysdale conscripts people kin, sparing as many as possible, to defeat Maluriath. magic, and the dragon has been seeking to undo
and marches into the valley en masse. Fool promises to lead the tribe away from human the curse ever since.
settlements, but it is up to you whether the cunning F Maluriath made the ogres excavate the stone from
ogre makes good on his word. around the caves obsidian deposits in an effort to
make dark mirrors. The ogres have no idea what

Gardmore Abbey and M aluriaths O gres the dark mirrors are for.
F The dragon wasted perfectly good meals (wildlife,
the Deck of Many Things Each ogre the characters come up against in this goblins, and stray travelers) by putting them in
Maluriaths brother, Mekkalath, appears in the adventure has a special power associated with a card front of her mirrors and turning them into uglies,
superadventure Madness at Gardmore Abbey. If the from the Deck of Many Things and a unique name that which is the ogres term for foulspawn.
adventurers have encountered Mekkalath, highlight is the same as the cards. Be sure to become familiar
with the roleplaying aspects of each ogre, as well as F The ogres finished their mining and polish-
the stark contrast between his methodical plotting to ing efforts on a very big mirror three days ago.
expand his domain sensibly and his corrupted sisters the special powers, before you run an encounter.
In naming the ogres after the cards and brand- Maluriath has been preoccupied in front of that
impulsive and chaotic efforts. mirror ever since then, but she murmurs about
You could set it up it so that Maluriath escaped ing her minions with images of the deck, Maluriath
unknowingly imbued part of the artifacts chaotic making the valley mine.
the abbey in possession of a card from the Deck of
Many Things. Although she despises the deck more powers upon them. (Such was the case with Fool,
than anything (except perhaps the corruption devil who became a wild card in his tribe and escaped.)
that cursed her), her greed wont allow her to part As the adventurers battle the ogres, intimations of
with something that has so much potential power. In the powers of the Deck of Many Things become notice-
fact, if she hadnt become obsessed with her attempt able. The ogres have little understanding of why this
to remove the curse, the deck would have become power manifests.
her primary interest. If you use this option, place Beyond the ogres special powers, the chaotic
clues that point to her escape from the abbey, per- spark that has touched them has also altered their
haps indicate where the heroes should have found original view of the world. An unexpected cunning
the card she has, and place the card in Maluriaths enhances the brutal essence of many, and others
treasure trove. have more radical changes. Adventurers might
parlay in an attempt to win over some of their foes,
since Maluriath has not been a kind taskmaster. If
they do so, the ogres might back down from a fight,
but they are unwilling to face Maluriath in her lair
(Encounter 4).
For the purpose of characters getting informa-
tion from the ogres, through voluntary means or
otherwise, use the description of the particular ogre

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E ncounter 1: 4 Ogres
Large natural humanoid (giant)
Level 6 Brute
XP 250 each
7 Foulspawn Wretches Level 7 Minion Skirmisher
Small aberrant humanoid XP 75 each
D umb and Ugly HP 90; Bloodied 45
AC 18, Fortitude 20, Reflex 17, Will 16
Initiative +5
Perception +3
HP 1; a missed attack never damages a minion. Initiative +10
AC 21, Fortitude 19, Reflex 20, Will 19 Perception +5
Encounter Level 7 (1,525 XP) Speed 8 Speed 6, teleport 2 Low-light vision
Standard Actions Traits
m Greatclub (weapon) F At-Will Ceaseless Murmurs
Setup Attack: Melee 2 (one creature); +11 vs. AC Any enemy adjacent to two or more foulspawn wretches
4 ogres: Flames (F), Idiot (I), Talons (T), Void (V) Hit: 2d10 + 6 damage. takes a 2 penalty to Will.
7 foulspawn wretches (W)
R Rock (weapon) F At-Will Standard Actions
Attack: Ranged 10 (one creature); +11 vs. AC m Claw F At-Will
Hit: 2d6 + 5 damage. Attack: Melee 1 (one creature); +12 vs. AC
When the adventurers reach the cave mouth (on the M Grand Slam (weapon) F Encounter Hit: 7 damage, and a foulspawn wretch ally within 6
far eastern edge of the map), they hear Maluriaths Attack: Melee 2 (one creature); +11 vs. AC squares can teleport to a square adjacent to the target.
ritual chanting and ogres bickering over food. If the Hit: 4d10 + 4 damage, and the ogre pushes the target up to Triggered Actions
party attempts a stealthy approach, the characters 2 squares and knocks it prone. Screaming Echo (teleportation)
must succeed on a DC 23 group Stealth check. If Miss: Half damage, and the target falls prone. Trigger: The wretch drops to 0 hit points.
Str 21 (+8) Dex 14 (+5) Wis 11 (+3) Effect (Immediate Interrupt): The wretch teleports a non-
more than half the characters fail their checks, the
Con 20 (+8) Int 4 (+0) Cha 6 (+1) minion ally within 6 squares of itself to the square the
dragon notices the heroes, and she bellows a warn- Alignment chaotic evil Languages Giant wretch occupies.
ing. Otherwise, she begins shouting after characters Equipment greatclub, 4 rocks Str 14 (+5) Dex 20 (+8) Wis 14 (+5)
engage the ogres in combat or conversation. Con 16 (+6) Int 16 (+6) Cha 17 (+6)
When Maluriath notices the characters, read: Alignment evil Languages Deep Speech,
When the heroes enter the cave, read: A gurgling voice emanates from the caverns walls. What telepathy 10
The air within the cave is filled with smoke and the odor of twist of fate brought you to despoil my triumph? The deck?
burned meat. Rough stone walls enclose a spacious cavern The devil? It matters not. This time I shall succeed, and might periodically catch a glimpse of part of the
illuminated by a cook fire tended by a ruddy-skinned the creatures in this valley will learn to adore their new dragons strange shape in a mirror. Enhance the
ogre, who is completely enthralled by the crackling f lames. queen, Maluriath! mystery of what they are facing rather than reveal
Nearby, three more ogres argue over a badly scorched chunk A pair of milky white eyes f lickers within several of what Maluriath is.
of meat. the mirrors. Other mirrors provide glimpses of braziers Call attention to the brands and the strange effects
Farther inside, smooth black surfaces of polished obsid- etched with arcane markings and burning with multihued surrounding the ogres. The brutes are also commu-
ian reflect warped images of the fire and ogres, as well as f lames. Talons, Void, FlamesI have no further need of nicative, displaying cunning and personality, so take
something from deeper within the cave. A strange, clawed test subjects, so slay them all. Idiotclose the gate! I want the opportunity to roleplay.
limb and a portion of a large, toothy maw are apparent, but no interruptions!
a complete image of the creature or creatures never forms.
Walls and floors around these obsidian mirrors have a
Three ogres turn their gap-toothed grins toward you Special Powers
as they heft their clubs. Another, holding an axe, stares The ogres in this encounter are named Flames, Idiot,
peculiar, scaly pattern. The stone heaves rhythmically, in slack-jawed at a rope that leads to two wooden portcullises Talons, and Void. Each ones personality and spe-
time with a gurgling chant. at either end of the cavern. Strange, ghostly images f licker cial power is described below. Each of these special
Misshapen humanoids skulk in the shadows. around their rough, filthy hides. powers requires a standard action to use.
Flames: As his name suggests, Flames has an
Give the heroes a moment to interact with Mal- obsessive fascination with fire, and he is respon-
uriath. She harangues and taunts the adventurers sible for maintaining the cooking fire in this room.
before returning to her ritual. The adventurers The flames that billow forth enthrall him, although

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anyone who can manipulate fire attracts his interest. where they once stood. As a result, he avoids being into it. Talons closes with the heroes and tries to
Flames can add more fire to the mix by calling up a near the foulspawn. When in combat, his eyes glow maneuver them to the ledge, grabbing them before
circle of flame to scorch everyone nearby. with painfully bright white light, and his intense stare trying to toss them down to the cavern f loor. Void
can cause those he faces to scream in anguish. steers clear of the wretches as he fights, using his
C Flames (fire) F Recharge when Flames first takes fire special power on any character who deals him a lot
damage R Void (psychic) F Recharge if Void is dazed of damage.
Attack: Close burst 1 (creatures in the burst); +9 vs. Reflex Attack: Ranged 5 (one creature); +9 vs. Will Foulspawn: These wretches swarm the charac-
Hit: 2d6 + 6 fire damage, and ongoing 5 fire damage (save Hit: 2d6 + 6 psychic damage, and the target is removed
ends).
ters, trying to attack those who avoid melee.
from play until the end of Voids next turn. When the
target returns, it appears in an unoccupied space within
Idiot: Although many of the other ogres under 5 squares of its original space and is dazed until the end
of its next turn.
Features of the Area
Maluriaths sway have an unusual clarity of thought, Illumination: Bright light from the fire. If the fire
Miss: Void is removed from play until the end of his next
Idiot lives up to his name. He is easily manipulated is extinguished, daylight spilling through the cave
turn. When he returns, Void appears in an unoccupied
and duped. If Idiot realizes that someone has played space within 5 squares of his original space and is dazed entrance provides dim light.
a trick on him, however, he erupts into a rage. In until the end of his next turn. Cooking Fire: This fire is difficult terrain. Any
combat, this rage flows through him to his weapon creature that enters the fire or starts its turn there
in red waves of light, allowing him to befuddle his
enemies. Tactics takes 10 fire damage. A creature can take this
damage only once per turn.
Ogres: Unless the adventurers engage Idiot in Dark Mirrors: The warped ground adjacent to
M Idiot (weapon) F Recharge if Idiot is dazed combat quickly, he cuts the rope that drops the the mirrors resembles dragon scales that can move
Attack: Melee 2 (one creature); +9 vs. Fortitude portcullises in place. Flames remains close to the
Hit: 2d10 + 6 damage, and the target is dazed (save ends).
underfoot. This ground is difficult terrain. A non-
cooking fire and takes any opportunity to push foes aberrant creature that starts its turn adjacent to a
Miss: Idiot is dazed (save ends).
dark mirror takes 5 psychic damage.
Talons: Talons relishes theft, cruelty, and bully- Attacks can shatter a mirror (AC 5,

ing. Due to his mean streak, many of his fellow ogres N Reflex 5, Fortitude 10; hp 20), negat-
dislike him, but he doesnt care. During combat, he ing its effects.
sometimes snatches at a creature with his clawed Ledge: It is a 10-foot drop from
this ledge to the lower cavern f loor,
hands, and gold-limned brown fog engulfs the crea- T
ture momentarily. W
I and a climb up (Athletics DC 16).
W Openings from the ledge to the
M Talons F Recharge if Talons is grabbing no target lower f loor are gradual downward
Attack: Melee 1 (one creature); +11 vs. AC
W V F slopes.
Hit: 2d10 + 6 damage, and Talons grabs the target (escape Portcullises: Severing the
DC 16). Until the grab ends, the target takes a 5 penalty rope suspending the two portcul-
to attack rolls made during another creatures turn.
lises takes a standard action. Each
W
wooden portcullis is difficult to
Void: Occasionally disappearing for hours at a force upward (Athletics DC 23), but
time with no recollection of where he has been, Void up to three characters can assist. A
is the strange one that the other ogres shun. He character can also climb up 15 feet
is highly introspective and has an intense phobia to grab the severed rope (Athletics
of creatures that teleport or otherwise vanish from DC 16 to climb the walls). Having

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the rope reduces the DC to raise a portcullis to 16,


and four characters can assist.
E ncounter 2: 3 Ogres
Large natural humanoid (giant)
Level 6 Brute
XP 250 each
P erilous Passages HP 90; Bloodied 45
AC 18, Fortitude 20, Reflex 17, Will 16
Initiative +5
Perception +3
Conclusion Encounter Level 7 (1,625 XP) Speed 8
If the characters explore this area, they can learn Standard Actions
the following information here. When the heroes m Greatclub (weapon) F At-Will
proceed west beyond the portcullis, move on to
Setup Attack: Melee 2 (one creature); +11 vs. AC
3 ogres: Balance (B), Donjon (D), Euryale (E) Hit: 2d10 + 6 damage.
Encounter 2. R Rock (weapon) F At-Will
Foulspawn Clues: The wretches have nothing 1 foulspawn mangler (M)
Attack: Ranged 10 (one creature); +11 vs. AC
of value, but scraps of clothing and minor personal 7 foulspawn wretches (W) Hit: 2d6 + 5 damage.
effects are evidence that some were once natu- M Grand Slam (weapon) F Encounter
ral humanoids. You have an opportunity here to Three of Maluriaths ogres stand ready to assail the Attack: Melee 2 (one creature); +11 vs. AC
make this quest more personal by having one of the party as it emerges from the tunnel on the east edge Hit: 4d10 + 4 damage, and the ogre pushes the target up to
wretches be someone the adventurers once knew. of the map. Donjon stands directly ahead of the char- 2 squares and knocks it prone.
acters in plain view. Miss: Half damage, and the target falls prone.
Mirrors: If the adventurers investigate the mirrors, Str 21 (+8) Dex 14 (+5) Wis 11 (+3)
the party begins to sense Maluriaths plan. Three of the seven wretches indicated above
Con 20 (+8) Int 4 (+0) Cha 6 (+1)
Dungeoneering DC 11: The obsidian occurs natu- might appear during the fightsee the dark mirrors Alignment chaotic evil Languages Giant
rally due to volcanic activity, but it has been carefully in Features of the Area. The other four are on the Equipment greatclub, 4 rocks
shaped and polished. battlefield when the encounter begins.
Arcana DC 11 (Detect Magic): A mirror can channel 7 Foulspawn Wretches Level 7 Minion Skirmisher
eldritch energy into the surrounding area. These mir- As the heroes approach, read: Small aberrant humanoid XP 75 each
rors are reflecting energy so that it alters the terrain. The wide passage descends steeply. Although the caverns HP 1; a missed attack never damages a minion. Initiative +10
Arcana DC 16 (Detect Magic): A mirror more care- obviously formed naturally, scattered rubbish is a telltale AC 21, Fortitude 19, Reflex 20, Will 19 Perception +5
fully crafted than the ones here might have the power sign of the presence of ogres. Rough-hewn ceiling timbers Speed 6, teleport 2 Low-light vision
to warp natural humanoids into foulspawn. span erected intermittently throughout the chamber help to Traits
support the walls and the roof. Phosphorescent lichen clings Ceaseless Murmurs
Ogre Brands: Each ogres brand is unique, and Any enemy adjacent to two or more foulspawn wretches
a student of magic or an adventurer familiar with to these beams and provides enough illumination to dimly
takes a 2 penalty to Will.
games might recognize the symbols of the Deck of light the area. Standard Actions
Many Things (Arcana or Streetwise DC 16). In the wider corridor to your left, an ogre stands half- m Claw F At-Will
Treasure: Talons has a ruby (500 gp) and two gold slumped against the wall, his chest rising and falling slowly. Attack: Melee 1 (one creature); +12 vs. AC
hoop earrings (50 gp each). A snort erupts from his nose as he shifts his bulk slightly, Hit: 7 damage, and a foulspawn wretch ally within 6
but he does not appear to be fully awake. squares can teleport to a square adjacent to the target.
Triggered Actions
Screaming Echo (teleportation)
If the characters are suspicious, allow a DC 16 Insight
Trigger: The wretch drops to 0 hit points.
check to spot Donjons eyes twitching as he hides the Effect (Immediate Interrupt): The wretch teleports a non-
fact that hes watching the characters. Donjon sticks minion ally within 6 squares of itself to the square the
to his asleep at his post ruse unless he comes under wretch occupies.
attack, because he hopes to lure as many adventurers Str 14 (+5) Dex 20 (+8) Wis 14 (+5)
as he can into a cave-in. Con 16 (+6) Int 16 (+6) Cha 17 (+6)
Alignment evil Languages Deep Speech,
telepathy 10

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Foulspawn Mangler
Medium aberrant humanoid
Level 8 Skirmisher
XP 350
R Balance (psychic, weapon) F Recharge if the power
misses
Tactics
HP 86; Bloodied 43 Initiative +9 Attack: Ranged 5 (one creature); +9 vs. Will
The sound of the cave-in signals the other monsters in
AC 22 (24 while bloodied), Fortitude 19, Perception +7 Hit: 2d10 + 6 psychic damage, and the target is dominated this area to be ready for intruders.
Reflex 20 (22 while bloodied), Will 19 Low-light vision until the end of Balances next turn. Foulspawn: Wretches use their teleportation to
Speed 7 (9 while bloodied) Aftereffect: Balance is dominated by the target until the prevent adventurers from falling back. The mangler
Traits end of Balances next turn. moves around the fight to gain combat advantage. It
Combat Advantage favors attacking characters who damage it.
The mangler deals 2d6 extra damage against any creature Donjon: This ogre feels a strange bond with Ogres: Donjon delays until he can catch a few ene-
granting combat advantage to it.
Maluriaths dark mirrors. He is the only ogre mies in the cave-insee the Development section.
Manglers Mobility
The mangler gains a +5 racial bonus to AC against opportu-
remotely interested in the dragons efforts, although Then he uses his donjon power. Balance and Euryale
nity attacks provoked by movement. he doesnt understand the ritual. He protects the prefer to open with their ranged special powers, each
Standard Actions mirrors in this area ferociously. When he uses his ogre targeting a different foe. After these opening
m Dagger (weapon) F At-Will special power, his eyes and a nearby mirror glow attacks, the ogres engage attempt to block the charac-
Attack: Melee 1 (one creature); +13 vs. AC blue. The target appears to be shackled to the f loor, ters progress, bottlenecking them in narrow passages
Hit: 2d4 + 7 damage. but no shackles are apparent in the world. if possible.
R Thrown Daggers (weapon) F At-Will
Attack: Ranged 5 (one or two creatures); +13 vs. AC
R Donjon (psychic) F Recharge if the power misses
Hit: 2d4 + 4 damage.
M Dagger Dance F Recharge when first bloodied
Attack: Ranged 5 (one creature); +9 vs. Will Development
Hit: 2d8 + 8 psychic damage, and the target is restrained At his first opportunity, Donjon uses the following
Effect: The mangler uses dagger four times and can shift 1
until the end of Donjons next turn. terrain power. A marked area on the map indicates
square after each attack.
Skills Athletics +10, Stealth +12 the area he prefers to target with this attack.
Str 13 (+5) Dex 17 (+7) Wis 6 (+2) Euryale: Accidents and bad luck surround
Con 14 (+6) Int 10 (+4) Cha 14 (+6) Euryale at every turn, but often these tragedies are Donjons Cave-In Single-Use Terrain
Alignment evil Languages Deep Speech, visited upon others. At times, he is deeply apologetic Standard Action
telepathy 10 for these turns of fate and can verge on pitiable. If C Cave-In F Encounter
Equipment 8 daggers he has a chance to shed this bad luck on a foe, he Attack: Close blast 3 (creatures in the blast); +10 vs. Reflex
does so in a wave of darkness that sparkles with Hit: 2d8 + 5 damage, and the target is immobilized (save
Special Powers green glyphs. ends).
Miss: Half damage, and Donjon slides the target up to 2
The ogres in this encounter are named Balance, squares to a square adjacent to the blasts area.
R Euryale (psychic) F Recharge if the power misses
Donjon, and Euryale. Each ones personality and spe- Attack: Ranged 5 (one creature); +9 vs. Will Effect: The area becomes difficult terrain.
cial power is described below. Each of these special Hit: 2d10 + 8 psychic damage, and the target takes a 2
powers requires a standard action to use. penalty to ability checks, skill checks, and saving throws
Balance: A peculiar ogre with a moody tem- (save ends).
perament, Balance switches sides in arguments and
manipulates others without thinking twice. A silver
mist sometimes wraps around him and a foe when
theyre in combat, making the foes thought processes
hazy and subject to Balances influence.

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Features E ncounter 3:


of the Area N
O n the R ight T rack
Illumination: Glowing lichen W
Encounter Level 8 (1,775 XP)
provides dim light. B W
Dark Mirrors: The warped
ground adjacent to the mirrors
E Setup
resembles dragon scales that can W
3 ogres: Rogue (R), Ruin (U), Skull (S)
M
move underfoot. This ground is diffi- 1 foulspawn mockery (M)
cult terrain. A non-aberrant creature 7 foulspawn wretches (W)
that starts its turn adjacent to a dark W

mirror takes 5 psychic damage. The corridor west from Encounter 2 leads deeper into
Attacks can shatter a mirror (AC 5, the old volcanic passages. After a time, the adventur-
Reflex 5, Fortitude 10; hp 20), negat-
To E3 D ers emerge in the ogres quarters. This large chamber
ing its effects. also contains piles of the stone that the ogres mined
Wretch Spawn: The first three
From E1
from the area in Encounter 4.
times any character ends his or her Three of the seven wretches indicated above
turn adjacent to a dark mirror, that might appear during the fightsee the dark mirrors
mirror spawns a foulspawn wretch in Features of the Area. The other four are on the
that resembles the character in an Arcana DC 16: Maluriath is creating another dark battlefield when the encounter begins.
unoccupied square adjacent to the character or in the mirror similar to those in this area. This new mirror
nearest unoccupied square. Each mirror can spawn could create an effect that twists the landscape for As the heroes arrive, read:
only one such wretch. miles around the caves. The tunnel ahead widens into a torchlit cavern. Heaps of
Support Beams: An ogre must squeeze when- Foulspawn Clues: Any wretch that emerged broken stone rise toward the ceiling, and a crude mine cart
ever its space contains one of these low-hanging from a mirror has a twisted similarity to the adven- sits on a track leading off to the south. Hunkered behind a
structures. turer who spawned it. Especially if the characters few of the haphazard piles, three ogres snarl in anticipation.
Rubble: This debris is difficult terrain. succeeded on the Arcana check above, play up A handful of smaller warped humanoids skulk about.
the horrible potential of the mirrors effect being Although more dark mirrors are here, the fearsome
Conclusion unleashed on the countryside. voice of the creature spied in the mirrors emerges not only
If the characters explore this area, they can learn the from their distorted surfaces but also from the southern
following information here. When the heroes pro- corridor, rising in pitch and fervor and punctuated by
ceed into the west corridor, move on to Encounter 3. blasts of multihued light. The cavern floor to the north
Dark Mirrors: The adventurers can learn infor- exhibits the same twisting corruption present near some of
mation similar to that revealed in the first encounter. the mirrors in the room.
In addition, they can discover the following addi-
tional details. As the battle rages, Maluriaths ritual begins to draw
Perception DC 16: The character discerns a dis- to its close, and ominous tremors are felt in the direc-
torted image of Maluriath performing her ritual. tion of her lair.
Success allows the Arcana check below.

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3 Ogres
Large natural humanoid (giant)
Level 6 Brute
XP 250 each
Foulspawn Mockery
Medium aberrant humanoid
Level 10 Controller
XP 500
Special Powers
HP 90; Bloodied 45 Initiative +5 HP 104; Bloodied 52 Initiative +8
The ogres in this encounter are named Rogue, Ruin,
AC 18, Fortitude 20, Reflex 17, Will 16 Perception +3 AC 24, Fortitude 19, Reflex 22, Will 20 Perception +9 and Skull. Each ones personality and special power
Speed 8 Speed 6, teleport 3 Low-light vision is described below. Each of these special powers is
Standard Actions Standard Actions either a triggered action or requires a standard action
m Greatclub (weapon) F At-Will m Bite F At-Will to use.
Attack: Melee 2 (one creature); +11 vs. AC Attack: Melee 1 (one creature); +15 vs. AC Rogue: Rogue enjoys sowing discord, and he
Hit: 2d10 + 6 damage. Hit: 3d6 + 6 damage.
frequently places stolen items in the packs and bed-
R Rock (weapon) F At-Will r Mind Harrier (psychic) F At-Will
Attack: Ranged 10 (one creature); +11 vs. AC Attack: Ranged 5 (one creature); +13 vs. Will
ding of others. In combat, Rogue tries to see if he
Hit: 2d6 + 5 damage. Hit: 2d6 + 6 psychic damage. At the end of the targets can cause a foe to attack another of his enemies by
M Grand Slam (weapon) F Encounter next turn, if it is not adjacent to any of its allies, it takes mistake. When that happens, the air around Rogue
Attack: Melee 2 (one creature); +11 vs. AC 10 psychic damage and ongoing 10 psychic damage glimmers brief ly with red motes of light. He suc-
Hit: 4d10 + 4 damage, and the ogre pushes the target up to (save ends). ceeds often enough to keep him looking forward to
2 squares and knocks it prone. A Maddening Burst (psychic) F Recharge 5 6 the next fight.
Miss: Half damage, and the target falls prone. Attack: Area burst 1 within 10 (enemies in the burst); +13
Str 21 (+8) Dex 14 (+5) Wis 11 (+3) vs. Will
Rogue F Encounter
Con 20 (+8) Int 4 (+0) Cha 6 (+1) Hit: 2d6 + 6 psychic damage, and the target is dazed (save
Trigger: A melee or a ranged attack hits Rogue.
Alignment chaotic evil Languages Giant ends).
Effect (Immediate Interrupt): The triggering attack instead
Equipment greatclub, 4 rocks Str 18 (+9) Dex 17 (+8) Wis 18 (+9)
hits a creature of Rogues choice adjacent to him. Rogue
Con 16 (+8) Int 15 (+7) Cha 21 (+10)
can shift 1 square into the new targets space, sliding the
Alignment evil Languages Deep Speech,
7 Foulspawn Wretches Level 7 Minion Skirmisher new target up to 2 squares to a square he left.
telepathy 10
Small aberrant humanoid XP 75 each
HP 1; a missed attack never damages a minion. Initiative +10 Ruin: Even though he revels in destruction, Ruin
AC 21, Fortitude 19, Reflex 20, Will 19 Perception +5 4 Wraith Figments Level 6 Minion Skirmisher struggles not to smash everything within reach when
Speed 6, teleport 2 Low-light vision Medium shadow humanoid (undead) XP 63 each
he attacks, including Maluriaths mirrors. He has
Traits HP 1; a missed attack never damages a minion. Initiative +7
Ceaseless Murmurs AC 18, Fortitude 16, Reflex 20, Will 17 Perception +2
caused unintentional damage before. In combat, a
Any enemy adjacent to two or more foulspawn wretches Immune disease, poison; Resist 10 necrotic Darkvision single blow from him can reverberate in his foes
takes a 2 penalty to Will. Speed fly 6 (hover); phasing bones, creating a momentary burst of purple light
Standard Actions Standard Actions around his target. That creatures ability to withstand
m Claw F At-Will m Shadow Caress (necrotic) At-Will future attacks diminishes for a time.
Attack: Melee 1 (one creature); +12 vs. AC Attack: Melee 1 (one creature); +9 vs. Reflex
Hit: 7 damage, and a foulspawn wretch ally within 6 Hit: 7 necrotic damage, and the target is slowed until the M Ruin (weapon) F Recharge if the power misses
squares can teleport to a square adjacent to the target. end of the wraiths next turn. Attack: Melee 2 (one creature); +9 vs. Fortitude
Triggered Actions Move Actions Hit: 2d10 + 6 damage.
Screaming Echo (teleportation) Shadow Glide Encounter Effect: The target gains vulnerable 5 to all damage until the
Trigger: The wretch drops to 0 hit points. Effect: The wraith figment shifts up to 6 squares. end of Ruins next turn.
Effect (Immediate Interrupt): The wretch teleports a non- Skills Stealth +10
minion ally within 6 squares of itself to the square the Str 3 (2) Dex 17 (+5) Wis 10 (+2)
wretch occupies. Con 13 (+3) Int 4 (1) Cha 15 (+4)
Skull: Brooding and morbid, Skull is remarkably
Str 14 (+5) Dex 20 (+8) Wis 14 (+5) Alignment chaotic evil Languages pale for an ogre and has a single-minded fascina-
Con 16 (+6) Int 16 (+6) Cha 17 (+6) tion with death. His belongings are littered with
Alignment evil Languages Deep Speech, skulls, bones, and the carcasses of dead wildlife. As
telepathy 10

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Reflections of Ruin

he moves in combat, he leaves smaller, ghostly after Tracks: These rails lead to Maluriaths lair. The Rubble Piles: These piles are difficult terrain tall
images behind. These images persist after he dies. tracks are normal terrain despite passing over diffi- enough to provide cover. Each pile can be toppled by
cult terrain. a creature that uses the following terrain power.
Skull F Encounter Dark Mirrors: The warped ground adjacent to
Trigger: Skull dies. the mirrors resembles dragon scales that can move Rubble Topple Single-Use Terrain
Effect (No Action): Four wraith figments appear, each in a
underfoot. This ground is difficult terrain. A non- Standard Action
square in Skulls space. These wraiths act on Skulls turn.
aberrant creature that starts its turn adjacent to a C Rubble Topple F Encounter
dark mirror takes 5 psychic damage. Attacks can Requirement: You must be adjacent to the rubble and suc-
Tactics shatter a mirror (AC 5, Reflex 5, Fortitude 10; hp 20), ceed on a DC 16 Athletics check.
Attack: Close burst 1 centered on a square in the pile (crea-
Foulspawn: The mockery moves to keep melee- negating its effects.
tures in the burst); +10 vs. Reflex
combatant allies between it and the characters. Wretch Spawn: The first three times any character Hit: 2d6 + 4 damage, and the target falls prone.
Wretches focus on keeping the mockery safe. ends his or her turn adjacent to a dark mirror, that Miss: Half damage, and the target is pushed 1 square.
Ogres: These brutes primary aim is to block mirror spawns a foulspawn wretch that resembles the Effect: The area becomes difficult terrain.
progress into the dragons lair. Ruin and Skull prefer character in an unoccupied square adjacent to the
direct melee combat, and Ruin uses his special character or in the nearest unoccupied square. Each
power at the first opportunity. Rogue moves from mirror can spawn only one such wretch. Conclusion
rubble pile to rubble pile (see Features of the Area), Special Mirror: The dark mirror in the northwest If the characters explore this area, they might find
toppling them on enemies with little concern for his wall of this chamber is especially potent, since its the treasure here. When the heroes proceed north, move
allies. If Skull is slain and the wraiths appear, the closest one to Maluriaths lair. As shown on the map, on to Encounter 4.
other ogres take it as an ill omen and might be open the area for several squares around this dark mirror Treasure: Hidden in the bedding are items that
to negotiating. is difficult terrain. Rogue stole from Maluriaths hoard: a topaz (500 gp),
a gold ring set with garnets (250 gp), and 240 gp.

Features of the Area


Illumination: Torches provide bright light. N


Bedding: These two heaps of debris, cloth, skins,
and other filth are normal terrain.
Cart: This crude wheeled vehicle can provide
cover. A creature can use a move action and a success-
ful Athletics check to shove the cart down the tracks W
(DC 11 to move it up to half the pushers speed, DC W U
16 to move it up to the pushers speed). The pusher
does not have to advance with the cart.
Getting into the cart is like entering difficult ter-
R
rain. A single Medium or Small creature can fit easily
into the cart. A Large creature must squeeze to get in,
as must a second Small or Medium creature. The cart W M
can hold up to two Small or Medium creatures, or
one Large creature.
W
S

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Reflections of Ruin

E ncounter 4: Maluriath
Large natural magical beast (dragon)
Level 10 Solo Brute
XP 2,500
M Claw F At-Will
Attack: Melee 2 (one or two creatures); +15 vs. AC. If Mal-
M irror, M irror HP 520; Bloodied 260 Initiative +8 uriath targets only one creature, she can make this attack
AC 22, Fortitude 24, Reflex 21, Will 22 Perception +12 twice against that creature.
on the Wall Speed 6 Darkvision Hit: 2d10 + 11 damage, and Maluriath knocks the target
Saving Throws +5; Action Points 2 prone.
Encounter Level 10 (2,500 XP) Traits C Breath Weapon (varies) F Recharge 5 6
Action Recovery Attack: Close blast 5 (creatures in the blast); +13 vs. Reflex

Setup Whenever Maluriath ends her turn, any dazing, stunning, or


dominating effect on her ends.
Hit: 2d12 + 10 typed damage, or 2d12 + 18 typed damage if
Maluriath is bloodied.
Maluriath, Cursed Red Dragon (M) Instinctive Assault Miss: Half damage.
On an initiative of 10 + her initiative check, Maluriath can Triggered Actions
Maluriaths ritual is drawing to a close. use a free action to use bite or claw. If Maluriath cannot use C Pained Frenzy F At-Will
a free action to make this attack due to a dominating or Trigger: A melee attack damages Maluriath.
stunning effect, then that effect ends instead of Maluriath Attack (Immediate Reaction): Close burst 2 (creatures in the
When the heroes interrupt Maluriath, read: making the attack. burst); +13 vs. Reflex
The cavern broadens and deepens. Across the chamber Roiling Chaos Hit: 1d10 + 6 damage, and Maluriath pushes the target up
from where you entered, an entire wall of obsidian stands At the start of each of Maluriaths turns, roll a d6 to deter- to 2 squares.
exposed and polished. The stone f loor has been twisted mine a damage type: 12, fire; 3, acid; 45, cold; 6, lightning. C Bloodied Burst (varies) F Encounter
into a semblance of scaled skin and protruding bone. The Substitute that damage type for the word typed in Maluri- Trigger: Maluriath is first bloodied.
f lames in three large braziers f licker in time with the aths powers until the start of Maluriaths next turn. Attack (Free Action): Close burst 2 (creatures in the burst);
chants of the twisted draconic creature before the enor- Standard Actions +13 vs. Fortitude
m Bite (varies) F At-Will Hit: 2d12 + 18 typed damage, and Maluriath pushes the
mous dark mirror. Attack: Melee 2 (one creature); +15 vs. AC target up to 2 squares.
Flesh on the creatures fanged maw is pulled back to Hit: 2d12 + 6 damage. The target is grabbed and takes Miss: Half damage.
expose the jawbones. Ribs stick out from the dragons belly, ongoing 5 typed damage, or ongoing 10 typed damage if Skills Arcana +11, Insight +12, Intimidate +14
producing gaping rents in its torso that spill gouts of f lame Maluriath is bloodied, until the grab ends (escape DC 18). Str 22 (+11) Dex 17 (+8) Wis 14 (+7)
onto the scorched floor. Where once the creature had wings, Con 20 (+10) Int 13 (+6) Cha 18 (+9)
it now has two clawlike appendages. Alignment chaotic evil Languages Common, Draconic, Giant
As it pauses to scan the room with dead, milky eyes, the
creature speaks in a hideous gurgle. Yes, come closer. Share Tactics The Ritual
my pain. Maluriath maneuvers to avoid being pinned down While the ritual continues, Maluriath has the follow-
In the mirror, the dragons image continues to perform and to maximize her attacks. The dragon concen- ing aura.
the ritual, filling the air with chants as the braziers f lare trates on adventurers who interfere with the ritual.
with elemental energy. In response, the mirror glows. The If the party succeeds in halting the ritual, the dragon O Energy Leak (varies) F Aura 3
air is painfully charged, foretelling the release of immense becomes irrational and enraged. Her madness might An enemy that starts its turn in the aura takes 5 typed
magical power. manifest as a belief that someone is a thief who has damage, or 10 typed damage if Maluriath is bloodied.

stolen from her. Or she might believe that an adven-


turer is a servant of the devil who cursed her. In A character who has training in Arcana, Religion, or
either case, she spouts absurd accusations and redi- Nature, or any character who has the Ritual Caster
rects her attacks at that character. feat, realizes the auras source and that the image in
the dark mirror is completing the ritual. Integral to
the ritual are the braziers, the mirror, and the dragon.

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Reflections of Ruin

Disrupting the ritual does harm to the dragon, since Nature (trained only; DC 16): A character who to a brazier can extinguish it with a successful DC 16
she is intimately tied into the eldritch energy flow- uses the primal power source can use it in place of Arcana check or can use the following terrain power
ing here. The adventurers have 10 rounds to stop Arcana to manipulate the unnatural energy here. to topple it.
the ritual, possibly using one of the following tactics. Religion (trained only; DC 16): A character who
Using any skill requires a standard action. These tac- uses the divine power source can use it in place of Brazier Topple Single-Use Terrain
tics are a guideyou can allow any creative solution Arcana to manipulate the unnatural energy here. Standard Action
you think might work. Thievery (DC 16): While adjacent to the dark C Brazier Topple F Encounter
Arcana (trained only; DC 16): The character mirror, the character can exploit weaknesses in the Requirement: You must be adjacent to the brazier and suc-
siphons magical energy from the ritual. Success on mirror to harm it. Success on this check deals 2d10 ceed on an Athletics check (DC 16).
Attack: Close blast 3 (creatures in the blast); +10 vs. Reflex
the check can extinguish one brazier or deal the damage to the mirror and 2d10 psychic damage to
Hit: 2d6 + 5 damage of the same type that Maluriath cur-
mirror 2d10 damage, and it deals Maluriath 2d10 Maluriath. A character who fails by 5 or more on this rently deals due to her roiling chaos power.
psychic damage. A character who fails by 5 or more check takes 2d10 psychic damage. Miss: Half damage.
on this check takes 2d10 psychic damage. Effect: The brazier is extinguished.
Athletics (DC 16): The character can topple a Ending the Ritual
brazier (see Features of the Area). Toppling a bra- If the characters successfully mar the mirror and Dark Mirror Wall: Damage can mar this enor-
zier also deals Maluriath 2d10 psychic damage. A topple all three braziers, the ritual ends violently, and mous mirror enough to disrupt its part in the ritual
character who fails by 5 or more on this check takes Maluriath takes 3d10 psychic damage. She also loses (AC 18, Reflex 17, Fortitude 17; immune to necrotic,
2d10 damage of the same type Maluriath currently her energy leak aura. poison, psychic, forced movement, all conditions,
deals due to her roiling chaos trait. If the characters do not end the ritual, then at the ongoing damage; 55 hp to disable the mirror as part
start of Maluriaths turn during the 11th round, the of the ritual). If a character misses the mirror wall by
cursed dragons image completes it. If this happens, 5 or more with an attack roll while the ritual is still
Maluriath gains her aura perma- active, that character takes 2d10 psychic damage.
nently, and each character takes Deformed Floor: The enormous dark mirror

N 2d10 psychic damage. actively warps the environment here. Any diago-
nal movement on this warped floor is treated as if
Features the mover is entering difficult terrain. Maluriath is
immune to this effect, which continues until the dark
of the Area mirror is completely destroyed (see Concluding the
Illumination: Each brazier pro- Adventure).
duces bright light in a 15-square Ledge: It is a 10-foot climb (Athletics DC 16) from
radius. Its clear to the characters the area that has the tracks to the upper cavern floor.
M that these are the only source of light The area at the end of the tracks slopes gently up to
the top of the raised area.
in the room. Once the last one is top-
pled, the area plunges into darkness. Obsidian Rubble: The heaps of jagged obsidian
Braziers: These basins are 3 feet rubble are difficult terrain and tall enough to provide
high, tall enough to provide cover cover. A creature that unwillingly enters one of these
and prevents creature from being squares takes 5 damage. A creature can take this
forced into them. They burn with damage only once per turn.
the same chaotic energy that leaks Treasure Hoard: Maluriaths hoard is difficult
from Maluriath. A creature adjacent terrain.

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Reflections of Ruin

Conclusion spends time expanding this foul energy to create a


vile domain for herself.
About the Author
John Ross Rossomangno is a freelance writer whose
Once the dragon is defeated, the characters can debut adventure, The Devils Due, appeared in Dungeon
If Maluriath needs to remain within her lair,
explore this area. 188. He also created Going Ape! in Dungeon 192. His days
the adventurers might have enough time to mount
Treasure: Maluriaths hoard includes 2,000 sp, are spent at the keyboard in an ongoing effort to expand his
a second offensive. But with each passing day, the writing credits.
1,760 gp, 3 gems (500 gp each), a gold statue (1,000
twisted nature of the cavern intensifies, changing it
gp), an empty carved ivory case for holding cards
into a true nightmare landscape. During this time, Developer
(250 gp), and three uncommon magic items (of char-
Maluriath might also have the opportunity to create Chris Sims
acter level + 1d4).
more foulspawn or subjugate other lackeys.
Dark Mirror Wall: If the adventurers have not Editor
You could instead decide that the Chaos Scar itself
destroyed the dark mirror (see Concluding the Miranda Horner
can power the spreading corruption. If this is true,
Adventure), they can tell it still contains powerful
the powerful eldritch energy might attract all sorts of Managing Editors
magical potential. This potential makes the charac- Kim Mohan, Jeremy Crawford
monsters to the area. Further, if the mirror was not
ters feel uneasy when they look at the mirror.
already part of the corruption devils plans, the object
Producers
might come to the fiends attention.
Concluding Christopher Perkins, Greg Bilsland, Stan!

the A dventure Art Directors


Kate Irwin, Jon Schindehette
Only Maluriath has the knowledge to complete the Illustrator
ritual. If the adventurers have any previous experi- Milivoj Ceran
ence with the Chaos Scar, they know its a magnet for
creatures of ill intent. Destruction of the final dark Cartographer
Kyle Hunter
mirror, before another evil force discovers it, is a real
concern. Although brute force can disrupt the mir- Graphic Production
rors part in Maluriaths ritual, the mirror requires at Erin Dorries
least 200 damage to destroy.
If you want, however, an effort to destroy the
mirror might not be so simple. You can devise
further adventures for discovering a means of
destroying the mirror. Those means could be as
elaborate as you desire, such as a cleansing ritual,
the need for a blessed hammer, or any other quest
that suits your campaign.
If the adventurers failed to stop the ritual, the
corrupting inf luence of the mirror spreads from the
cave at a pace and with effects appropriate for your
campaign. Perhaps Maluriath must concentrate
while in front of the dark mirror to spread its inf lu-
ence. If she survives and completes the ritual, she

N o v e m b e r 2 011 | D U N G E O N 1 9 6
13
The dwarf runepriest Olek Dael,
devoted worshiper of Bane,
intends to call an avatar of his god
by scribing ancient, forbidden runes.
Unknown to him, primordial threats,
bound by the sanctity of these runes,
strain the borders of their prison
dimension. The more Olek uses his runes,
the weaker the wards become. Oleks
followers, empowered by the forbidden
runes, challenge the adventurers as they
struggle to avert catastrophe.

The Runecutters Ruin


An adventure for characters of 8th to 10th level
By Logan Bonner F Illustration by Paul Bonner F Cartography by Jason A. Engle

TM & 2011 Wizards of the Coast LLC All rights reserved. J a n u a r y 2 011 | D u n g e o n 18 6
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The Runecutters Ruin

Background great power, but using them drains that power and The dwarf toils on a rise miles away, carving the
weakens the ensnaring thought-construct. last runes on the standing stones that circle the hill-
Trained in the art of rune smithing by devotees
Oleks careful plans and monomaniacal focus have top. When the adventurers confront him and his
of Erathis, the dwarf runepriest Olek Dael grew
borne fruit. His magical might approaches an apex, gargoyle guards, Olek desperately calls upon his most
frustrated by the slow expansion or, at times, the con-
just as the first primordial begins to tear through the powerful rune. It makes him more formidable, but
traction of civilization. Stymied by opposition at every
walls of the divine prison. also weakens the extradimensional prison enough
turn, the votary had what he considered an epiphany:
that a primordial begins to emerge.
Force employed in service of order and light was far
better than rampant chaos and darkness. If people
Adventure Synopsis
would not listen to reason and work together, civiliza- After discovering Olek or his runes (suggestions Starting the Adventure
tion must be imposed on them. The god of conquest, are detailed in Starting the Adventure below), the As a priest of an evil god, a member of the Brother
Bane, offered exactly what Olek so desperately sought. adventurers follow the clues to a grove of statues. hood of the Scar, and an unknowing dabbler in
From his training, the fanatic knew about the There, they encounter one of Oleks lieutenants primordial magic, Olek has made a number of
ancient runes used in the Dawn War. Although Ptolema the medusaguarding the entrance to the enemies. These hooks describe a few of the ways
the laws of rune smithing expressly forbade taking runepriests library. She calls on her ally, a tiefling the adventurers might get wind of the runepriests
advantage of such tools, the dwarf was convinced that occultist, to activate protective runes placed on the depredations.
he was strong enough to command them. Using the statues in the grove.
runes, Olek would call down an avatar of Bane to lead After defeating the medusa and her statues, the Hook: In the Name of Erathis
an army dedicated to order. adventurers descend into a runic library protected Lord Drysdale, paladin of Erathis and ruler of
Casting about for a location to stage his triumph, by Jorag, a hobgoblin lieutenant, and his under- Restwell Keep (see The Keep on the Chaos Scar
Olek settled on the Chaos Scar. The meteor was a lings. Once the guards are defeated, the heroes find in Dungeon 176), knew Olek Dael before the dwarf
clear sign from Bane and a monument to his divine diagrams and plans showing where Olek plans to deserted Erathis to worship Bane. Tales of his former
power. The lawlessness of the area made it the per- complete his ritual calling. allys fall from grace reached the paladin, and he feels
fect spot to engrave his runes and conduct his rituals responsible for stopping Olek. Unable to see to the
devoted to order. With the avatar by his side, the vari- task himself, Drysdale seeks adventurers well versed
ous, warring creatures already present at the Scar Before the Adventure in religion (whether they worship Erathis or not) and
would make an unstoppable army. With a bit of planning, you could better integrate this capable of tracking down the dwarf.
As a first step, Olek joined the Brotherhood of adventure into your campaign. Start by scattering Quest XP: 400 XP per character (major quest)
the Scar, finding willing allies in that evil cult. The the mysterious runes about during prior sessions as if the adventurers bring back Olek Dael, preferably
runepriest began using the ancient runes regularly, noted in the The Signs Are All Around Us adven- alive. Drysdale also offers a reward of 2,500 gp.
believing that he was binding his allies into a cohesive ture hook. Perhaps a courier bringing a message to
unit. He rose through the ranks, bringing prominent one of the adventurers enemies moves inhumanly Hook: The Signs Are All Around Us
lieutenants under his command. fast, bolstered by one of Oleks runes. Maybe oddly One of the party members who has training in Reli-
Unknown to Olek, the runes are part of a ward- shaped and ancient runes appear from time to time, gion, or an ally with knowledge about the divine,
ing mechanism that keeps a number of primordials carved on walls and objects, giving the characters a finds a series of extremely powerful divine runes
trapped in a prison of dreams. The runic words hold faint sense of unease as they pass. during the several sessions before this adventure
starts. Whenever encountered, the runes feel subtly

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The Runecutters Ruin

wrong. They do not radiate evil. Instead, they give The Forbidden Runes Rune of Poisons Boon Rune Utility
the impression that they shouldnt be seen by mortal The runic marking on your flesh burns and steams, enhancing
Each of Oleks lieutenants received a rune for serving
eyesas if they were never meant to be used. The your strike with blazing green poison.
the runepriest faithfully. Both a blessing and a curse,
adventurers might discover these runes on documents Encounter F Divine, Poison
each rune provides supernatural powers but costs its No Action Personal
or people traceable back to Olek or his library.
bearer dearly. Trigger: You hit an enemy with an attack using a weapon.
A character who succeeds on a DC 16 Religion Effect: The enemy takes ongoing 10 poison damage (save ends).
The runes have a life of their ownmore an
check identifies the symbols as powerful versions of First Failed Saving Throw: The ongoing damage increases to 15.
instinctual compulsion than true sentience. When a
the runes common to runepriests. On a result of 24 or Second Failed Saving Throw: The ongoing damage increases
runes owner dies, the mark passes to a nearby crea- to 20.
higher, the adventurer realizes the runes are an active
ture that it can help. The rune jumps from host to
part of a sealed primordial prison and have been
host like a disease, granting power as it does so. Rune of Banefire (Jorag)
weakened through overuse. A runepriest gains a +5
Olek and his lieutenants in this adventure, Ptol- Rune of Banefires Curse: The runebound crea-
bonus to this Religion check and, if successful, knows
ema and Jorag, possess runes. Each runes boon ture takes a 2 penalty to AC.
the runes are forbidden.
and curse are included in their stat blocks. The
Quest XP: 400 XP per character (major quest) if
runebound creature gains both the curse and the Rune of Banefires Boon Rune Utility
the adventurers track down the source of the runes
boon. Ethereal flames burst from your skin, surrounding you in a
and stop Olek. protective embrace.
When the runebound creature dies, the rune
appears on the arm of a nearby creature, searing the Encounter F Divine, Fire
Hook: Power Games Minor Action Personal
flesh in a specific pattern. The deceased former host
Oleks high position within the Brotherhood subjects Requirement: You must be bloodied.
turns into a water elemental (Monster Manual 3, page Effect: You gain a +2 bonus to AC, and each enemy that ends its
him to the intrigues that run rampant through that 83). The elemental is conscious, has full hit points, turn adjacent to you takes 10 fire damage. Roll a d20 at the
baleful organization. An unscrupulous party (or one and is controlled by the DM. A character who dies as start of each of your turns. On a 9 or lower, the effect ends.
willing to go undercover) could accept a job from an elemental can be raised from the dead in his or
The effect otherwise ends at the end of the encounter.
Hunter Keldos, a gruff human warrior who wants her original form.
to improve his position in the Brotherhoods ranks. Rune of Command (Olek)
Removing the Runes: Cure Disease and other
Although doing so breaks the Brotherhoods edict that methods of removing ill effects cannot overcome the Rune of Commands Curse: When the creature
its activities remain secret, Keldos has put word out power of the ancient runes. Only one certain method bound to the rune rolls a natural 5 or lower on its first
that he seeks the removal of a rival. of removing the runes exist: Upon the defeat of the attack roll during a turn, it is dominated by Hoshotath
Quest XP: 400 XP per character (major quest) if primordial Hoshotath (see Encounter 3: The Shat- (see Encounter 3: The Shattered Prison) until the
the adventurers kill Olek and return his important tered Prison), the runes dissipate from their hosts. end of its next turn.
records to Keldos.
Rune of Commands Boon Rune Attack
Rune of Poison (Ptolema)
The signs covering your upper body reverberate, imbuing your
Rune of Poisons Curse: If the runebound voice with divine power.
creature moves more than 4 squares on its turn, it Encounter F Charm, Divine
becomes weakened until the end of its next turn. Standard Action Close burst 1
Target: Each enemy in the burst
Attack: +15 vs. Will
Hit: You dominate the target until the end of your next turn.

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The Runecutters Ruin

Hoshotath, the Flaming Sea You can use the optional Following the Tracks Olek headed west with his rune-smithing tools and
skill challenge to plot the adventurers search for the camping supplies. Beyond that, they are not privy to
Made up of equal parts fire and water, the primor-
library. Alternatively, you can devise your own investi- the details of his plan. He has been heading off to the
dial Hoshotath is conflicted and unpredictable. Its
gation and results based on the information provided west to work repeatedly over the last few weeks, but
mind lurches from being serene, like a placid lake,
in that section. has kept quiet about where hes going. If the adven-
to implacable, like a tidal wave, to tumultuous, like a
When the characters arrive near the library, they turers pursue to the west, a DC 26 Perception check
raging fire. At times, the gods and other primordials
find Oleks lieutenant Ptolema standing guard on the allows them to track Oleks movements.
were able to reason with Hoshotath. More often, it left
earthen cliff near the entrance. The fight against her
widespread ruin in its wake, causing atrocities on a
massive scale. Before the Dawn War, a cadre of other
is presented in Encounter 1: Grove of Statues. The Runic Stones
If shes defeated, the adventurers can descend the The trip to the hill where Olek works consumes
primordials kept the Flaming Sea in check. When
stairs to find Jorag, another of Oleks lieutenants. hours. If the adventurers decide to take an extended
war broke out, it was unleashed.
They face him and the wards within the sanctum in rest along the way, they see threatening, unnatural
During the Dawn War, Hoshotath set about
Encounter 2: The Runic Library. clouds ahead of them. This swirling miasma indi-
transforming the oceans of the world into roiling
lava. The gods managed to counter this devastating cates that Olek has almost completed his nefarious
event, but two deities lost their lives in doing so. Other
Oleks Trail activities. If the party rests, hell finish it with time
gods drew from their own divine force to craft a set After defeating his champions, the adventurers discover to spare!
of powerful runes that could turn the Flaming Seas that Olek isnt at the runic library. Either by rummaging As the adventurers come within sight of the hill
mind upon itself. So strong was the resulting thought- through his papers or by interrogating his lieutenants, the stones stand on, they see strange, blue-tinged
construct that it proved able to contain not only the heroes can learn the runepriests whereabouts. storm clouds gathering. They flash with red-orange
Hoshotath but several other primordials. The gods Oleks Papers: In a side room of the library behind sheet lightning. At odd moments, when the lighting
knew, however, that the runes were not inexhaustible. a locked door (Thievery DC 18 to open), the rune- is just right, the clouds take on a vaguely humanoid
Out of fear that the prison would shatter, the deities priests papers lie scattered across a long wooden table. shape, reaching down toward the hill ahead.
commanded that the potent runes never be used Each of the sketches directly in front of the chair fea- Upon the hill, Olek chants divine words of power.
again. tures a diagram of a set of standing stones, with a series When the adventurers ascend the hill, read the text
of runes written beside the stones. Several versions are at the start of Encounter 3: The Shattered Prison.
The Runic Library stacked in a pile, each with some sections scribbled If they take a measured approach and try to talk to
out, suggesting that Olek was unsatisfied with it. A Olek, consult the Parley with Olek sidebar.
After the adventurers get wind of Oleks plans, they
small map, drawn crudely by someone other than the
must locate his sanctuma runic library hidden in
a small dungeon he cleared out nearly a decade ago.
creator of the diagrams, shows the area near the runic Conclusion
library and a path that leads to a hill to the west. The If the adventurers defeat Olek without killing him, they
Although Olek calls the place his library, the adven-
map depicts the same circle of standing stones as the can take him to an authority such as Lord Drysdale for
turers wont find books or scrolls there. Instead, runes
diagrams. imprisonment or deal with him on their own terms.
cover the floors and walls. Most of the marks are ref-
Interrogation: Ptolema and Jorag initially refuse The runepriests defeat does not change his goals, how-
erence points, lacking a few touches that would make
to give out any information. A hefty bribe or a promise ever. If the adventurers let him go, hes likely to turn up
them active. The place is described in more detail in
of freedom backed by a convincing threat persuades again with more power and a more baleful plan.
Encounter 2: The Runic Library.
one of the two lieutenants to part with information
on Oleks whereabouts. Both subordinates know that

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The Runecutters Ruin

After the Adventure Skill Challenge:


The events of this adventure can influence the future
Parley with Olek of your game.
Following
It could be easy to paint the runepriest as a madman, Primordial Echoes: Although the adventurers the T racks
but hes following a rational, if misguided, path. He sent Hoshotath crawling back to its prison, the pri- Once the adventurers hear about Olek or learn about
chose to follow Bane not because he turned evil, but mordials partial presence in the world has set forces the runes, theyll need to find his location. Depend-
because he thinks conquest is the only way to form in motion. Just as its hands left elementals behind, ing on how much time you have and the preferences
an ordered society out of the unrelenting chaos of the its body infested the Chaos Scar with elemental of your players, you can handwave these events and
world. Olek knows little about, and never planned to threats. Use elemental creatures in future encoun- simply move straight to the runic library; drop clues
release, the primordials. He sincerely believes he can ters in the Chaos Scar and create elemental hazards for them to follow, such as runes in places theyve
control the ancient runes and has no idea why they spawned by Hoshotaths presence in other locations. been or with people they know; or use this skill
were forbidden. The Flaming Sea Unleashed: If the adventur- challenge.
Olek could be willing to negotiate with the heroes, ers failed to stop Hoshotath from escaping its prison, Level: 9 (XP 400)
but not if its clear theyve been beating up his lieuten- the primordial rampages through the countryside. Complexity: 1 (requires 4 successes before 3
ants. He instantly recognizes the runes hes placed Still weak from atrophy and the strenuous escape, failures).
and considers anyone bearing the Rune of Poison or the primordial can be defeated without setting off a
Rune of Banefire as an enemy. new Dawn War. The adventurers need to act quickly,
however, and gain outside assistance if theyre going
Setup
If the adventurers arent obviously antagonists and
This challenge assumes the adventurers have found
try to negotiate, Olek listens for only a short while to return the Flaming Sea to imprisonment.
some of the runes, but dont know who Olek is. If
before returning to his chanting. If they are disguised The Chained God: Similar runes helped to bind
theyve already been specifically told about the rune-
as followers of Bane or members of the Brotherhood Tharizdun. A part of that monstrositys mind began
priest (possibly by Lord Drysdale), they start with 1
of the Scar, the adventurers could engage Oleks to stir when the great runes binding Hoshotath were
success in the skill challenge.
attention a bit longer. Even so, he has little patience overtaxed. His cultists begin to see visions calling them
Urban or Rural: The challenge posits that the
for anyone who opposes his plan to establish an to reclaim Oleks runes and to begin freeing trapped
characters are investigating in Restwell Keep or
orderly society through Banes conquest. primordials, paving the way for their masters release.
another settlement. If theyre in the wild or a dun-
If the adventurers offer religious arguments that Cleaning up the Lieutenants: Ptolema and Jorag
geon, youll need to make major changes, the least of
explain how Oleks rune smithing could set a primor- were not the only members of the Brotherhood of
which is any opportunity to use Streetwise.
dial loose, they might convince him to stop what hes the Scar to serve Olek. Additional lieutenants could
doing. But no one can dissuade him from his ultimate be devised to challenge the adventurers. With Oleks
goal. If hes unable to bring about Banes conquest defeat and Hoshotaths rebinding, these former sub-
through the ancient runes, hell find another way. ordinates have lost their runic advantages. They are
desperate to regain some measure of the power Olek
had granted them. With nothing to lose, they make
reckless power grabs both within and outside the
Brotherhood.

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The Runecutters Ruin

Strategies leads them astray, resulting in 1 failure. Otherwise,


they gain 1 success. If they capture the person who
This section describes some of the strategies the
has the rune, they can use interaction skills to press
adventurers might try and the associated checks you Quick Followers
him or her for more information. The Quick Follow-
can call for. Some results indicate that the adventurers see a
ers detailed below have their attitudes described in
Find Rune Smiths: The adventurer tries to find person whom Olek has blessed with a rune. The short
their entries.
out who in the area knows how to scribe divine runes. descriptions below can be used if you need to roleplay
The character can attempt either a DC 17 Streetwise a runebound creature on the fly.
check to ask around or a DC 25 History check to
Consequences Tavitz Patrella: This teenage human boy accepts
recall the name Olek Dael. Either result gives 1 suc- Success: The adventurers learn that Olek Dael, messenger jobs from Olek. The boys rune gives him
cess. You can use the same checks and results if the an accomplished runepriest, maintains a library greater endurance for the long trips (usually on foot,
character looks for members of the Brotherhood of in a grove of statues. They also discover where the though he sometimes borrows a horse) between
the Scar. library is located. clients. (If the characters follow him over a long
Keep an Eye Out: The adventurers make a DC 12 Failure: The adventurers learn the location of the distance, they must succeed on a DC 15 Endurance
Perception group check. If the group check succeeds, runic library, but the dwarf or one of his allies notices group check or they lose him.) Tavitz suspects that the
the heroes gain 1 success. Choose one adventurer the partys efforts. The heroes face tougher odds when dwarf is involved with dangerous people, but keeps
who succeeded on the check. That character notices they arrive at the library. Add another minotaur char- his nose out of it. Hes sarcastic and unhelpful, but
a person who bears a rune (possibly a messenger or a ger (see Encounter 2) to each encounter. Dont award open to outright bribery (300 gp or so).
mercenary) moving about nearby. extra XP for defeating these additional monsters. Victory: Bound to Olek by a common devotion to
Sense Runes: This option, open only to an adven- Carefully monitor the adjustments in encounters Bane, the tiefling priestess named Victory uses dis-
turer trained in Religion, allows the character to resulting from the runes and from failing this skill guises to wander around in settlements and assess
reach out mystically and sense the presence of divine challenge. Adding a minotaur to each encounter whether theyre prepared for war. The spy is can-
runes. With a DC 17 Religion check, the character might make them too difficult, particularly for lower- nier than Tavitz, and her rune gives her heightened
feels the nearest one of Oleks runes not yet discov- level parties. In that case, other penalties could be sensesdarkvision (the Stealth group check to follow
ered. Roll a d20. On a 10 or higher, the adventurers opening the encounters with the characters sur- her is DC 15 instead of 12). She sometimes flirts with
find a note inscribed by Olek or a person bearing a prised or with their opponents in more advantageous the idea of betraying Olek so she can ascend to a
rune granted by Olek. This discovery nets the party 1 positions. higher place in the Brotherhood, but she has yet to
success. On a 9 or lower, the heroes find a rune unas- settle on a plan with a reasonable chance of success.
sociated with Olek offering no information useful to
their mission (the background of that particular rune
is open to the DMs devising).
Follow the Runed One: If the adventurers find
someone who bears a rune (by succeeding on Keep
an Eye Out or Sense Runes, for example), they can
track that person. Have the adventurers following
the runebound person make a DC 12 Stealth group
check. If they fail, their quarry notices them and

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The Runecutters Ruin

E ncounter 1: Ptolema, Medusa Archer (M)


Medium natural humanoid, female
Level 12 Artillery
XP 700
Effect (Opportunity Action): Close blast 2 (triggering enemy in
the blast). The target is slowed (save ends).
Grove of Statues HP 96; Bloodied 48
AC 26, Fortitude 23, Reflex 25, Will 23
Initiative +12
Perception +14
First Failed Saving Throw: The target is immobilized instead of
slowed (save ends).
Encounter Level 11 (3,250 XP) Speed 6 Second Failed Saving Throw: The target is petrified until one
Immune petrification; Resist 10 poison of the following conditions is satisfied.
Setup Traits F The use of an appropriate power, such as divine cleansing.
Ptolema, medusa archer (M) The Rune of Poisons Curse F Ptolemas willing kiss (she might do this to gain information or
If Ptolema moves more than 4 squares on her turn, she
Tief ling occultist (T) to luxuriate in the victims fear before returning it to stone).
becomes weakened until the end of her next turn. F P tolema is killed and her blood is applied to the stony lips
4 runic statues (S)
Standard Actions of the victim before a full day passes.
m Serpent Hair (poison) F At-Will The Rune of Poisons Boon (poison) F Encounter
Oleks lieutenant Ptolema stands guard on the rise Attack: Melee 1 (one creature); +17 vs. AC Trigger: Ptolema hits an enemy using shortbow.
above the underground library. Her other guards, Hit: 2d6 + 6 poison damage, and the target takes a 2 penalty Effect (No Action): The enemy takes ongoing 10 poison damage
creatures she has turned into stone statues, lie scat- to saving throws until the end of Ptolemas next turn. (save ends).
tered about the grove. Thus, at the start of the fight, r Shortbow (poison, weapon) F At-Will First Failed Saving Throw: The ongoing damage increases to 15.
every enemy but Ptolema appears to be a statue. Attack: Ranged 30 (one creature); +19 vs. AC Second Failed Saving Throw: The ongoing damage increases
Hit: 1d10 + 7 damage, and the target takes ongoing 5 poison to 20.
damage and is slowed (save ends both). Skills Bluff +15, Stealth +17
When the adventurers come within sight of the
Triggered Actions Str 14 (+8) Dex 22 (+12) Wis 17 (+9)
grove, have the players place their miniatures on Petrifying Stare F At-Will Con 18 (+10) Int 12 (+7) Cha 19 (+10)
the northeast portion of the map, on or near the Trigger: An enemy starts its turn within 2 squares of Ptolema. Alignment evil Languages Common
road, and read: Equipment shortbow
Ahead, the path meets a stone bridge that crosses a shallow
stream. Beyond the bridge, the trees lie fallen and ruined.
A few statues of humanoid creatures, their faces frozen
in anguished expressions, are scattered among the dead When the adventurers notice Ptolema, read:
foliage. Painted runes cover each statue. On the small hill ahead, a woman with green, scaly skin
Rune Transference
stands guard. Her hair is a mass of writhing snakes, and When Ptolema is defeated, her rune dissipates and
Ptolema has a good vantage point. Unless the adven- she holds a shortbow. A dark green rune covers her right re-forms on the arm of one of the adventurers. It
turers are especially stealthy, she sees them with time forearm. should be a character who makes weapon attacks.
to spare. Make a Stealth check for her, opposed by The rune transfers immediatelythe new bearer is
the heroes passive Perception checks. If she remains able to use it right away. Meanwhile, Ptolema trans-
hidden, she waits for the first character to move into forms into a water elemental as described under The
range, then takes a surprise round. If she rolls a low Forbidden Runes on page 3. If fighting this elemental
initiative, she uses the surprise round to kiss the tief- would be anticlimactic, then let it dissipate in a gush
lings statue (see Tactics below). If she thinks shell of water and subtract 600 XP from the encounter
be able to act early in the first round, she instead fires reward.
an arrow on the surprise round.

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The Runecutters Ruin

Tiefling Occultist (T) Level 8 Controller 4 Runic Statues (R) Level 9 Brute Water Elemental Level 11 Controller
Medium natural humanoid XP 350 Medium natural animate (construct) XP 400 each Medium elemental magical beast (aquatic, water) XP 600
HP 87; Bloodied 43 Initiative +4 HP 118; Bloodied 59 Initiative +6 HP 111; Bloodied 55 Initiative +8
AC 22, Fortitude 18, Reflex 20, Will 22 Perception +5 AC 21, Fortitude 23, Reflex 19, Will 21 Perception +8 AC 25, Fortitude 24, Reflex 23, Will 22 Perception +5
Speed 6 Low-light vision Speed 5 Speed 6, swim 6
Resist 10 fire Immune disease, petrification; Resist 10 poison Vulnerable cold (see sensitive to cold)
Standard Actions Traits Traits
m Hell Rod (fire, implement) F At-Will Runes of Strength Aquatic
Attack: Melee 1 (one creature); +11 vs. Reflex At the start of the encounter, the statue has one rune of The elemental can breathe underwater. In aquatic combat, it
Hit: 2d6 + 6 fire damage, and ongoing 5 fire damage (save strength. It deals 1d12 extra damage per rune of strength it gains a +2 bonus to attack rolls against nonaquatic creatures.
ends) has beyond the first. Sensitive to Cold
A Soul Fire (fear, fire, implement, psychic) F At-Will Standard Actions Whenever the water elemental takes cold damage, it gains
Attack: Area burst 1 within 10 (enemies in the burst); +11 vs. m Stone Fist F At-Will vulnerable 5 against the next attack that hits it before the end
Reflex Attack: Melee 1 (one creature); +14 vs. AC of its next turn.
Hit: Ongoing 10 fire damage (save ends). In addition, the first Hit: 2d12 + 8 damage. If the target is adjacent to one of the Standard Actions
time the target willingly moves closer to the tiefling before statues allies, it is also knocked prone. m Slam F At-Will
the end of its next turn, the target takes 10 psychic damage. Triggered Actions Attack: Melee 1 (one creature); +14 vs. Reflex
Miss: Ongoing 5 fire damage (save ends). Runic Gift F Encounter Hit: 2d6 damage, and ongoing 10 damage (save ends).
Move Actions Trigger: The statue drops to 0 hit points. C Whirlpool F Encounter
R Baleful Teleport (teleportation) F Recharge 5 6 Effect (No Action): The statue is destroyed, and each runic Attack: Close burst 2 (enemies in burst); +14 vs. Fortitude
Effect: Before the attack, the tiefling teleports up to 10 statue ally within 5 squares gains one additional rune of Hit: 4d6 + 7 damage, and the elemental slides the target 3
squares. strength until the end of the encounter. squares.
Attack: Ranged 10 (one creature); +11 vs. Will Str 22 (+10) Dex 14 (+6) Wis 18 (+8) Minor Actions
Hit: The tiefling teleports the target 10 squares to the square Con 18 (+8) Int 3 (+0) Cha 6 (+2) Drowning Essence F At-Will (1/round)
it just left. Alignment unaligned Languages Effect: The elemental slides each creature that has ongoing
Triggered Actions damage from its slam 2 squares.
C Fiery Transposition (fire, teleportation) F Encounter Str 20 (+10) Dex 16 (+8) Wis 11 (+5)
Trigger: An enemy hits the tiefling. Con 15 (+7) Int 5 (+2) Cha 8 (+4)
Effect (Immediate Interrupt): Close burst 3 (creatures in the Alignment unaligned Languages understands Primordial
burst). Each target takes 5 fire damage, and then the tiefling
and the triggering enemy teleport, swapping positions.
Skills Bluff +14, Stealth +9
Str 10 (+4) Dex 11 (+4) Wis 13 (+5)
Con 15 (+6) Int 17 (+7) Cha 20 (+9)
Alignment unaligned Languages Common
Equipment leather armor, rod

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The Runecutters Ruin

Tactics Features of
The first chance she gets, Ptolema moves adjacent the Area
to the statue of the tiefling and kisses it as a minor Illumination: Bright
action, dispelling the petrification. light during the day;
S
dimlight at night.
When Ptolema frees the tief ling, read: Cliffs: The 5-foot-high
The woman kisses the lips of a statue next to her. It turns embankments require
from stone to flesh, reverting to a living tiefling in leather DC 12 Athletics checks to
armor and a red cape. Coughing as he returns to life, he climb.
recites a brief religious phrase. The statues across the Statues: When they
grove begin shuffling toward younot turned to flesh, but arent active, the statues
animated by the runes that cover them. provide partial cover to
S
creatures in their squares S
Roll initiative for the tiefling and the statues. If Ptol- and are difficult terrain.
ema used her action in the surprise round to kiss Trees: A creature in
the tieflings statue, the tiefling acts in the surprise a square with a bush or
T
round, but the statues dont. the large trees branches M S
Ptolema stays on the hill, guarding the entrance to gains partial cover. The
the library and counting on her petrifying stare to take large trees center square is
out anyone who gets close. The tiefling follows her blocking terrain. The fallen
lead, trying to get targets taking her ongoing poison trees are difficult terrain.
damage within his soul fire burst. Water: The steam
The statues possess little intelligence, but are able is slow and shallow. A
to gang up to take advantage of their stone fist attacks. Medium creature can wade through it as difficult
Either of the other monsters can call the statues, com- terrain. A Small creature requires a DC 10 Athletics
manding them to attack anyone who gets close. check to move through it as difficult terrain; other-
The monsters in the library below hear the fight wise, the creature flounders, stopping and losing the
above and start preparing for invaders. Jorag is happy remainder of its move.
to let Ptolema take the worst of an attack; after all, if
shes gone, he has more influence with Olek. Still, if
the battle drags on, Jorag and one or more minotaurs
might come up to help.

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The Runecutters Ruin

Fire Elemental Level 11 Skirmisher Jorag, Hobgoblin Lieutenant (H) Level 12 Soldier
E ncounter 2: Medium elemental magical beast (fire) XP 600 Medium natural humanoid XP 700

T he Runic Library HP 107; Bloodied 53


AC 24, Fortitude 22, Reflex 24, Will 23
Initiative +14
Perception +6
HP 123; Bloodied 61
AC 28, Fortitude 24, Reflex 22, Will 26
Initiative +10
Perception +8
Encounter Level 10 (2,700 XP) Speed 10, fly 6 (clumsy) Speed 6
Vulnerable cold (see frozen in place) Standard Actions
Setup Traits m Whip (weapon) F At-Will
Frozen in Place Attack: Melee 2 (one creature); +17 vs. AC
Jorag, hobgoblin lieutenant (H)
Whenever the fire elemental takes cold damage, it cannot shift Hit: 2d4 + 15 damage, and Jorag can pull the target 1 square.
Gargoyle rock hurler (G) until the end of its next turn. r Javelin (weapon) F At-Will
2 minotaur chargers (M) Standard Actions Attack: Ranged 10 (one creature); +17 vs. AC
m Slam (fire) F At-Will Hit: 2d6 + 8 damage.
The monsters have been warned about the adventur- Attack: Melee 1 (one creature); +14 vs. Reflex Move Actions
ers arrival by the sound of fighting outside. Make a Hit: Ongoing 10 fire damage (save ends). Phalanx Movement F At-Will
Stealth check for the gargoyle and compare it to the Minor Actions Effect: Jorag and each ally adjacent to him can shift 1 square as
Flickering Flame F At-Will a free action. The allies must end adjacent to Jorag.
characters passive Perception. If the gargoyle beats
Effect: The elemental shifts 2 squares. Minor Actions
them, it doesnt make itself known until its initiative.
Triggered Actions The Rune of Banefires Boon (fire) F Encounter
Otherwise, the adventurers notice the gargoyle when Seething Fire (fire) F At-Will Requirement: Jorag must be bloodied.
they enter. Trigger: An attack hits the elemental. Effect: Jorag gains a +2 bonus to AC, and each enemy that ends
Have the players place their miniatures on the Effect (Free Action): Each enemy adjacent to the elemental takes its turn adjacent to him takes 10 fire damage. Roll a d20 at
staircase on the eastern edge of the map. 5 fire damage. the start of each of Jorags turns. On a 9 or lower, the effect
Str 10 (+5) Dex 24 (+12) Wis 13 (+6) ends.
When the adventurers open the metal double Con 11 (+5) Int 5 (+2) Cha 6 (+3) Triggered Actions
Alignment unaligned Languages understands Primordial M Swift Whip F At-Will
doors, read:
Trigger: An enemy within 2 squares of Jorag uses an attack
In the large room beyond the doors, painted runes cover every
power that does not include Jorag as a target.
surface. Some markings are active, pulsing with power. Other Target: The triggering enemy
signs are sketchyinactive and roughly painted. Rune Transference Effect (Immediate Interrupt): Jorag uses whip against the target.
A basin of bubbling water sits in the center of the room, When Jorag is knocked out or killed, his neck runes If he hits, he doesnt pull the target, but the target takes a 5
flashing with ghostly images of different runes. The tiles dissipate and re-form on one of the adventurers. Any penalty to the triggering attack roll.
around it have runes carved in them as well. At the far west character could gain it, but its likely to jump to another Str 16 (+9) Dex 15 (+8) Wis 14 (+8)
end, connected by two short hallways, a dimly lit room heavily armored and armed melee combatant. It avoids Con 19 (+10) Int 13 (+7) Cha 22 (+12)
Alignment evil Languages Common, Goblin
holds two large statues. a character who already has a rune. The rune transfers
Equipment scale armor, whip, 3 javelins
Right in front of the stairs, a circle of runes is scribed immediatelythe new bearer is able to use it right
on the floor. About a third of them glow. Past that, two old, away. Meanwhile, Jorag transforms into a fire elemen-
eroded stone sarcophagi rise from the floor. Minotaurs with tal (not a water elemental) as described under The
falchions hold positions by them. One stands; the other sits Forbidden Runes on page 3. If fighting this elemental
on a sarcophagus. As you arrive, they heft their weapons would be anticlimactic, then let it dissipate in a gout of
and prepare to charge. flame and subtract 600 XP from the encounter reward.

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The Runecutters Ruin

Gargoyle Rock Hurler (G) Level 11 Artillery 2 Minotaur Chargers (M) Level 9 Skirmisher Jorag stays close to the minotaurs, keeping them
Medium elemental humanoid (earth) XP 600 Medium natural humanoid XP 400 each
within 2 squares so he can protect them with his swift
HP 87; Bloodied 43 Initiative +9 HP 94; Bloodied 47 Initiative +9
whip power. He uses his boon as soon as he can after
AC 25, Fortitude 21, Reflex 19, Will 19 Perception +13 AC 23, Fortitude 23, Reflex 21, Will 20 Perception +10
Speed 6, fly 8 Darkvision Speed 6
being bloodied, then moves adjacent to an enemy and
Traits Traits pulls another to him with his whip.
Stone Defense Deft Charge The monsters know how the runic tiles work. The
The gargoyle has resist 10 to all damage from attacks originat- While the minotaur is charging, its movement does not pro- minotaurs take full advantage, pushing adventurers
ing at least 5 squares away from it. voke opportunity attacks. into the active rune-warded tiles using goring rush.
Standard Actions Standard Actions The gargoyle stays back, flitting between the sides
m Claw F At-Will m Falchion (weapon) F At-Will
of the statue room and hurling rocks.
Attack: Melee 1 (one creature); +16 vs. AC Attack: Melee 1 (one creature); +14 vs. AC
Hit: 2d8 + 8 damage. Hit: 4d4 + 7 damage.
r Hurled Stone F At-Will R Handaxe (weapon) F At-Will Development
Attack: Ranged 20 (one creature); +18 vs. AC Attack: Ranged 10 (one creature); +14 vs. AC At the start of each round, the runes on the floor
Hit: 3d6 + 9 damage. Hit: 2d6 + 7 damage. cycle. See the descriptions of the runic circle, runic
A Hail of Hurled Stone F At-Will Triggered Actions font, and rune-warded tiles under Features of the
Attack: Area burst 1 within 10 (creatures in the burst); +18 M Goring Rush F At-Will
Area below.
vs. AC Trigger: An enemy adjacent to the minotaur deals damage to
Hit: 2d6 + 7 damage, or 2d6 + 12 against a target in the bursts the minotaur.
origin square. Attack (Immediate Reaction): Melee 1 (triggering enemy); +12 Features of the Area
Miss: Half damage. vs. Fortitude Illumination: Bright light in the main areas; dim
Skills Stealth +14 Hit: 1d6 + 5 damage, and the minotaur can push the target 1 light in the statue room and bunk room.
Str 22 (+11) Dex 18 (+9) Wis 17 (+8) square and shift 1 square to the square the target occupied. Beds: Beds are difficult terrain. The footlockers
Con 15 (+7) Int 5 (+2) Cha 17 (+8) The minotaur can push the target and shift four more times
have weak locks (Thievery DC 12 to pick) and con-
Alignment evil Languages Primordial in this way.
tain a few coins each. These coins are part of the
Equipment 10 stones Str 20 (+9) Dex 17 (+7) Wis 13 (+5)
Con 14 (+6) Int 10 (+4) Cha 14 (+6)
treasures for this section of the adventure (see Trea-
Tactics Alignment unaligned Languages Common sure below).
Equipment falchion, 4 handaxes Ceiling: The ceiling is 10 feet high.
Jorag does not wear armor at all times, but should
Doors: The door to Oleks study is locked (Thiev-
have plenty of time to don it once he hears the combat When Jorag arrives, read: ery DC 18). The double door entrance and the door to
commence above. If you want to add a moment of A tall hobgoblin in red scale mail throws open the door, the bunk room have no locking mechanisms.
drama, you could have Jorag delay his preparations brandishing a barbed whip. He screams to his cohorts, Runic Circle: Depending on which rune is show-
as he listens to the fighting. In that case, he gets a Prove your worth! Show you can tear apart these ing in the runic font, a section of the runic circle
late start on donning his armor and requires the first interlopers, and Olek will reward you as he did me! He near the entrance glows brightly. The colored areas
round of this encounter to complete that process. In pulls loose his gorget to show a series of runes encircling his indicate which one is lit at any time. When the
that case, he remains behind the door until his initia- neck, burning with faint orange embers. adventurers enter, the red runes are lit. The illumi-
tive comes up during the second round, then steps out
nation then cycles to yellow at the start of the next
into the battle.
round, then green, then blue, then back to red. (The

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The Runecutters Ruin

H
Disabling the
Runic Font
G M Any hero who examines the runic font closely and
succeeds on a DC 25 Arcana or DC 17 Religion
check understands that the cycling runes are a power
source accessible by a specially bonded creature,
presumably Olek, from a distance. The adventurer
M also understands that the cycle can be disrupted.
The party wont have enough time during combat to
do so, however.
The simplest way to stop the cycle is to empty
color coding is for your reference; no such colors Sarcophagi: These battered, closed stone sar- the holy water from the font. The heroes can also
appear on the runes themselves.) The lit runes of cophagi were left by the creatures that once lived remove the runes on the floor, either on the smaller
the circle indicate which rune-warded tiles around here. They contain nothing but looted, splintered, runic circle or on the rune-warded tiles. Destroying
the font are active; the circle runes have no effect on brittle bones. runes on the warded tiles prevents the correspond-
their own. Statues: Two statues stand at the western end of ing section of the runic circle from glowing and
Runic Font: The basin in the middle of the room the library, one of Bane (where the gargoyle starts) disrupts the magic. If the adventurers are able to
is filled with roiling holy water. Runes appear across and one of a sphinx. The Bane statue appears of disrupt the process, Encounter 3: The Shattered
its surface, cycling between four major symbols. Each more recent origin, and both are covered with runes. Prison runs a little differently. Removing runes
symbol lights some of the runes in the runic circle The reason for the Bane statue is obvious to anyone from the runic circle does not stop the process
and activates some of the rune-warded tiles around who knows Oleks background. A DC 17 Arcana or on the tilesit just stops indicating what tiles are
the font, creating a sort of resonant prayera cyclical Religion check reveals that sphinxes are sometimes affectedand does not disrupt the cycle.
mantra that strengthens Oleks rune smithing. treated as minor deities by monsters. Perhaps the
Rune-Warded Tiles: The tiles around the font creatures that created this place before Olek arrived
dont glow or give any other outward indication of worshiped the sphinx. Olek might have kept the
their effect, but they match the pattern of the runic sphinx statue as a symbol of the mystery he was
circle. When an area is active (the four tiles shown in trying to solve while he mastered the forbidden runes.
red on the first round, for example), any adventurer Treasure: Generate two treasure rewards from
who moves into one of those squares by any means the Treasure by Party Level table (Rules Compendium,
takes ongoing 10 radiant damage (save ends) and is page 300). The valuables are composed of art objects
teleported to one of the corresponding squares on the or magic items the adventurers find in Oleks study
runic circle. and gems or coins found in the runic font and the
footlockers.

J a n u a r y 2 011 | D u n g e o n 18 6
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The Runecutters Ruin

E ncounter 3: Olek Dael (O) Level 12 Elite Controller (Leader)


Medium natural humanoid (dwarf) XP 1,400
Standard Actions
m Runic Warhammer (weapon) F At-Will
T he Shattered HP 244; Bloodied 122
AC 26, Fortitude 26, Reflex 21, Will 25
Initiative +7
Perception +12
Attack: Melee 1 (one creature); +17 vs. AC

P rison Speed 6 Low-light vision


Hit: 2d8 + 11 damage.
Effect (Rune of Conquest): The target falls prone.
Encounter Level 14 (5,700 XP) Saving Throws + 2; Action Points 1 Effect (Rune of Resistance): Olek or an ally adjacent to the target
Traits gains a +2 power bonus to all defenses until the end of Oleks
Setup Rune Effect
Whenever Olek uses an attack power, he chooses one of its
next turn.
r Runic Seal (radiant, weapon) F At-Will
Olek Dael (O) two rune effects (conquest or resistance). He gains that effect Attack: Ranged 5 (one creature); +17 vs. AC
2 runic gargoyles (G) for that use of that power. Hit: 1d10 + 11 radiant damage, and the target is immobilized
3 fire elementals (F) Rune of Commands Curse (save ends).
2 water elementals (W) After Olek uses rune of commands blessing, whenever he rolls Effect (Rune of Conquest): Each enemy adjacent to the target
a natural 5 or lower on his first attack roll during a turn, hes takes 8 radiant damage.
dominated by Hoshotath until the end of his next turn. Hosho- Effect (Rune of Resistance): One ally adjacent to the target gains
Just in time, the adventurers find Olek preparing to
tath commands Olek to attack one of the heroes. 10 temporary hit points.
call down what he thinks is the avatar of his god. Runic Font C Rune of Commands Blessing (charm) F Encounter
If the runic font in Oleks library is active, he has an extra action Requirement: Olek must be bloodied.
When the adventurers arrive, have the players point. Attack: Close burst 1 (enemies in the burst); +15 vs. Will
place their miniatures on the southeast corner of Stand the Ground Hit: Olek dominates the target until the end of his next turn.
the map. Then read: Olek can move 1 square fewer than the effect specifies when Effect (Rune of Conquest): Olek gains a +2 power bonus to attack
Olek stands encircled by monoliths, chanting loudly in subjected to a pull, a push, or a slide. rolls until the end of his next turn.
Steady-Footed Effect (Rune of Resistance): Any target the attack misses is weak-
Supernal. The standing stonescompletely covered with
Olek can make a saving throw to avoid falling prone when an ened until the end of Oleks next turn.
runesglow faintly, pulsing stronger whenever he finishes
attack would knock him prone. Minor Actions
a stanza.
Runic Duality F At-Will (1/round)
Overhead, a mass of sea-blue clouds descends, crackling
Effect: Olek takes a second standard action. He must use an
with red-orange sheet lightning. This uncanny combination attack power.
creates the appearance of fire coursing across an airborne Skills Religion +13
ocean. For a moment, the clouds gather into shapes that Str 24 (+13) Dex 12 (+7) Wis 23 (+12)
resemble arms stretching down toward the earth. A flash of Con 18 (+10) Int 15 (+8) Cha 16 (+9)
lightning illuminates a grinning visage in the clouds. Alignment unaligned Languages Common, Dwarven,
Supernal
Equipment scale armor, warhammer
Make Stealth checks for the gargoyles and compare
them to the characters passive Perception.

If an adventurer notices one or more gargoyles,


point them out and read:
Grasping the side of a standing stone is a statue of a winged
creature covered in runes. It moves ever so slightly.

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The Runecutters Ruin

If the characters talk to Olek, consult the Parley with 2 Runic Gargoyles (G) Level 8 Soldier 3 Fire Elementals (F) Level 11 Skirmisher
Medium elemental humanoid (earth) XP 350 each Medium elemental magical beast (fire) XP 600 each
Olek sidebar. If they manage to convince him that
HP 87; Bloodied 43 Initiative +8 HP 107; Bloodied 53 Initiative +14
what hes doing will free one or more primordials,
AC 24, Fortitude 20, Reflex 19, Will 22 Perception +12 AC 24, Fortitude 22, Reflex 24, Will 23 Perception +6
he stops his chanting and erases the runes from the Speed 6, fly 8 Darkvision Speed 10, fly 6 (clumsy)
stones. Even so, Hoshotath begins to break through Immune petrification Vulnerable cold (see frozen in place)
and starts attacking. Olek sides with the adventur- Standard Actions Traits
ers and fights against the elementals while trying to m Claw F At-Will Frozen in Place
remove the runes. Attack: Melee 1 (one creature); +13 vs. AC Whenever the fire elemental takes cold damage, it cannot
Hit: 2d8 + 7 damage. shift until the end of its next turn.

If the adventurers fight Olek, read: Effect: The target is marked until the end of the gargoyles next Standard Actions
turn. m Slam (fire) F At-Will
As you prepare to attack, Olek extends a warhammer
M Avenging Claws F Recharge when the gargoyles master is Attack: Melee 1 (one creature); +14 vs. Reflex
covered with intricate runes toward you. He shouts, first bloodied Hit: Ongoing 10 fire damage (save ends).
Bane gives gifts beyond knowledge. Expect no quarter. Attack: Melee 1 (one creature); +13 vs. AC Minor Actions
Expect defeat! Hit: 2d8 + 7 damage, and the target is dazed until the end of Flickering Flame F At-Will
the gargoyles next turn. Effect: The elemental shifts 2 squares.
Move Actions Triggered Actions
To the Master (teleportation) F At-Will Seething Fire (fire) F At-Will
Rune Transference Effect: The gargoyle teleports to a square within 2 squares of Trigger: An attack hits the elemental.
its master. Effect (Free Action): Each enemy adjacent to the elemental
If Olek is defeated, the massive rune on his torso
Triggered Actions takes 5 fire damage.
dissipates and re-forms on one of the adventurers. It Shielding Wings F At-Will Str 10 (+5) Dex 24 (+12) Wis 13 (+6)
likely binds to a character who uses the divine power Requirement: The gargoyle must be adjacent to its master. Con 11 (+5) Int 5 (+2) Cha 6 (+3)
source or has a high Religion modifier. It avoids any Trigger: The gargoyles master takes damage. Alignment unaligned Languages understands Primordial
character who already has a rune. The rune trans- Effect (Immediate Interrupt): The gargoyle takes the damage
fers immediatelythe new bearer is able to use it instead of its master.
right away. Meanwhile, Olek transforms into a water Skills Athletics +14, Stealth +11
Str 20 (+9) Dex 15 (+6) Wis 16 (+7)
elemental as described under The Forbidden Runes
Con 15 (+6) Int 10 (+4) Cha 11 (+4)
on page 3. If fighting this elemental would be anti-
Alignment evil Languages Common, Primordial
climactic, then let it dissipate in a gush of water and
subtract 600 XP from the encounter reward.

J a n u a r y 2 011 | D u n g e o n 18 6
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The Runecutters Ruin

2 Water Elementals (W) Level 11 Controller Oleks rune effects provide him plenty of flexibil- At some point during Oleks next turn after he is
Medium elemental magical beast (aquatic, water) XP 600 each
ity, but that flexibility also makes him complex to run. bloodied, read:
HP 111; Bloodied 55 Initiative +8
Remember that he can take two standard actions per The dwarf concentrates, and a massive rune on his torso
AC 25, Fortitude 24, Reflex 23, Will 22 Perception +5
Speed 6, swim 6
turn. Once hes bloodied, Olek becomes desperate flares. Bands of light stream out from the symbols to strike
Vulnerable cold (see sensitive to cold) and uses his rune of commands blessing (see Develop- the standing stones all around. The clouds above coalesce
Traits ment below). into a massive humanoid shape formed half of water and
Aquatic The gargoyles protect Olek from both adventurers half of flame. Rain pouring from one half hisses into rolling
The elemental can breathe underwater. In aquatic combat, it and elementals. If the creatures are still alive when steam as it nears the other half. The ill-formed creature
gains a +2 bonus to attack rolls against nonaquatic creatures. the runepriest is defeated, their runes fade and they appears to be struggling, like its breaking through a barrier.
Sensitive to Cold
become inert statues. Olek peers at it with confusion and says, Bane? Have
Whenever the water elemental takes cold damage, it gains
The elementals have no loyalty to Olek, attack- you answered my prayers?
vulnerable 5 against the next attack that hits it before the end
of its next turn.
ing both sides equally. They dont put much strategy
Standard Actions behind their attacks, though they do gang up on Roll initiative for Hoshotath. Each time the primor-
m Slam F At-Will anyone who starts using cold attacks against any dials initiative comes up, it sweeps its limbs across
Attack: Melee 1 (one creature); +14 vs. Reflex elemental or who attempts to deactivate pillars. the battlefield along the lines indicated on the mapa
Hit: 2d6 damage, and ongoing 10 damage (save ends). three-fingered hand of fire and two tendrils of water.
C Whirlpool F Encounter
Attack: Close burst 2 (enemies in burst); +14 vs. Fortitude
Development Each character caught in the path takes damage:
When Olek becomes bloodied, he uses rune of 1d10 + 10 fire damage and ongoing 5 fire damage
Hit: 4d6 + 7 damage, and the elemental slides the target 3
command. The activation of this final rune allows (save ends) for the fiery fingers; 2d10 + 10 damage for
squares.
Minor Actions Hoshotath to reach through the bounds of its prison the watery tendrils.
Drowning Essence F At-Will (1/round) into the world. Pause to read the following, then con- The first time Hoshotath does a sweep, its primor-
Effect: The elemental slides each creature that has ongoing tinue with the rest of the runepriests turn. dial flesh sloughs off, leaving three fire elementals
damage from its slam 2 squares. and two water elementals behind. They appear in any
Str 20 (+10) Dex 16 (+8) Wis 11 (+5) square the primordials appendages passed through,
Con 15 (+7) Int 5 (+2) Cha 8 (+4) adjacent to a person or object. The development
Alignment unaligned Languages understands Primordial
assumes that the adventurers are trouncing Olek
Effect of Disabling and the gargoyles at this point. If not, you can roll the
Tactics the Runic Font extra enemies out more slowly, dropping two or so
Although Olek, his allies, and the spawned elemen- each round.
If the adventurers disrupted Oleks runic system in the
tals are as antagonistic toward each other as they are Each time Hoshotath sweeps the field, it also
library, this fight gets a little easier: Olek has 1 action
toward the party, this encounter remains a difficult smashes two standing stones. The power invested in
point instead of 2. You can add flavor by having the
one, particularly for a group of lower-level characters. them discharges, widening the cracks in the meta-
runepriest chant some words to access his runic font
during the battle. When the power does not flow, he physical walls of its prison.
realizes that the heroes have attacked his library. Oleks Behavior: Even after the primordial
appears, Olek doesnt realize it isnt an avatar of his
god. Once he gets hit by the primordial or one of the

J a n u a r y 2 011 | D u n g e o n 18 6
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The Runecutters Ruin

elementals, hes pretty sure hes made a mistake. He Conclusion


might attack the elementals or attempt to deactivate
If the adventurers defeat Olek
standing stones using his rune. If near defeat, he
and deactivate at least one
might also flee. If so, make sure the adventurers know
standing stone before they
that containing Hoshotath is impossible without the
are all smashed, Hoshotath
assistance of Oleks rune. They must access that rune,
screams as it is sucked back
through him or despite him.
into its runic prison. Any
Sealing the Prison: The bearer of the rune of com-
runes bound to the adventur-
mand (whether Olek or someone else) understands
ers (and anyone else Olek
that he or she can deactivate a pillar with a standard
favored) fade as the primor-
action. (If the primordial is about to destroy the last
dials thought-construct prison
two pillars, pick a recipient of the rune who can act, G O
re-forms as strong as it was
or use an action point, before Hoshotath does). The G
before the runepriest began
Flaming Sea must destroy all the pillars while they
manipulating the runes.
are active. If any pillar is deactivated, the primordial is
If the primordial destroys
sucked back into its prison, unable to fight its way out.
all the stones, it breaks
through, returning to the
Features of the Area world. The burning half of its
Illumination: Bright light during the day; dim body starts a massive forest fire
light at night (from the near continuous lightning). while its watery half triggers a
Cliffs: The 5-foot-high embankments require DC flood that drowns the nearby
12 Athletics checks to climb. countryside. Hoshotath is free
Rock: The large stone is 10 feet high and requires to rampage and destroy; the
a DC 15 Athletics check to climb. adventurers have failed utterly
Standing Stones: The stones are blocking terrain. and doomed the surrounding
After a stone is destroyed by Hoshotath, itsw square lands. It might not be too late to save the world, but
becomes difficult terrain. the adventurers have an uphill battle if they mean to About the Author
Trees: A creature in a square with a bush or the overcome the power of a primordial (see After the Logan Bonners 4th Edition work includes Players Handbook,
large trees branches gains partial cover. The large Adventure). Arcane Power, The Slaying Stone, and both Adventurers
trees center squares are blocking terrain. Vault supplements. He collected a rare hat trick on Draco-
nomicon: Metallic Dragons by providing additional design,
Treasure: Generate one treasure reward from
development, and lead editing. He lives in the Seattle area
the Treasure by Party Level table (Rules Compendium, and works as a freelance game designer, writer, and editor.
page 300). The reward consists of the items on Oleks You can follow him on Twitter, where hes loganbonner.
person, plus what he has been using for his rituals
and rune smithing. Instead of gems, use an equal
value of residuum.

J a n u a r y 2 011 | D u n g e o n 18 6
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Pit of Delirium
A Chaos Scar adventure for characters of levels 810
By Jeff Morgenroth
Illustration by Lorraine Schleter and Crazyred F Cartography by Jason A. Engle

I ntroduction A dventure
A neogi slaver has learned how to harness the psychic Background
energy trapped inside a fragment of the meteor that
Yalax the neogi had a run-in with some illithids in
formed the Chaos Scar and is using it to enslave the
the Underdark and was driven to the surface on
inhabitants of nearby Restwell Keep. The adventurers
pain of death. Staggering from defeat and lusting
will need all their wits, muscle, and insight to survive
for revenge, the crafty neogi sought a means to gain
with their lives (and sanity) intact.
the advantage against his subterranean enemies and
Pit of Delirium is a Dungeons & Dragons
return to his demesne. Yalax found his way to the
Chaos Scar adventure for characters of levels 810.
shattered caves beneath the Chaos Scar and, after
The maps for this adventure were constructed using
months of brooding and exploring, unearthed a frag-
tiles from Dungeon Tiles Master Set: The Dungeon.
ment of the meteor that crashed into the Nentir Vale
Neogi and meenlocks are described in Monster
and birthed the Chaos Scar. Yalax learned that he
Manual 2 and Monster Manual 3 respectively, but
could manipulate the fragments psychic power and
neither resource is needed to run this adventure.
use it to bend weaker minds to his willor break
This adventure draws on source material pre-
them entirely.
sented in Keep on the Chaos Scar (Dungeon 176) by
The meteor fragment, known as a chaos shard,
Mike Mearls. Feel free to change the names of places
screams with psychic energy, so much so that even
and personalities to suit your own campaign.

TM & 2011 Wizards of the Coast LLC All rights reserved. M a y 2 011 | Du ngeon 19 0
1
Pit of Delirium

the neogis mental powers were put to the test in


manipulating it. Wasting no time, Yalax used the
the heroes contend with their own visions and jittery
emotions, they must choose to either stand by while
T he A dventure
shard to dominate other creatures he encountered Restwell Keep spirals into madness or decide that it is Begins
in the caves beneath the Chaos Scar, including trog- up to them to save it. When youre ready to begin the adventure, read:
lodytes, meenlocks, and an umber hulk. Pleased
with his newfound slaves, Yalax turned his thoughts A dventure Synopsis Restwell Keep stands on the edge of turmoil. No one is
toward acquiring more chaos shards; however, the allowed in or out while the garrison searches for evidence
A strange madness is sweeping through Restwell
neogi knows of several recent incursions into the of a plot to overthrow Lord Drysdale. The soldiers seem
Keep. As fear and paranoia grow, the characters find
Chaos Scar by meddlesome soldiers and adventurers unusually troubled, and you hear whispers among the
they are not immune. Moreover, several of the keeps
from Restwell Keep, and he doesnt want them inter- common citizens that Drysdale has lost his mind and is
inhabitants have disappeared without a trace. To dis-
fering with his own planned excavations. haunted by the ghosts of dead enemies, believing that the
cover what is causing the widespread madness and
The inhabitants of Restwell Keep pose a threat Six Blades of Fortunethe former rulers of Restwell Keep
the disappearances, the adventurers must interact
to Yalax. By neogi reasoning, they must be subju- have returned from the dead to overthrow him.
with the keeps remaining inhabitants and search for
gated or destroyed. Commanding his umber hulk Lord Drysdale isnt the only one plagued by delusions.
clues. At the same time, they must contend with Lord
slave to burrow a miles-long tunnel to the keep (an Fear and paranoia have spread like a fire through the keep;
Drysdale and his soldiers, who are obsessed with a
ambitious endeavor), Yalax broke into some old you can see it etched on the faces of guards and commoners
nonexistent threat brought on by their own madness.
catacombs and turned them into a temporary lair. alike, and tensions are mounting. In the two days youve
Clues eventually lead the adventurers to a forgot-
Using the chaos shard, Yalax has begun bombarding been holed up in the keep, youve experienced your own
ten cellar below the bailiff s tower of Restwell Keep,
the keep above with waves of psychic energy, while strange visions and sudden mood swings. Its as though a
which in turn leads to some old catacombs wherein
dispatching meenlock servants to lure the keeps contagion has swept through the keep.
the adventurers face several enslaved troglodytes
addled inhabitants into his clutches. Those who are As if the madness isnt enough, six guards and six
guarding the way to Yalaxs lair, while simultaneously
captured are transformed by the meenlocks into commoners have gone missing in the past week. Still,
fending off a psychic assault from the chaos shard.
monstrous slaves. Drysdales soldiers seem more interested in the threat posed
As the adventurers descend into Yalaxs lair, they
In addition to orchestrating the disappearances, by the Six Blades of Fortune. If something isnt done, fear
are mobbed by meenlocks and former Restwell Keep
the neogi has also used the chaos shard to drive the and paranoia will shake Restwell Keep to its foundations.
citizens transformed into meenlock minions. Once
keeps lord, Lord Drysdale, half-mad with delusions.
they reach the floor of the Pit of Delirium, the heroes
Drysdale is convinced that the Six Blades of Fortune No one is allowed in or out of Restwell Keep while
are within striking distance of the shard but must
the former rulers of Restwell Keephave returned, Drysdales soldiers search for the nonexistent Six
finally defeat Yalax and his umber hulk.
despite the fact that theyre all dead (slain by Drys- Blades of Fortune. If the adventurers try to leave,
dale). The paladin sees his old enemies lurking about theres little the guards can do to detain them (at
and, in his madness, fears that the Blades intend to this point in their careers, the characters are much
reclaim the keep. Drysdale has declared martial law. too powerful). Your goal should be to provide incen-
His soldiers, most of them suffering delusions of their tives for them to stay. Hopefully you can leverage the
own, have sealed the gates, jailed people whom they relationships the characters have developed with the
suspect are in cahoots with the Six Blades, and ran- citizens of Restwell Keep; however, you might need to
sacked homes, searching for their elusive quarry. As throw in the promise of a reward to hook the players.

M a y 2 011 | Du ngeon 19 0
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Pit of Delirium

For example, self-centered characters might be The characters must not only deal with Drysdales discover the cellar in the bailiff s tower and the
enticed to stay by the possibility of seizing power from lockdown of the keep but grapple with their own umber hulks tunnel.
Lord Drysdale or the opportunity of looting the keep mental afflictions, as described in the Preparing Each time the party succeeds on a skill check
amid the chaos. for the Adventure sidebar. Investigating the cause as part of this challenge, give them one quest (see
of the madness is handled as a skill challenge (see Quests below) until all three quests are given out.
Skill Challenge: Uncover the Truth below). As they Level: 9 (400 XP).
root out the cause, the characters also pick up several Complexity: 1 (requires 4 successes before 3
Preparing for quests (see Quests below). failures).
the Adventure The visions and madness caused by the chaos Special Rules: Each time a skill check is called
The adventure begins with the characters killing time shard are already widespread by the time the char- for, a character must use a particular skill against a
in Restwell Keep. They begin experiencing strange acters begin suffering the effects. Visions are usually specific DC, as indicated in the following table.
visions planted in their minds by the neogis chaos subtle and menacing, and most citizens affected by
shard. the chaos shard are too afraid to speak of their aff lic- Order Skill Check Required
tion openly out of fear of persecution or because of 1st check DC 25 Arcana
After the party spends at least 24 hours in the keep,
2nd check DC 17 Streetwise
each character becomes afflicted by a madness that the guilt, shame, or confusion brought on by their
3rd check DC 17 Diplomacy
fades only when he or she is no longer within 1 mile aff liction.
4th check DC 17 Intimidate
of the chaos shard. These afflictions present role- By portraying the keeps residents as paranoid or
5th check* DC 25 Insight
playing challenges for the players, as well as make manic, you can create interesting roleplaying oppor- 6th check* Any of the above (players choice)
the threat of the chaos shard personal. To determine tunities for yourself and the players. * If needed to succeed in the skill challenge
the nature of each characters affliction, roll a d4 and
consult the list below, or assign a random affliction to Skill Challenge: The players decide which character makes each
each character. Uncover the Truth check, and the other characters can provide aid if
they want to. If a check succeeds, the party obtains a
1. The character sees people, things, or both that no The adventurers must wade through the paranoia and
one else can see. Such delusions might elicit feel- clue or a valuable piece of information, as indicated
confusion in Restwell Keep to find clues leading to
ings of shame, terror, guilt, or some other strong below. After making six skill checks, the heroes will
the neogis lair. In this challenge, the characters try
negative emotion. have either succeeded on or failed at the skill chal-
to make sense of the bizarre occurrences and unex-
2. The character suffers moments of emotional lenge; if they succeed, they will have earned the final
plained disappearances.
instability, becoming suddenly angry, upset, or piece of information pointing to the bailiff s tower.
Feel free to incorporate roleplaying opportuni-
morose for no good reason. Primary Skills: Arcana, Diplomacy, Insight,
ties and red herrings as part of this skill challenge;
3. The character is convinced that certain others are Intimidate, Streetwise.
for example, the characters might be approached by
conspiring against him or her. Arcana (DC 25): The first successful check reveals
a paranoid commoner who claims to know the true
4. The character is haunted by fleeting shadows and powerful mind-affecting magic engulfing the keep. A
threat to the keep. She leads them to a stone well
ghost sounds that reflect a secret fear or guilt. second successful check allows the character to ascer-
within which she hears demonic voices; however, the
tain that the magic is strongest in and around the
characters quickly confirm the voices arent real.
bailiff s tower.
Each skill check represents at least 1 hour of
investigation. If the heroes are successful, they

M a y 2 011 | Du ngeon 19 0
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Pit of Delirium

Diplomacy (DC 17): With careful words, the char-


acter convinces a guard to divulge information. The
first successful check reveals that three of the missing
guards were on night patrol when they just wan-
dered off. A second successful check reveals that the
other three missing guards were posted at the bailiff s
tower on the nights they disappeared.
Insight (DC 25): The first successful check reveals
that all of the keeps inhabitants are affected by the
madness; however, some are better at hiding their
symptoms. A second successful check reveals that citi-
zens living near the bailiff s tower exhibit the worst
symptoms.
Intimidate (DC 17): The character presses a guard
to divulge information. A guard admits to seeing an
evil creature skulking around at night. It looked like
a short, bug-eyed humanoid with pincers for hands (a
meenlock); the guard dismisses it as a fever-induced
delusion. A second successful check reveals that
some of the missing guards were posted at the bailiff s
tower on the nights they disappeared.
Streetwise (DC 17): The first successful check
reveals that all six missing commoners were behav-
ing erratically or seemed deeply troubled before they
disappeared. A second successful check reveals that
all the missing folk disappeared at night, and one of
the commoners was last seen in the vicinity of the
bailiff s tower.
threat. If the characters allow themselves to be
detained for questioning, they are interrogated until
Q uests
Success: All information leads the characters to As they wrestle with their own madness and the
they divulge the whereabouts of the Six Blades of
the cellar of the bailiff s tower, where they find the rampant paranoia in Restwell Keep, the characters
Fortune or until they convince the more levelheaded
umber hulks tunnel. receive the following quests. The quests are given
guards to release them (which is best handled as a
Failure: The characters are unable to track the out in the course of completing the skill challenge
roleplaying encounter). The sergeant of the guard,
source of the madness to the bailiff s tower before described above. Each time the party succeeds on a
Garrick Blackoak (see Quests below), might be
they arouse the hostility of the keeps guards. Drys- skill check as part of the challenge, give them one
instrumental in securing their release. Once theyve
dales guards try to arrest the characters, but theyre quest until all three quests are given out.
freed themselves from captivity, the characters can
significantly lower in level and arent a genuine
attempt the skill challenge again.

M a y 2 011 | Du ngeon 19 0
4
Pit of Delirium

End the Chaos (Major Quest): As Lord Dry- Citirian rewards the party with a level 11 rare or The heroes can also beg a key from Garrick
sdales delirium becomes the subject of fear and uncommon magic item. Blackoak, the sergeant of the guard (see Quests
mockery throughout the keep, the adventurers are Find the Missing Guards (Minor Quest): Gar- above).
approached by Chendera, the keeps priestess of rick Blackoak, Drysdales sergeant of the guard, In addition, Yalaxs troglodyte thralls found a key
Avandra. Chendera is deeply concerned about Lord carries out his lords commands to hunt down the to the tower after the bailiff was arrested and taken
Drysdales actions. Afraid that he will never sur- imagined Six Blades of Fortune but is more concerned away. They keep their key hidden under a straw mat
render control of Restwell Keep, Chendera begs the with finding his missing soldiers. just inside the door.
heroes to intervene on behalf of the keeps citizens, Minor Quest Reward: 400 XP per character for deter- The towers ground floor is a general living space.
not just to root out the cause of Drysdales delirium mining that the missing soldiers were transformed into Stone stairs climb to the second floor and descend to
but also to stop Lord Drysdale before he becomes meenlock spawn and telling this to Blackoak. the cellar. The second floor once served as quarters
a mad despot. If they succeed, the characters will for the bailiff and the scribe and contains their cots as
earn the appreciation of the common folk within the T he Bailiffs Tower well as some treasure. A creaky wooden ladder leads
keepand perhaps the enmity of their scornful lord. from the second floor to the rooftop battlements.
This square tower, perched at the keeps southeast
Major Quest Reward: 2,000 XP per character for Treasure: Characters looting the tower for
corner, contains quarters for the bailiff and his scribe.
destroying the chaos shard and restoring the peace. treasure find a locked strongbox (Thievery DC 20
However, neither individual is currently residing in
Break the Wizards Trance (Major Quest): to open) containing 500 gp destined for the keeps
the tower. See Keep on the Chaos Scar in Dungeon
Citirian, master of the Saruun wizards guild, is suf- treasury. They also find a tiny holy symbol of Ioun
176 for more information about these people.
fering more than anyone else in the keep. Thanks to on a silver chain; this belongs to Syradon and is
The Bailiff: Kendon Longstrider has been
the chaos shard, Citirian has become trapped in an worth 10 gp.
arrested on suspicion of colluding with the Six Blades
arcane labyrinth of his minds creation. His appren-
of Fortune. Kendon has long expressed misgivings
tices have tried for days to free the wizard from his Exploring the Cellar
about Lord Drysdales rule; consequently, Drysdale
trance but have been unsuccessful. Valtaris, one of the Characters searching the cellar of the bailiff s tower
was quick to have him thrown in the dungeons.
apprentices, suspects that a chaos shard is responsible quickly find the umber hulks tunnel hidden behind
The Scribe: Syradon was taken prisoner along with
for all the trouble in the keep and suspects the shard some empty crates and barrels. The tunnel is an
the bailiff. Although its widely believed that the young
is somewhere close by. Furthermore, he fears that 8-foot-wide hole in the floor haphazardly covered
man is deaf and dumb, Lord Drysdale thinks theres
destroying the shard might also shatter his masters with wooden boards. (The meenlocks placed the
more to Syradon than meets the eye. Consequently, the
mind. Valtaris asks the adventurers to recover the boards to conceal the tunnel mouth, albeit poorly.)
scribe is now a guest in Drysdales fortress.
shard and allow him and Citirians other apprentices The tunnel burrows through the earth and clay,
to use their arcane knowledge to manipulate the spiraling downward at a 45-degree angle for 100
Entering the Tower
shards energy in order to safely release the entranced feet before breaking into some old catacombs. A DC
The towers thick oak door is locked. A character can
wizard. Although Valtariss intentions are truly noble, 17 Dungeoneering check reveals that a large bur-
pick the lock with a DC 20 Thievery check, but doing
the heroes might suspect that he has ulterior motives, rowing creature dug the tunnel; a character whose
so without being seen by nearby guards also requires
further confusing the situation. check result is 22 or higher recognizes the work of an
a DC 25 Stealth check (or DC 20 at night). Fallek, the
Major Quest Reward: 2,000 XP per character for umber hulk.
corporal of the guard assigned to the main gate, has a
delivering the chaos shard to Valtaris or for breaking If the characters descend the tunnel, proceed with
key that a character can steal with a DC 17 Thievery
Citirians trance without killing him. If he survives, Encounter 1: Old Catacombs.
check.

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5
Pit of Delirium

Yalaxs Secret L air allowing them to usurp Drysdales mantle of leader-


ship and assume control of the keep. (If his authority
Three encounters await the adventurers in the old is contested, Drysdale backs down without a fight and
catacombs beneath Restwell Keep. returns to Fallcrest in disgrace.)
In Encounter 1: Old Catacombs, the heroes fight Were they to take charge of the keep, the heroes
their way past a gang of enslaved troglodytes. could wage open war against the monstrous inhabit-
In Encounter 2: Fate Worse than Death, the heroes ants of the Chaos Scar. If Yalax escaped, the heroes
learn the fate of those who went missing from the might encounter the neogi again, hiding in a cave
keep and try to eliminate Yalaxs meenlock servitors. complex deep within the Chaos Scar and plotting
In Encounter 3: Pit of Delirium, the chaos shard his revenge.
attacks the heroes sanity as they struggle to wrest it
from the clutches of Yalax and his umber hulk thrall. About the Author
Once the heroes defeat Yalax and either destroy or Jeff Morgenroth lurks on the outskirts of Seattle, where he
games, thinks, writes, and tinkers away the days. He loves the
retrieve his chaos shard, the adventure is over. mountains, dice, martial arts, and his sweetheart, Mariah.
Seek him wherever the chorus of frogs drowns out sounds of
Concluding the highway, or where heavy-metal power chords shatter the
still of dark places.
the A dventure
Designer
If the heroes defeat Yalax and bring the chaos shard Jeff Morgenroth
to the surface, Citirians apprentices can study it and
Developer and Editor
find a way to destroy the shard without harming the
Christopher Perkins
wizard (see Quests above). If the heroes destroy the
shard, Citirian falls into a coma. Freeing him from Managing Editor
Kim Mohan
his coma requires a Remove Affliction ritual. Once
restored to his waking senses, the grateful Saruun Producers
wizard might become the partys newest benefactor, Christopher Perkins, Greg Bilsland
giving them leads to new adventures. Art Directors
Destroying the shard ends the madness in Rest- Kate Irwin, Jon Schindehette
well Keep. Kendon the bailiff and Syradon the scribe
Illustrators
are released from custody. The keeps citizens and Crazyred, Lorraine Schleter
defenders are deeply troubled by recent events, and
Cartographer
faith in Lord Drysdales leadership is sorely shaken. Jason A. Engle
If the characters invest money and time to revive
the citizens who were transformed into meenlocks, Graphic Production
Erin Dorries
they become popular figures in Restwell Keep and
might find themselves at the center of an uprising,

M a y 2 011 | Du ngeon 19 0
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Pit of Delirium

Chaos Shard Delirium I Level 9 Elite Hazard


E ncounter 1: Terrain XP 800 Collapsed

Old Catacombs Detect


Immune attacks
Initiative Tunnel

Encounter Level 9 (2,304 XP) Triggered Actions


Undying Troglodytes (illusion) F At-Will
Setup Trigger: A troglodyte dies in the encounter.
G
G
G

Effect (No Action): At the start of its next turn, the dead trog-
1 troglodyte temple champion (T) G
lodyte appears to rise up. This illusory troglodyte has the
2 troglodyte impalers (I) Down to
statistics of a normal troglodyte (including full hit points), Encounter 2
8 troglodyte grunts (G) except that its attacks deal psychic damage instead of I
any other damage type. When it drops to 0 hit points, the T
The adventurers reach this area by following the illusory troglodyte appears to die and does not rise up. I
umber hulks tunnel from the cellar of the bailiff s Countermeasures G

tower in Restwell Keep. As it nears this room, the F Regain Sanity: Insight DC 17 (minor action 1/round).
PCs G
tunnel dips 15 feet below floor level. It then climbs Success: The character is convinced that the delirium- Arrive
Here G G
induced troglodytes arent real, and the illusory
sharply and erupts from the floor in the southwest
troglodytes do not attack the character for the rest of the
corner.
encounter. Once all the characters have succeeded on this

When the heroes peer into the room, read:


check, the hazard is overcome and does not trigger again.
F Resist Delusions: Perception DC 17 (minor action 1/
Tactics
The tunnel breaks through the floor of a vaulted chamber round). Success: Until the start of his or her next turn, the The troglodyte temple champion and troglodyte
supported by thick stone columns and marked with piles of character gains resist 5 psychic against attacks made by grunts mob the heroes while the impalers harry them
ancient rubble. A revolting stench fills the room, and pale illusory troglodytes. from a distance with thrown javelins.
reptilian creatures lurk in the shadowstroglodytes. F Reassure Ally: Heal or Intimidate DC 17 (minor action). Yalax enslaved the troglodytes several months ago.
Success: The next time an ally fails an Insight check made Since then, the chaos shard has ravaged their minds
against this hazard, he or she can reroll the check and use
There are no light sources in the room. The troglo- and made them completely subservient.
the new result instead.
dytes rely on their darkvision to see.
Features of the Area
Chaos Shard Delirium Illumination: None. The room is illuminated only
During the battle, Yalaxs chaos shard plants delu- with light the adventurers bring with them.
sions in the minds of the adventurers to make them Collapsed Hallway: Rubble chokes a corridor
think slain troglodytes are suddenly returning to life. in the northeast corner of the room. This passage
Characters can fight off the delirium induced by the collapsed many years ago and might lead to other
chaos shard, treating it as a hazard. sections of the old catacombs. Excavating the hall is a
DM Tip: If youre using miniatures to represent major operation requiring several days and is beyond
the troglodytes, consider using tokens or other mark- the scope of this adventure. However, if you want to
ers to indicate which ones are delirium-induced trog- expand the old catacombs, this corridor provides the
lodytes risen from the dead. means.

M a y 2 011 | Du ngeon 19 0
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Pit of Delirium

Troglodyte Temple Champion (T) Level 9 Soldier 2 Troglodyte Impalers (I) Level 7 Artillery 8 Troglodyte Grunts (G) Level 6 Minion Skirmisher
Medium natural humanoid (reptile) XP 400 Medium natural humanoid (reptile) XP 300 each Medium natural humanoid (reptile) XP 63 each
HP 101; Bloodied 50 Initiative +9 HP 69; Bloodied 34 Initiative +5 HP 1; a missed attack never damages a minion. Initiative +6
AC 25, Fortitude 23, Reflex 21, Will 20 Perception +6 AC 22, Fortitude 22, Reflex 19, Will 17 Perception +9 AC 20, Fortitude 20, Reflex 18, Will 16 Perception +5
Speed 5 Darkvision Speed 5 Darkvision Speed 5 Darkvision
Traits Traits Traits
O Troglodyte Stench F Aura 1 O Troglodyte Stench F Aura 1 O Troglodyte Stench F Aura 1
Living enemies take a 2 penalty to attack rolls while in the Living enemies take a 2 penalty to attack rolls while in the Living enemies take a 2 penalty to attack rolls while in the
aura. aura. aura.
Standard Actions Standard Actions Standard Actions
m Flail (weapon) F At-Will m Spear (weapon) F At-Will m Club (weapon) F At-Will
Attack: Melee 1 (one creature); +14 vs. AC Attack: Melee 1 (one creature); +12 vs. AC Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d10 + 6 damage. Hit: 2d8 + 4 damage. Hit: 7 damage.
r Javelin (weapon) F At-Will r Javelin (weapon) F At-Will Effect: The troglodyte shifts up to 2 squares.
Attack: Ranged 10 (one creature); +14 vs. AC Attack: Ranged 10 (one creature); +14 vs. AC Triggered Actions
Hit: 3d6 + 6 damage. Hit: 3d6 + 5 damage. Scatter F At-Will
M Sweeping Trip (weapon) F At-Will R Impaling Shot (weapon) F Recharge 4 5 6 Trigger: The troglodyte is targeted by a close or an area
Attack: Melee 1 (one creature); +12 vs. Reflex Requirement: The troglodyte must be wielding a javelin. attack.
Hit: 2d10 + 6 damage, and the target falls prone. Attack: Ranged 10 (one creature); +14 vs. AC Effect (Immediate Interrupt): The troglodyte shifts up to 2
C Whirlwind Attack (weapon) F Encounter Hit: 3d6 + 5 damage, and the target is restrained (save squares to a square outside the triggering attacks area
Attack: Close burst 1 (creatures in the burst); +14 vs. AC ends). of effect.
Hit: 3d10 + 9 damage. Skills Athletics +12, Endurance +13 Skills Athletics +12, Endurance +13
Miss: Half damage. Str 19 (+7) Dex 14 (+5) Wis 13 (+4) Str 18 (+7) Dex 13 (+4) Wis 14 (+5)
Skills Athletics +13, Endurance +14 Con 21 (+8) Int 7 (+1) Cha 9 (+2) Con 16 (+6) Int 4 (+0) Cha 9 (+2)
Str 19 (+8) Dex 17 (+7) Wis 14 (+6) Alignment chaotic evil Languages Draconic Alignment chaotic evil Languages Draconic
Con 21 (+9) Int 10 (+4) Cha 12 (+5) Equipment spear, 6 javelins Equipment club
Alignment chaotic evil Languages Draconic
Equipment scale armor, flail, 2 javelins Rubble: The piled remains of a shattered column
as well as rubble cast aside from the umber hulk
Gaping Fissure: This naturally formed pit count as difficult terrain and provide partial cover to
plunges 20 feet. Any creature falling into the fissure creatures kneeling behind them.
takes 2d10 falling damage. Buried in the loose rubble Staircase: These crumbly stone steps lead to a
at the bottom of the fissure is a gold dwarf statuette lower chamber. If the characters descend the stairs,
inlaid with mithral filigree worth 1,000 gp. Anyone continue with Encounter 2: Fate Worse than
searching the bottom of the fissure automatically Death.
finds it.

M a y 2 011 | Du ngeon 19 0
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Pit of Delirium

E ncounter 2: Fate using a Remove Affliction ritual and Raise Dead


ritual or powers such as the clerics holy cleansing and
Worse than Death resurrection. M

Encounter Level 10 (2,656 XP) S S M

Chaos Shard Delirium S

Setup During the battle, Yalaxs chaos shard plants more


S
S
S
S
S
2 meenlock stalkers (M) delusions in the minds of the adventurers, making it
S S
12 meenlock spawn (S) seem as though the meenlocks (stalkers and spawn)
can turn invisible. Characters can fight off the delirium
These lower catacombs are connected to the induced by the chaos shard, treating it as a hazard. S S
catacombs above by a stone staircase. Here the adven- DM Tip: If youre using miniatures to repre-
turers learn the fate of the guards and commoners sent the meenlocks, consider using tokens or other
abducted from Restwell Keep: The poor sods wallow markers to indicate which ones are invisible to the Down to
Encounter 3

alongside the meenlocks that have corrupted them. characters.


Up to
Chaos Shard Delirium II Level 9 Elite Hazard Encounter 1
When the heroes reach the bottom of the stair- Terrain XP 800
case, read: Detect Initiative
Mounds of rubble litter the floor of this dusty chamber. Immune attacks
Triggered Actions
Tactics
Lurid orange light rises from the depths of a gaping pit The meenlock spawn obey the psychic commands of
Invisible Meenlocks (illusion) F At-Will
surrounded by a crumbling stone staircase. The light the stalkers and spread out to attack the characters
Trigger: A meenlock is targeted by an attack.
barely illuminates a dozen or more foul shapes standing with their claws.
Effect (Immediate Interrupt): The triggering meenlock
about the room. Three of them appear small and deformed. becomes invisible until this hazard is overcome or until a The meenlock stalkers keep their distance, attack-
They leer at you with milky eyes, snap their pincers, and character successfully employs a countermeasure. ing the characters at range with horrid link, maddening
bare crooked teeth. The rest look like humans in the midst Countermeasures whispers, and twisting whispers. A cornered stalker uses
of becoming something else, their bodies crooked and F Regain Sanity: Insight DC 18 (minor action, 1/round).
dimension step to extricate itself and move to a safer
stooped. They flex their claws and shamble forward with Success: The meenlocks are no longer invisible to the
location within range.
the intent to kill. character. Once all the characters have succeeded on this
check, the hazard is overcome and does not trigger again.
F Detect Enemy: Perception DC 18 (minor action, 1/
The citizens of Restwell Keep (six commoners and
round). Success: Until the start of his or her next turn, any
six guards) have been transformed into meenlock meenlocks adjacent to the character are not invisible to
spawn. A DC 18 Dungeoneering check reveals that that character.
these people can be freed from the corruption only if F Reassure Ally: Heal or Intimidate DC 18 (minor action).
the meenlock dominating them is destroyed. (Each Success: The next time an ally fails an Insight check made
meenlock stalker controls six spawn.) Even then, the against this hazard, he or she can reroll the check and use
spawn must also be slain and its body burned. The the new result instead.

victim can then be restored to its true living form

M a y 2 011 | Du ngeon 19 0
9
Pit of Delirium

Features of the Area 2 Meenlock Stalkers (M)


Small aberrant humanoid
Level 9 Controller
XP 400 each
Meenlock Corruption
Stage 0: The target recovers from the disease.
Level 9 Disease

Illumination: Dim light (shed by the chaos shard HP 97; Bloodied 48 Initiative +10 Stage 1: While affected by stage 1, the target takes a 4
at the bottom of the pit). As one descends the pit, the AC 23, Fortitude 20, Reflex 21, Will 22 Perception +9 penalty to Will.
Speed 5 Stage 2: While affected by stage 2, the target grants combat
light grows brighter. Darkvision
advantage.
Rubble: Treat these mounds of rubble as difficult Immune meenlock corruption
Stage 3: While affected by stage 3, unless prevented
terrain. The meenlock stalkers have buried a level Standard Actions from doing so, the target moves toward the lair of the
m Claw F At-Will meenlocks that infected it. Treat the target as dominated
11 uncommon magic item under the smallest pile
Attack: Melee 1 (one creature); +14 vs. AC by meenlocks until the target recovers from the disease.
of rubble. Anyone searching the pile finds the item Hit: 2d6 + 7 damage. Check: At the end of each extended rest, the target makes an
automatically. R Maddening Whispers (psychic) F At-Will Insight check if it is at stage 1 or 2.
Pit: The pit drops 40 feet to the floor of another Attack: Ranged 10 (one creature affected by the stalkers 14 or Lower: The stage of the disease increases by 1.
1519: No change.
chamber (see Encounter 3: Pit of Delirium). The stairs horrid link); +12 vs. Will
20 or Higher: The stage of the disease decreases by 1.
that hug the edge of the pit descend to the floor of this Hit: 1d6 + 4 psychic damage, and the target is dazed (save
lower chamber. ends).
12 Meenlock Spawn (S) Level 8 Minion Brute
R Twisting Whispers (charm, disease, psychic) F At-Will Medium aberrant humanoid XP 88 each

Development Attack: Ranged 10 (one creature affected by the stalkers


horrid link); +12 vs. Will
HP 1; a missed attack never damages a minion. Initiative +7
AC 20, Fortitude 21, Reflex 21, Will 19 Perception +5
Characters infected with meenlock corruption will Hit: 1d6 + 4 psychic damage, and the target makes a basic Speed 5 Low-light vision
find themselves at a disadvantage in the next encoun- attack against one creature of the stalkers choice as a Standard Actions
ter (see Encounter 3: Pit of Delirium for details). free action. The target then contracts meenlock corrup- m Claw F At-Will
tion (stage 1). Attack: Melee 1 (one creature); +13 vs. AC
Move Actions Hit: 10 damage.
Dimension Step (teleportation) F Recharge 4 5 6 Triggered Actions
Effect: The stalker teleports up to 8 squares. Whisper of Death (psychic) F Encounter
Minor Actions Trigger: The spawn dies.
R Horrid Link (psychic) F Recharge 4 5 6 Effect: Each enemy adjacent to the spawn takes 5 psychic
Effect: The stalker forges a link with one creature within 10 damage.
squares of it. The link lasts until the start of the stalkers Str 17 (+7) Dex 16 (+7) Wis 12 (+5)
next turn or until the stalker uses horrid link again. When- Con 15 (+6) Int 8 (+3) Cha 9 (+3)
ever the stalker takes damage, the target of its horrid link Alignment chaotic evil Languages Common, Deep Speech
takes 1d10 + 5 psychic damage.
Skills Athletics +9, Stealth +13
Str 10 (+4) Dex 18 (+8) Wis 11 (+4)
Con 17 (+7) Int 13 (+5) Cha 20 (+9)
Alignment chaotic evil Languages Common, Deep Speech

M a y 2 011 | Du ngeon 19 0
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Pit of Delirium

The Chaos Shard


E ncounter 3: The chaos shard is a 1,000-pound spindle of jagged
P it of Delirium rock 5 feet thick and 7 feet tall. Despite its weight,
Encounter Level 11 (3,100 XP) it floats and can be pushed easily. If pushed over a
ledge, it sinks slowly until its levitating only a few feet Y
Setup above the ground. C

Yalax, neogi (Y) If the chaos shard is destroyed, Yalax shrieks in


fury as the delirium plaguing Restwell Keep ends
U
1 umber hulk (U)
1 chaos shard (C) abruptly. Unless the characters have their own light
Bottom
sources, the room goes dark. of Pit

The adventurers reach this area either by falling


Chaos Shard (C) Level 10 Hazard
down into the pit or descending the stairs that Object XP 500
encircle it. Detect Initiative +7
Up to
HP 66 Encounter 2
When the adventurers reach the bottom of the AC 24, Fortitude 22, Reflex 5, Will
Exit
pit, read: Immune all conditions, necrotic, poison, psychic
Tunnel

The pit opens into a spacious chamber bathed in the lurid Traits
O Psychic Probe F Aura 1
orange glow of a craggy stone fragment. Bizarre in texture
and glistening with crystalline shards, it floats a few feet
Enemies have vulnerable 5 psychic while in the aura. Tactics
Enemies of the Shard
off the ground. You feel a psychic wind trying to draw you The chaos shard begins the battle under Yalaxs
The chaos shard has the same enemies as the creature that
toward it, tearing through your mind with grim intent, and control and assails enemies with winds of madness.
controls it.
you see your doom reflected in its crystal shards. Standard Actions Characters can take control of the shard and use it
Suddenly, immense shadows move across the walls of C Winds of Madness (psychic) F At-Will to attack Yalax and the umber hulk. If this happens,
the room as two monstrous shapes appear from behind the Attack: Close burst 3 (enemies in the burst); +13 vs. Will Yalax attempts to regain control.
floating shard. One is a hulking black biped with four eyes Hit: 2d6 + 6 psychic damage, and the chaos shard slides the Yalax uses enslave and mind twist to turn his
mounted above a pair of sharp mandibles. The other is a
target up to 2 squares. enemies against one another. The neogi can tell
Countermeasures which enemies are infected with meenlock corrup-
spidery abomination with the head and neck of an eel. It F Impede: Arcana DC 18 (minor action). Success: The chaos
glares at you with savage hate. tion (see Encounter 2: Fate Worse than Death) and
shard cannot attack on its next turn.
targets them foremost. If Yalax is bloodied and the
F Control: Arcana DC 26 (standard action). Success: The
Characters can make a DC 19 Arcana check to recog- chaos shard targets the controlling creatures enemies on
umber hulk is slain, the cowardly neogi uses psychic
nize the floating stone as a chaos sharda fragment of subsequent turns, until some other creature takes control shackles to restrain enemies before fleeing through
the meteor that formed the Chaos Scar. of the shard. Failure: The creature is stunned until the end the exit tunnel (see Features of the Area). In melee
of its next turn. combat, Yalax uses scything claw to slide enemies into
the chaos shards aura or within range of the shards
winds of madness attack.

M a y 2 011 | Du ngeon 19 0
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Pit of Delirium

The umber hulk uses confusing gaze to keep the which was created by the umber hulk, leads back Umber Hulk (U) Level 12 Elite Soldier
Large natural magical beast XP 1,400
party as near to it as possible and rending claws against toward the Chaos Scar, eventually breaking the
HP 248; Bloodied 124 Initiative +11
grabbed prey. surface amid a copse of trees. The tunnel serves as
AC 25, Fortitude 22, Reflex 22, Will 23 Perception +13
Yalaxs escape route. Speed 5, burrow 2 (tunneling) Darkvision, tremorsense 5
Features of the Area Pit: A rough-hewn, 10-foot-deep pit in the Saving Throws +2; Action Points 1
Illumination: Bright light (the chaos shard). northeast corner serves as Yalaxs nest. Characters Standard Actions
Exit Tunnel: Leading away from the chamber searching the nest find a level 13 uncommon or rare m Claw F At-Will
magic item and two gemstones worth 1,000 gp each. Requirement: The umber hulk must not have a creature
is a rough-hewn tunnel f lanked by two mounds of
grabbed.
rubble (difficult terrain). The miles-long tunnel,
Attack: Melee 2 (one creature); +17 vs. AC
Hit: 3d6 + 10 damage.
Yalax (Y) Level 11 Elite Controller A Psychic Shackles (charm, psychic) F Encounter M Double Attack F At-Will
Large aberrant magical beast XP 1,200
Attack: Area burst 1 within 10 (enemies in the burst); +14 Effect: The umber hulk uses claw twice. If both attacks
HP 228; Bloodied 114 Initiative +5
vs. Will hit the same target, the umber hulk grabs the target
AC 25, Fortitude 22, Reflex 22, Will 23 Perception +12
Hit: 3d8 + 15 psychic damage, and the target is immobilized (escape DC 20).
Speed 6, climb 4 (spider climb) Darkvision
(save ends). M Rending Claws F At-Will
Immune dazed
Miss: Half damage, and the target is slowed (save ends). Effect: Melee 2 (one creature grabbed by the umber hulk).
Saving Throws +2; Action Points 1
Minor Actions The target takes 40 damage.
Traits
R Mind Twist (charm, psychic) F At-Will (1/round) Minor Actions
O Telepathy F Aura 10
Attack: Ranged 10 (one creature); +14 vs. Will C Confusing Gaze F At-Will (1/round)
Yalax can communicate telepathically with any creature in
Hit: The target makes a basic attack against a creature of Attack: Close blast 5 (creatures in the blast); +15 vs. Will
the aura, provided the creature has a language.
Yalaxs choice as a free action. The target can choose not Hit: The umber hulk slides the target up to 5 squares, and
Standard Actions
to make the attack and take 15 psychic damage instead. the target is dazed until the end of the umber hulks next
m Scything Claw F At-Will
Triggered Actions turn.
Attack: Melee 2 (one creature); +16 vs. AC
C Larva Burst (zone) F Encounter Skills Arcana +14, Bluff +15, Insight +12, Intimidate +15
Hit: 2d8 + 10 damage, and Yalax can slide the target 1
Trigger: Yalax is first bloodied. Str 26 (+14) Dex 16 (+9) Wis 14 (+8)
square.
Attack (Free Action): Close burst 2 (enemies in the burst); +14 Con 20 (+11) Int 5 (+3) Cha 11 (+6)
R Enslave (charm, psychic) F At-Will
vs. Reflex Alignment unaligned Languages
Attack: Ranged 10 (one creature); +14 vs. Will
Hit: 2d10 + 18 damage, and the target is slowed (save ends).
Hit: 2d6 + 12 psychic damage, and the target takes a 2 pen-
Effect: The burst creates a zone of squirming grubs and larvae
alty to the attack rolls of attacks that include Yalax as a
that lasts until the end of the encounter. The zone is dif-
target (save ends).
ficult terrain.
First Failed Saving Throw: The target is dazed and takes the
Skills Arcana +14, Bluff +15, Insight +12, Intimidate +15
2 penalty (save ends both).
Str 17 (+8) Dex 11 (+5) Wis 15 (+7)
Second Failed Saving Throw: The target is instead domi-
Con 18 (+9) Int 19 (+9) Cha 21 (+10)
nated (save ends).
Alignment evil Languages Common, Deep Speech

M a y 2 011 | Du ngeon 19 0
12
Heart of
the Scar
An adventure for characters
of levels 911

By Aeryn Blackdirge Rudel


Illustrations by Eric Belisle,
Christopher Burdett, and Peter Tikos
Cartography by Jason Engle

The time has finally come to assault the fortress-


temple standing above the remnants of the ancient
meteor that carved the Chaos Scar centuries ago.
A horrific creature lurks below the edifice, and
this monster has the power to shake the citadel to
its foundations and wreak havoc throughout the
Nentir Vale.
Heart of the Scar is an adventure for characters
of levels 911. It takes place in the Chaos Scar, within
Hallowgaunt, a fortress-temple that belongs to the
Brotherhood of the Scar, a wayward cult of Bane.

Background
The Far Realm is home to countless alien abomi-
nations, some of which rival the mightiest gods in
power. Occasionally, these great entities clash over
motives and machinations far beyond the ken of
mortal minds. Rarer still, one of these terrible beings
is defeated, stripped of its power, and hurled into the
dark cosmos to wander the void for eternity.

TM & 2011 Wizards of the Coast LLC. All rights reserved.

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Heart of the Scar

Such was the fate of the entity known as Shoth-


Gorag. However, Shoth-Gorag had made inroads
out its most trusted servants, members of the Brother-
hood of the Scar, to capture creatures great and small.
A dventure Synopsis
into the world of mortals, attracting the attention Any unfortunates these Banites capture are dragged While traveling into or out of the Chaos Scar, the
of warlocks and mad cultists. Banished from its back to Hallowgaunt to be tortured out of their wits party discovers a wounded Banite under attack. The
domain in the Far Realm, Shoth-Gorag used what and cast down to where Shoth-Gorag dwells deep wounded human is Yorven. His assailants are mem-
remained of its power to pass into the mortal world, under the fortress. bers of the Brotherhood of the Scar. After defeating
in hopes that it might go unnoticed and slowly Shoth-Gorag absorbs those brought to it, using the members of the Brotherhood of the Scar and,
rebuild its strength. their flesh as raw material to construct a horrific perhaps, rescuing Yorven, the party gains most of the
Shoth-Gorags physical form had been destroyed, body around its heart. Soon, Shoth-Gorag will be information presented in the Background section.
and all that remained of the malign entity was its powerful enough to move beyond the temple of Bane Yorven, if he lives, asks the party to travel to Hallow-
heart, a calcified chunk of unspeakable evil. This and begin absorbing the myriad creatures dwelling gaunt and destroy the horrific evil within.
rock shot across the cosmos and impacted the world in the Chaos Scar. Their evil, insanity, and flesh will From information Yorven shares or carries with
centuries ago, carving out what is now called the become its own, until nothing remains except Shoth- him, the characters find they can gain access to
Chaos Scar. After the heart fell, a group of Banites Gorag and its truest servants. Hallowgaunt through a secret tunnel that runs under-
discovered it. Mistaking the heart for a gift from their Although Shoth-Gorag now controls a majority neath. This tunnel is the means by which Yorven and
tyrannical deity, they took it. Around it, high on the of the priests and soldiers serving in Hallowgaunt, a some of his allies escaped, but other loyal servants of
cliffs above the Chaos Scar, they built a small fortress- small group of temple guards loyal to Bane resisted Bane might remain within the temple and be willing
temple they named Hallowgaunt. the Far Realm lords growing influence. These faith- to lend a hand against Shoth-Gorag. The adventurers
The heart of Shoth-Gorag became the center of ful Banites surreptitiously sought aid from their allies also learn of the warhammer Farbane. If the party can
worship for the Banites. From their temple, the heart outside the Chaos Scar, seeking is a means to destroy infiltrate the temple and claim the weapon, Farbane
began to exert its influence, inundating the surround- Shoth-Gorag and return the temple to Bane. can help destroy Shoth-Gorag.
ing area with its evil. Its presence acted as clarion Another temple sent a potent relic to its allies in Armed with Yorvens information, the adventurers
call to wicked creatures, and such monsters began to the Chaos Scar. This item, a powerful warhammer make their way through the Chaos Scar to the base
come to the Chaos Scar in great numbers. Over the called Farbane, was crafted to destroy interlop- of the great cliffs, atop which sits the fortress-temple
years, Shoth-Gorag has fed on the constant violence ers from the Far Realm. Shortly after the hammer of Hallowgaunt. They find Yorvens secret tunnel and
and turmoil in the valley. arrived, however, Shoth-Gorag became aware of navigate its dark passages up into the first level of the
Shoth-Gorag has also been poisoning the minds of the insurrection. Shoth-Gorags loyalists attacked temple. Inside, the characters face the first lines of
the Banites in Hallowgaunt. Banite clerics there draw the rebellious Banites and seized Farbane. Most of the Brotherhood of the Scars defenses.
some of their strength directly from Shoth-Gorag. Its Banes true servants were slain or captured for tor- The adventurers then proceed down to the second
influence has also begun to twist the bodies of these ture. Shoth-Gorag then called forth a potent aberrant level. Horrific creatures from or polluted by the Far
misguided servitors, and some of them have bizarre guardian for Hallowgaunts reliquary, where Farbane Realm lurk here. As the characters win through, they
deformities indicative of exposure to the Far Realms is now stored. can claim Farbane and gain aid from a small group of
energy. These Banites have come to call themselves A fraction of the faithful Banites managed to faithful Banites held prisoner here.
the Brotherhood of the Scar. escape Shoth-Gorags purging. Most perished during Likely with Farbane in hand, the adventurers can
While gaining mastery over Hallowgaunt, Shoth- their escape or while crossing the Chaos Scar with make their way to the third level, a cavernous cham-
Gorag has also amassed enough power to begin the the Brotherhood of the Scar in pursuit. However, one ber carved from the bedrock of the cliffs. Here awaits
final phase of its plans. It is undergoing a hideous made it to the Kings Wall. This surviving Banite, a the cosmic horror of Shoth-Gorag and a battle the
resurgence, building a physical body worthy of a Far human named Yorven, hopes to find allies powerful characters will not soon forget . . . if they survive.
Realm lord. To build this physical form, Shoth-Gorag enough to end Shoth-Gorags growing threat.
requires ample supplies of flesh. It has been sending

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Heart of the Scar

Dark Rumors I ntroduction Yorven: What of my comrades? What have you done
with them?
This adventure assumes the characters have prior
The adventure starts as the characters near the Kings Priest: Soon, their flesh shall be added to the mas-
experience in the Chaos Scar, and that they are
Wall during a journey into or out of the Chaos Scar. ters, their knowledge to its knowledge, their strength to its
acquainted with its history and perils. As veteran
strength. One could not wish for a more glorious end.
adventurers, the characters have likely heard rumors
As the adventurers near the Kings Wall, read: Yorven: Fools! Your master will consume you all.
about the Brotherhood of the Scar. Streetwise checks
The Kings Wall looms ahead, rising over dense trees that Find your faith! Return to Bane! Help me seek aid to end
can grant the following information.
dominate this area of the Chaos Scar. Breaches in the wall this blight on our creed.
Streetwise DC 12: The Brotherhood of the Scar
are common and easily used to pass in and out of the valley. Priest: The master grows strong. It shall devour all
has been more active in the Chaos Scar lately.
One of these breaches lies ahead within a clearing, and the who stand against it. Those who remain faithful shall be
Streetwise DC 17: Small, well-armed groups
sound of battle comes from nearby. allowed to serve. At the end of all things, not even Bane can
of brotherhood soldiers have been spotted attack-
offer sanctuary from mighty Shoth-Gorag.
ing monsters and humanoids within the Chaos Scar.
These raids are to capture rather than kill. Beleaguered Banite Yorven: (He spits on the ground.)
Priest: Slay this fool, and let us be done with this.
Streetwise DC 25: Brotherhood soldiers have As the characters approach the breach in the Kings
been taking captives to Hallowgaunt, where the Wall, they hear a confrontation unfolding. The adventurers can interrupt at any time. Other-
brotherhood must be building a slave army or some-
wise, when the tainted Banites move in for the kill,
thing worse. When adventurers approach the breach, read: the hounds notice one or more of the characters. The
Ahead, beyond the breach in the wall, three warriors, one brotherhood members attack the adventurers for
Treasure clad in chainmail and the others in leather armor, stand in
a loose circle with two massive war dogs around a fourth
Shoth-Gorag! Go to Encounter 1.
This adventure contains no specific treasure other
warrior, a human male. Each warrior has the symbol of a
than Farbane. Hallowgaunt has plenty of places for
treasure, including if you wish, some extra loot
stylized three-clawed hand upon armor, tabard, or shield. A Banite in Need
The surrounded human has one hand clamped over his Once the adventurers have defeated the tainted Ban-
hidden to reward exploration. In addition to Farbane,
side, and blood pours between his clenched fingers. ites, Yorven approaches them. If Yorven is dead, the
include at least nine treasures (or treasure parcels)
party finds on his body a report intended for other
appropriate to the characters level.
Any character trained in Religion can see that all the Banites. This report contains all the necessary infor-
Ideal locations for treasure include the armory,
warriors, including Yorven, wear the symbol of Bane. mation to inform the adventurers of the situation. If
captains quarters, kennel, profane chapel, reliquary,
The brotherhood members are focused on Yorven, so you wish to create other adventures against Banites,
and any barracks. Tainted Banites in the first encoun-
any attempt at stealth allows the characters to move the report could also indicate the location of another
ter might have a little money, but they are unlikely to
closer, overhear the conversation presented below, secret Banite stronghold.
have anything else of high value. Among nonplayer
and learn more about the situation.
characters in Hallowgaunt, Alain, Garvan, Dasharr,
If Yorven lives at the battles end, read:
and the kennel master are the most likely to be carry-
Priest: Yorven, you cant escape us. Submit, and the The wounded human moves slowly toward you, grimacing
ing treasure on their person.
master might show mercy. There is no help for you now. with each footstep. He says nothing for a few moments, his
Hallowgaunts Banites are isolated and prefer
Yorven: The only master I serve is Bane. The foul face set as he looks you over. Then, he frowns, gestures at
practical wealth. Considering this fact, you might
creature you serve profanes our lords temple. the corpses strewn around the clearing, and says, You did
place more art objects, such as idols, and useful con-
Priest: We serve the master of the temple, the master for these traitorous bastards. Youll do.
sumable items in Hallowgaunt than coins and gems.
of this valley, and soon, the master of this world. You fight
the inevitable.

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Heart of the Scar

Yorven is entirely forthcoming about the situation at F Loyal Banites might yet live within the temple,
Hallowgaunt. He sees the characters timely arrival probably in the forts prison. They are likely to aid
as a sign from Bane. If the adventurers doubt Yorven, anyone seeking to destroy Shoth-Gorag.
a few successful DC 12 Insight checks tell them he is F Yorven believes that Shoth-Gorag is growing in
honest and frightened. The characters should receive power and might soon be powerful enough to
the following information. move beyond the temple and exert its dominance
F The meteor that carved the Chaos Scar is not a over the Chaos Scar and the surrounding lands.
mere rock. It is the malign heart of a horrid entity
from beyond space and time. Fill in additional details from the Background and
F Worshipers of Bane found the meteor and took it Adventure Synopsis sections as you see fit. After tell-
back to Hallowgaunt. They believed the meteor to ing his tale, Yorven departs, heading for Restwell
be a gift from Bane, and it became central to the Keep. Unless you wish to keep him around as a com-
temples worship. (Yorven identifies the symbol he panion character, he refuses to aid the party further.
wears as that of Bane.) The Banites at Hallowgaunt
named their cult the Brotherhood of the Scar. Shoth-Gorag
F Over the last few years, the meteor regained its Characters skilled in Dungeoneering might know
awareness. It began exerting its will over the more about Shoth-Gorag.
Brotherhood of the Scar. Dungeoneering DC 12: The name Shoth-Gorag
and Yorvens description of the entity suggest the
F In the last year, the meteor revealed itself as a creature is native to the Far Realm.
malignant entity called Shoth-Gorag. It has cor- Dungeoneering DC 17: Centuries ago, certain
rupted the majority of the Banites and swayed warlocks who drew power from the Far Realm did so
them to worship it instead of Bane. Its most fervent in the name of an entity called Shoth-Gorag.
servants have been tasked with bringing flesh to Dungeoneering DC 25: Most of the creatures
their master so that it can construct a body around inhabiting the Far Realm are nameless horrors. Those
its heart. with names, such as Shoth-Gorag, are often powerful
F Yorven was part of a splinter group that resisted beings that can rival the gods in power.
Shoth-Gorag and sought to destroy it. This group
sent word to allies and received a great relic, the Quests
warhammer Farbane. Yorven believes Farbane can You might give the characters quests at this point.
destroy the meteor that is Shoth-Gorags heart. Minor quests could include locating any surviving
Yorven knows the hammer is still within the Banites in Hallowgaunt and gaining their informa-
temple, but not where. tion, as well as locating and recovering Farbane. The
F Shoth-Gorag discovered the splinter group, and major quest of the adventure might be to destroy
battle ensued in the temple. Some, including Shoth-Gorags heart with Farbane.
Yorven, decided they must take word to other
Banites. They fled through a secret tunnel under
Hallowgaunt. The Brotherhood of the Scar pur-
sued, and Yorven was the only one to survive the
trek across the Chaos Scar. Yorven

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Heart of the Scar

T unnel to T emple Features of the Fortress Captains Quarters (F8): This room has a bed, a
small altar to Bane, a small table, two chairs, numer-
All areas of the fortress share these features in
Armed with the information from Yorven, the adven- common unless noted otherwise. ous shelves, a locked cabinet, and two armor stands.
turers trek across the Chaos Scar to the base of the Illumination: Small windows near the ceiling The captains personal items are inside the cabinet.
cliffs atop which the Banite fortress-temple sits. provide bright light during the day. At night, torches Kitchen (F9): This cooking area has a high coun-
Although it is cleverly hidden behind a mass of thorny in wall sconces provide bright illumination. ter that runs the length of the north and east walls, as
bushes, the tunnel Yorvens group used to escape the Ceiling: Ceilings are 15 feet high. well as numerous cooking utensils, knives, pans, and
temple is easy to find. Furniture: Unless noted otherwise, furnishings other containers hanging from the walls. A larder in
The tunnel runs nearly 2 miles underground, and are difficult terrain. Higher furnishings, such as the southeast corner holds all manner of food.
it is roughly 15 feet wide and 10 feet high. It opens up tables, might require checks to move atop or be block-
into numerous wider caverns. The tunnel goes up at
a steady incline, eventually ending in a trapdoor that
ing terrain. Most furnishings can provide cover. Level 2: Temple
Outer Wall: This fortification is 15 feet high (Ath- This level once served as the main place of worship
opens into the upper level of Hallowgaunt into area letics DC 18 to climb), 3 feet thick, and constructed of
F1 (see the map on page 8). for the followers of Bane. However, the Banites here
massive blocks of granite. are completely under Shoth-Gorags sway, and they
If you want to further illustrate the growing power
of Shoth-Gorag, some of the Banites have become so all bear the dread taint of the Far Realm. The temple
Fortress Rooms contains a grand chapel, barracks, a prison and tor-
corrupted they have become foulspawn. A group of The upper level of Hallowgaunt figures prominently
these foulspawn could have taken up residence in one ture chamber, and a reliquary that houses Farbane.
in Encounter 2 and Encounter 3. However, battle A number of Yorvens compatriots languish in the
of the tunnel caverns. You can create an encounter could spill into other areas. Below are brief descrip-
with these denizens, using foulspawn statistics found prison. If freed, they might aid the characters.
tions of such areas. Unless noted otherwise, locks on See page 12 for the map of Level 2.
in this adventure. this level require a DC 17 Thievery check to open or a
After the battle, the characters find items on the DC 25 Athletics check to break.
corpses that suggest the foulspawn were once human.
Features of the Temple
Kennel (F5): Straw covers the earthen floor here, All areas of the temple share these features unless
Include holy symbols of Bane, as well as shredded and two sets of shelves against the back wall hold a
armor and clothing of the Brotherhood of the Scar. noted otherwise.
variety of leashes, combs, and other beast-care tools. Illumination: Torches in sconces create bright
The kennel masters cot rests against the back wall
H allowgaunt with a locked chest underneath. Four large cages
illumination.
Ceiling: The ceilings are 15 feet high.
house the hounds at rest. Each cage is 10 feet long, 5 Walls: The walls are tight-fitting granite bricks
The fortress-temple Hallowgaunt sits atop the soaring
feet wide, 5 feet tall, and locked with a simple lock (Athletics DC 18 to climb).
cliffs on the western edge of the Chaos Scar.
(Thievery DC 13 to open; Athletics DC 21 to break).
Armory (F6): The door to this area is locked with
Level 1: Fortress a stout padlock. Inside the room are numerous armor Level 3: Shoth-Gorags Pit
The upper level of Hallowgaunt looks like any small stands holding chainmail and leather armor, as well This level consists of little more than a raised stone
military fortress befitting Bane. It has all the necessi- as cabinets filled with weapons and ammunition. A platform overlooking a vast natural cavern. Within a
ties to function on a day-to-day basis. Shoth-Gorags small, unlit forge is against the back wall. shallow depression in the cavern, the vast horror of
influence has not affected the soldiers and acolytes Mess Hall (F7): This room holds three large Shoth-Gorag seethes and bubbles, its heart encased
on this level to a great extent. The warriors here react tables each with six chairs. Against the east wall are a in an organic body that is a blasphemous melding
to intruders with extreme hostility. low serving table and a cabinet that holds plates, cups, of hundreds of unfortunate creatures. Above Shoth-
See page 8 for the map of Level 1. and eating utensils. Gorag, hanging in the air, is a portal to the Far Realm.
See page 21 for the map of Level 3.

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Heart of the Scar

Conclusion E ncounter 1:
With Shoth-Gorag destroyed, the peril of the Chaos My E nemys E nemies
Scar diminishes over time. Without the chaotic
power of the Far Realm lord drawing evil creatures Encounter Level 9 (XP 2,100)
to the region, fewer monsters come into the area to
replace those that fall to adventurers. However, much Setup
evil still exists beyond the Kings Wall, and mighty 1 tainted warpriest (T)
heroes are still needed to keep that evil from spilling 2 tainted scouts (S)
out into the world. 2 war hounds (W) T
Hallowgaunt, while obviously the nerve center of Yorven (Y) S
the Brotherhood of the Scar, is far too small to house
all the members of the far-reaching cult. The broth- When the fight begins, read: Y S
erhood still exists. It has other bases of operations Subtle differences distinguish Yorven and those who
outside the Chaos Scar. threaten him. Yorven is undeniably human, but his attack-
Shoth-Gorag has been destroyed, but other Far ers all bear strange deformities such as spines, horns, and W
Realm lords could assume control of the Brotherhood other bizarre growths on exposed f lesh. Their chainmail-
W
of the Scar and continue to provide the cult with clad leader is the most deformedhis skin is translucent
assistance from the Far Realm. Whether such an white, exposing the veins and muscle beneath.
event occurs, the Brotherhood of the Scar is eager to
avenge its past setbacks upon the characters.
The adventurers likely still have Farbane, an Features of the Area
important relic of the Banes faith. If the characters Illumination: Bright light (daylight).
find Yorven at Restwell Keep after the adventure, Kings Wall: The wall is 15 feet high (Athletics
they can return the hammer to him. However, if the DC 18 to climb). It is 5 feet thick in this area. The top
adventurers decide to keep the relic, Banes faithful of the wall is rough, so its difficult terrain.
come to reclaim it, using force if necessary. Trees: Smaller trees are 20 feet tall, and the
Any or all these scenarios can provide for further larger-trunked ones are 30 feet tall. Their trunks
adventures in or based on the Chaos Scar as the char- are blocking terrain that can be climbed (Athletics
acters advance through the paragon tier. DC 12). Above half a given trees height, thick leaves
render the trees area lightly obscured.
Rubble: A large section of the wall has collapsed,
covering the area in rubble that is difficult terrain.

Conclusion
Even if Yorven dies, the characters can acquire the
information they need for the adventure to proceed.
See A Banite in Need, page 3.

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Heart of the Scar

2 Tainted Scouts (S) Level 9 Skirmisher Tainted Warpriest (T) Level 10 Controller 2 War Hounds (W) Level 9 Brute
Medium natural humanoid, human XP 400 each Medium natural humanoid, human XP 500 Medium natural beast XP 400 each
HP 96; Bloodied 48 Initiative +11 HP 105; Bloodied 52 Initiative +7 HP 116; Bloodied 58 Initiative +7
AC 23, Fortitude 21, Reflex 22, Will 20 Perception +8 AC 24, Fortitude 22, Reflex 21, Will 23 Perception +5 AC 21, Fortitude 22, Reflex 21, Will 20 Perception +10
Speed 6 Speed 5 Speed 6 Low-light vision
Traits Traits Standard Actions
Disquieting Movement O Disquieting Presence (fear) F Aura 2 m Bite F At-Will
The scout has a +2 bonus to all defenses during its turn. Enemies in the aura take a 2 penalty to saving throws. Attack: Melee 1 (one creature); +14 vs. AC
Standard Actions Standard Actions Hit: 3d10 + 5 damage, or 3d10 + 10 damage against a
m Short Sword (weapon) F At-Will m Mace (fear, weapon) F At-Will prone target, and the target is grabbed (escape DC 17).
Attack: Melee 1 (one creature); +14 vs. AC Attack: Melee 1 (one creature); +15 vs. AC While the hound has a target grabbed, it can use bite
Hit: 2d6 + 9 damage, or 2d6 + 14 if the scout has combat Hit: 2d8 + 8 damage. only against that target.
advantage against the target. Effect: The warpriest slides the target up to 3 squares. Minor Actions
Effect: The scout shifts 1 square after the attack. r Grasping Terror (fear, implement, psychic) F At-Will M Pull Down F At-Will (1/round)
M Brutal Stab (weapon) F Recharge when first bloodied Attack: Ranged 10 (one creature); +13 vs. Will Attack: Melee 1 (one creature grabbed by the hound); +12
Attack: Melee 1 (one creature the scout is flanking or one Hit: 2d8 + 10 psychic damage, and the target is slowed vs. Fortitude
prone creature); +14 vs. AC (save ends). Hit: The target falls prone.
Hit: 3d6 + 5 damage, and ongoing 10 damage (save ends). First Failed Saving Throw: The target is instead immobi- Miss: The grab ends.
Move Actions lized (save ends). Str 20 (+9) Dex 16 (+7) Wis 13 (+5)
Swift Repositioning F Recharge when first bloodied C Force Tremor (fear, force, implement) F Recharge 5 6 Con 16 (+7) Int 2 (+0) Cha 10 (+4)
Effect: The scout shifts up to half its speed. Attack: Close blast 3 (enemies in the blast); +13 vs. Alignment unaligned Languages
Skills Athletics +10, Intimidate +11, Stealth +14 Fortitude
Str 12 (+5) Dex 20 (+9) Wis 8 (+3) Hit: 2d6 + 10 force damage, and the warpriest pushes the
Con 16 (+7) Int 10 (+4) Cha 15 (+6) target up to 3 squares and knocks it prone.
Alignment evil Languages Common Skills Intimidate +15, Religion +11
Equipment leather armor, short sword Str 12 (+6) Dex 14 (+7) Wis 10 (+5)
Con 17 (+8) Int 12 (+6) Cha 20 (+10)
Alignment evil Languages Common
Tactics Equipment chainmail, mace, holy symbol
The warpriest closes in and uses force tremor. He then
wades into melee with his mace, targeting prone
characters. If he has no melee targets available, he
uses grasping terror.
Scouts and war hounds enter melee to protect the
warpriest. The scouts shift to flank their foes or use
swift repositioning to quickly assault a prone target
with brutal stab. Once a war hound has grabbed an
enemy, it keeps that enemy grabbed and prone.
Yorven: Too wounded to offer much assistance,
Yorven retreats to the nearby woods. He might aid
the characters if they falter. If necessary, use Banite
captain statistics (page 10), but Yorven has only 25 hit
points remaining.

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Heart of the Scar

E ncounter 2:
L atrine D uty
Encounter Level 10 (XP 2,500)

The tunnel up through the cliffs ends in an iron


trapdoor that leads to one of the privies in the main
barracks latrines (area F1).

When the characters reach area F1, read:


The end of the tunnel terminates in a set of iron rungs lead-
ing upward to an iron trapdoor. An unpleasant odor wafts
into the tunnel from above. Beyond the trapdoor is a small
privy. The latrines bench is behind you, and the privy door
F5 F6 is shut before you.
F1 F7
The latrines are empty when the characters arrive.
K
S S A
When the party leaves the privy stall, read:
W W
The privy opens up onto a large room that has stone floors.
B
Seven privy stalls take up the north and west walls. A trio
of bathing pools occupies middle of the room, and a set of
F2 wooden doors is set into the south wall.
S X Perception DC 13: Muffled voices can be heard
F8 beyond the southern doors.
B F4
S S The southern doors lead to area F2, but theyre closed,
S B so the partys arrival goes unnoticed. If the charac-
S C ters take any precautions to remain undetected, they
S surprise the Banites in area F2. The Banites are not
F3 S F9 expecting attackers to burst out of the latrines.
B X
B B B B Setup
A 2 Banite sergeants (X)
2 Banite acolytes (A)
6 Banite soldiers (S)
4 Banite bolters (B)

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Heart of the Scar

Indicated inhabitants represent the combined 2 Banite Sergeants (X) Level 10 Soldier 4 Banite Bolters (B) Level 10 Minion Artillery
forces of areas F2 (northern barracks) and F3 (south- Medium natural humanoid, human XP 500 each Medium natural humanoid, human XP 125 each
ern barracks). HP 103; Bloodied 51 Initiative +8 HP 1; a missed attack never damages a minion. Initiative +8
AC 26, Fortitude 23, Reflex 21, Will 22 Perception +8 AC 24, Fortitude 22, Reflex 23, Will 21 Perception +11
Speed 5 Speed 6
When the adventurers reach area F2, read:
Traits Standard Actions
This room is a military barracks. Four sets of bunk beds Formation Fighter m Short Sword (weapon) F At-Will
sit against the west wall, each with two trunks beneath the The sergeant gains combat advantage against an enemy if Attack: Melee 1 (one creature); +15 vs. AC
bottom bunk. Beyond the beds, the room contains a pair of any of its allies has combat advantage against that enemy. Hit: 7 damage.
tables, each with chairs, and a small altar to Bane in the Standard Actions r Crossbow (weapon) F At-Will
northeast corner. Another set of double doors leads away m Battleaxe (weapon) F At-Will Attack: Ranged 15 (one creature); +17 vs. AC
to the south and a second, smaller door is set into the east Attack: Melee 1 (one creature); +15 vs. AC Hit: 9 damage, or 11 damage if the bolter has any cover.
Hit: 2d8 + 9 damage. Str 14 (+7) Dex 17 (+8) Wis 13 (+6)
wall. Seven heavily armed warriors reside here, all bearing
Effect: The target grants combat advantage until it hits the Con 14 (+7) Int 11 (+5) Cha 10 (+5)
the symbol of Bane on some piece of clothing or armor. sergeant with an attack (save ends). Alignment evil Languages Common
Perception DC 13: Barked orders and baying Minor Actions Equipment leather armor, short sword, crossbow, 20 bolts
hounds can be heard beyond the smaller door. M Shield Bash (weapon) F At-Will
Attack: Melee 1 (one creature granting combat advantage
The Banites attack immediately. Sounds of combat to the sergeant); +15 vs. Fortitude Tactics
in area F2 are easily heard by the forces in the south Hit: The target falls prone. Soldiers and sergeants rush to engage in melee, while
barracks (area F3), who come running. The noise Triggered Actions the bolters flip over a table (a minor action) and take
Pursuing Shield Bash F Recharge when first bloodied
on the parade ground (area F4) prevents the Banites cover behind it. Acolytes use Banes beckon to slide
Trigger: An enemy starts its turn adjacent to the sergeant
there from hearing any battle here soon enough to but ends its turn not adjacent to the sergeant.
enemies toward the soldiers and sergeants, who stick
reinforce the barracks. Effect (Immediate Reaction): The sergeant shifts up to its together to benefit from formation fighter and extra
speed and uses shield bash against the triggering enemy. morningstar damage.
2 Banite Acolytes (A) Level 10 Minion Controller Str 18 (+9) Dex 12 (+6) Wis 16 (+8) If both sergeants are killed, the rest of the Banites
Medium natural humanoid, human XP 125 each Con 15 (+7) Int 10 (+5) Cha 13 (+6) retreat into the parade ground (area F4) and regroup
Alignment evil Languages Common with the Banites there (see Encounter 3).
HP 1; a missed attack never damages a minion. Initiative +5
Equipment scale armor, light shield, battleaxe
AC 24, Fortitude 22, Reflex 21, Will 23 Perception +8
Speed 6
Standard Actions 6 Banite Soldiers (S) Level 10 Minion Brute Features of the Area
m Mace (weapon) F At-Will Medium natural humanoid, human XP 125 each Altar: This is a simple shrine dedicated to Bane.
Attack: Melee 1 (one creature); +15 vs. AC HP 1; a missed attack never damages a minion. Initiative +6 Bunks: These beds are 7 feet high and bolted to
Hit: 9 damage, and if the acolyte scores a critical hit, the AC 22, Fortitude 23, Reflex 21, Will 22 Perception +7 the floor. A ladder on the side of each bunk provides
target grants combat advantage (save ends). Speed 5 access to the top bed.
R Banes Beckon (charm, implement) F Recharge if the Standard Actions
power misses
Pools: The bathing pools in the latrines are 2 feet
m Morningstar (weapon) F At-Will
Attack: Ranged 5 (one creature); +13 vs. Will Attack: Melee 1 (one creature); +15 vs. AC
deep and difficult terrain.
Hit: The acolyte slides the target up to 3 squares. Then one Hit: 11 damage, plus 1 extra damage for each ally of the Tables: A creature can jump atop one of these oak
ally of the acolyte that is adjacent to the target can make soldier adjacent to the target. tables as part of a move action (Athletics DC 18).
a melee basic attack against it as a free action. Str 16 (+8) Dex 13 (+6) Wis 15 (+7)
Str 12 (+6) Dex 10 (+5) Wis 16 (+8) Con 14 (+7) Int 10 (+5) Cha 10 (+5)
Con 14 (+7) Int 13 (+6) Cha 13 (+6) Alignment evil Languages Common
Alignment evil Languages Common Equipment chainmail, morningstar
Equipment chainmail, mace, holy symbol

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E ncounter 3: When the adventurers see the Banites, read:


Across from you stands a tall human warrior in black
Banite Captain (C) Level 10 Elite Soldier (Leader)
Medium natural humanoid, human XP 1,000
Parade Ground plate armor with red trim, a glittering bastard sword in HP 208; Bloodied 104
AC 26, Fortitude 23, Reflex 21, Will 22
Initiative +9
Perception +12
his hand. Other soldiers stand beside him. Nearby, a mus-
Encounter Level 11 (XP 3,175) cular human in leather armor stands behind two massive Speed 6
Saving Throws +2; Action Points 1
war hounds, each straining against its leash. On the Traits
Setup raised platforms, four humans armed with crossbows take Formation Fighter
1 Banite captain (C) aim at you. The captain gains combat advantage against an enemy if
any of its allies has combat advantage against that enemy.
1 kennel master (K)
2 war hounds (W)
Tactics Standard Actions
m Bastard Sword (weapon) F At-Will
3 Banite soldiers (S) When combat begins, Alain and his soldiers charge
Attack: Melee 1 (one creature); +15 vs. AC
4 Banite bolters (B) the adventurers. The kennel master uses sic em to Hit: 2d10 + 9 damage.
push the war hounds into melee combat. Bolters on Effect: The target grants combat advantage until it hits the
Use the map on page 8 to run this encounter, refer- the raised platforms fire their crossbows. captain with an attack (save ends).
ring to area F4. As the battle progresses, Alain and his soldiers Move Actions
team up with allies, trying to gain an increase in Rally Point F Recharge 5 6
To reach the stairwell that leads down to the
damage and combat advantage. Alain uses rally point Effect: Each ally within 5 squares of the captain can shift up
second level of Hallowgaunt, the adventurers must to half its speed as a free action.
brave the parade ground and defeat the rest of the to allow his allies to reposition themselves tactically
Minor Actions
Banite defenders. Alain, the Banite captain who to these ends. M Shield Slam (weapon) F At-Will (1/turn)
commands the first level of the fortress, has heard Attack: Melee 1 (one creature); +15 vs. AC
the combat in the barracks, and he marshals what Features of the Area Hit: 2d8 + 7 damage, and if the target is granting combat
advantage to the captain, the target falls prone.
remains of his forces. Platforms: These simple platforms are 15 feet Triggered Actions
from the ground. Each has a ladder nailed to it, allow- Pursuing Shield Slam F Recharge when first bloodied
When the adventurers exit the barracks, read: ing access to the top. Trigger: An enemy starts its turn adjacent to the captain
A U-shaped stone building encloses a large parade ground, Walled Staircase: This staircases wall is 5 feet but ends its turn not adjacent to the captain.
which has an earthen surface worn f lat and hard. In the high. It can provide cover. The stairs are steep enough Effect (Immediate Reaction): The captain shifts up to its
center of the parade ground is a walled staircase leading to be difficult terrain. They lead down to Encounter4. speed and uses shield slam against the triggering enemy.
down into darkness. Across the area are three other doors. Skills Athletics +14, Intimidate +13
To the north are two more doorways, one a steel door and Str 19 (+9) Dex 15 (+7) Wis 14 (+7)
the second an open entryway into straw-covered area. A Conclusion Con 16 (+8)
Alignment evil
Int 12 (+6)

Cha 17 (+8)
Languages Common
set of massive wooden gates reinforced with bands of steel Alain has the key to the armory, the key to the cabi- Equipment plate armor, heavy shield, bastard sword
closes the parade ground in on the south. Just inside the net in his room, and a skeleton key that unlocks the
gates are two raised platforms, each rising high enough to kennel cages. On the kennel masters belt is a skeleton
allow those on them a view over the fortress walls. Beyond key that opens the kennel cages, as well as a key to
the wall, a cliff side soars up and disappears into the mist. the chest under his cot.

Alain has positioned his forces around the parade


ground to best deal with invaders.

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Heart of the Scar

Kennel Master (K) Level 10 Controller (Leader) 2 War Hounds (W) Level 9 Brute
Medium natural humanoid, human XP 500 Medium natural beast XP 400 each
HP 103; Bloodied 51 Initiative +7 HP 116; Bloodied 58 Initiative +7
AC 24, Fortitude 22, Reflex 21, Will 23 Perception +9 AC 21, Fortitude 22, Reflex 21, Will 20 Perception +10
Speed 6 Speed 6 Low-light vision
Traits Standard Actions
Hounder m Bite F At-Will
Allied natural beasts have combat advantage against any Attack: Melee 1 (one creature); +14 vs. AC
enemy that the master is adjacent to. Hit: 3d10 + 5 damage, or 3d10 + 10 damage against a
Standard Actions prone target, and the target is grabbed (escape DC 17).
m Mace (weapon) F At-Will While the hound has a target grabbed, it can use bite
Attack: Melee 1 (one creature); +15 vs. AC only against that target.
Hit: 2d8 + 8 damage, or 2d8 + 13 damage against a prone Minor Actions
target, and the master pushes the target up to 2 squares. M Pull Down F At-Will (1/round)
Sic Em F Recharge 5 6 Attack: Melee 1 (one creature grabbed by the hound); +12
Effect: Close burst 3 (one or two allied natural beasts in the vs. Fortitude
burst); the target can shift up to half its speed and make a Hit: The target falls prone.
melee basic attack as a free action. Miss: The grab ends.
Minor Actions Str 20 (+9) Dex 16 (+7) Wis 13 (+5)
m Whip (weapon) F Recharge when sic em recharges Con 16 (+7) Int 2 (+0) Cha 10 (+4)
Attack: Melee 2 (one creature); +15 vs. AC Alignment unaligned Languages
Hit: 1d4 + 3 damage, and the target falls prone.
Skills Intimidate +11, Nature +14
4 Banite Bolters (B) Level 10 Minion Artillery
Str 17 (+8) Dex 14 (+7) Wis 18 (+9)
Medium natural humanoid, human XP 125 each
Con 15 (+7) Int 12 (+6) Cha 13 (+6)
HP 1; a missed attack never damages a minion. Initiative +8
Alignment evil Languages Common
AC 24, Fortitude 22, Reflex 23, Will 21 Perception +11
Equipment leather armor, mace, whip
Speed 6
Standard Actions
3 Banite Soldiers (S) Level 10 Minion Brute m Short Sword (weapon) F At-Will
Medium natural humanoid, human XP 125 each Attack: Melee 1 (one creature); +15 vs. AC
HP 1; a missed attack never damages a minion. Initiative +6 Hit: 7 damage.
AC 22, Fortitude 23, Reflex 21, Will 22 Perception +7 r Crossbow (weapon) F At-Will
Speed 5 Attack: Ranged 15 (one creature); +17 vs. AC
Standard Actions Hit: 9 damage, or 11 damage if the bolter has any cover.
m Morningstar (weapon) F At-Will Str 14 (+7) Dex 17 (+8) Wis 13 (+6)
Attack: Melee 1 (one creature); +15 vs. AC Con 14 (+7) Int 11 (+5) Cha 10 (+5)
Hit: 11 damage, plus 1 extra damage for each ally of the Alignment evil Languages Common
soldier adjacent to the target. Equipment leather armor, short sword, crossbow, 20 bolts
Str 16 (+8) Dex 13 (+6) Wis 15 (+7)
Con 14 (+7) Int 10 (+5) Cha 10 (+5)
Alignment evil Languages Common
Equipment chainmail, morningstar

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Heart of the Scar

E ncounter 4:
P rofane Chapel
Encounter Level 11 (XP 3,325)
M

When the adventurers descend, read:


M M
Stairs from the parade ground lead down steeply, terminat-
ing in a short hall lit by torches in sconces. A great set of
M M
B B O doors, each carved from a solid piece of ebony, blocks fur-
ther progress. The black hand of Bane is deeply etched on a
G G
red field in the center of each door. Cold dread rises in you
M Encounter 6 M
as you consider opening those doors.
W Encounter 7
Beyond the double doors dwells the former high
priest of Bane and current high priest of Shoth-Gorag,
Garvan, alongside foulspawn created from other
Banites. Garvan is unaware of the battle on the upper
level. The foulspawn seer, however, is aware of some
S
kind of disturbance above, so the seer is keeping an
eye on the chapel doors.
S Adventurers need to succeed on a DC 19 group
G Stealth check to surprise the monsters beyond the
doors. If half or more of the characters succeed on the
Encounter 5
check, the party receives a surprise round.
Encounter 4 S

Setup
B B
H H Garvan, High Priest of Shoth-Gorag (G)
1 foulspawn seer (S)
T
2 foulspawn hulks (H)

When the adventurers enter the chapel, read:


The great double doors open onto a dimly lit chapel. Twist-
ing columns line the east and west walls and a great altar
flanked by a pair of statues stands against the north wall.
The statues were once of Bane, but the likeness of the grim,
militant god has been replaced by a tentacled, alien visage.
In front of the altar and statues, in the center of the chapel,
short stairways lead down to a black basalt slab fitted with
manacles. Old bloodstains are visible on the floor near the

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Heart of the Scar

slab. Sets of double doors on either side of the chapel lead Garvan, High Priest Level 11 Elite Controller Foulspawn Seer (S) Level 11 Artillery (Leader)
off to the east and west. of Shoth-Gorag (G) Medium aberrant humanoid XP 600
Four horrific monsters stand within the chapel. One is a Medium aberrant humanoid XP 1,200 HP 86; Bloodied 43 Initiative +7
blubbery humanoid with a bone staff, and two others look HP 228; Bloodied 114 Initiative +6 AC 25, Fortitude 21, Reflex 25, Will 23 Perception +9
AC 25, Fortitude 24, Reflex 23, Will 25 Perception +6 Speed 6 Low-light vision
like fanged giants without skin. The fourth is a bearded,
Speed 5 Low-light vision Traits
deformed human who wears remnants of chainmail and Saving Throws +2; Action Points 1 O Foul Insight F Aura 10
a symbol of Bane. His armor is torn open to allow his two Traits Any ally in the aura that can hear the seer gains a +2 power
tentacles to move freely. O Mind Mire F Aura 2 bonus to one attack roll, skill check, ability check, or saving
Any enemy that starts its turn in the aura is slowed until throw on its turn.
2 Foulspawn Hulks (H) Level 12 Brute the start of its next turn. Standard Actions
Large aberrant humanoid XP 700 each Standard Actions m Twisted Staff (weapon) F At-Will
m Heavy Mace (weapon) F At-Will Attack: Melee 1 (one creature); +16 vs. AC
HP 150; Bloodied 75 Initiative +8
Attack: Melee 1 (one creature); +16 vs. AC Hit: 2d8 + 10 damage, and the seer can push the target 1
AC 24, Fortitude 27 (29 while bloodied), Perception +9
Hit: 2d10 + 8 damage. square.
Reflex 22, Will 22 Low-light vision
C Mind-Bending Whispers (psychic) F Recharge 5 6 R Warp Orb (psychic) F At-Will
Speed 8
Attack: Close burst 2 (enemies in the burst); +14 vs. Will Attack: Ranged 10 (one creature); +16 vs. Reflex
Immune fear
Hit: The target takes ongoing 15 psychic damage and is Hit: 2d8 + 5 psychic damage, and the target is slowed (save
Standard Actions
dazed (save ends both). ends). If the target is already slowed, it is instead dazed
m Slam F At-Will
Attack: Melee 2 (one creature); +17 vs. AC, or +19 vs. AC
Minor Actions (save ends).
C Compelling Whispers (charm) F At-Will (1/round) C Distortion Blast F Encounter
while the hulk is bloodied.
Effect: Close burst 2 (dazed enemies in the burst); Garvan Attack: Close blast 5 (creatures in the blast); +14 vs.
Hit: 3d8 + 12 damage, or 4d8 + 15 damage while the hulk
slides the target up to 3 squares. Fortitude
is bloodied.
M Grasping Tentacles F At-Will (1/round) Hit: 3d8 + 8 damage, and the target is dazed (save ends). If
Str 24 (+13) Dex 14 (+8) Wis 7 (+4)
Attack: Melee 3 (one or two creatures); +14 vs. Fortitude the target is aberrant, the damage is halved.
Con 20 (+11) Int 7 (+4) Cha 14 (+8)
Hit: Garvan slides the target up to 3 squares. If Garvan Move Actions
Alignment evil Languages Deep Speech,
slides a target adjacent to him, he can use heavy mace Teleport (teleportation) F At-Will
telepathy 10
against it once as a free action. Effect: The seer teleports up to 3 squares.
Skills Arcana +13, Intimidate +15, Religion +13 Triggered Actions
Str 17 (+8) Dex 12 (+6) Wis 13 (+6) Bend Space (teleportation) F Recharge 5 6
Con 18 (+9) Int 16 (+8) Cha 21 (+10) Trigger: An attack hits the seer.
Alignment evil Languages Common, Deep Speech Effect (Immediate Interrupt): The seer teleports up to 3
Equipment chainmail, heavy mace squares.
Str 10 (+5) Dex 14 (+7) Wis 8 (+4)
Con 14 (+7) Int 22 (+11) Cha 18 (+9)
Alignment evil Languages Deep Speech,
telepathy 10
Equipment staff

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Heart of the Scar

Tactics The door closes and the altar returns to its normal
position after 3 rounds unless one or both are some-
When combat begins, the foulspawn hulks charge
how prevented from doing so. A hidden switch in the
forward to engage the adventurers in melee. Garvan
passage beyond the secret door (DC 18 Perception
follows them, but the foulspawn seer remains behind
check to find) allows one to open and close the secret
the basalt slab. Garvan opens with mindbending whis-
door from inside, which does not trigger the trap.
pers, then uses compelling whispers to slide foes away
from him and closer to the hulks. The foulspawn seer
begins combat with distortion blast but tries to avoid Far Transport Level 10 Minion Trap
Object XP 125
hitting the hulks with the attack.
Detect Arcana DC 18 Initiative
In later rounds, the foulspawn seer uses warp orb Immune attacks
while keeping as many allies as possible in its foul Triggered Actions
insight aura. It avoids melee combat unless cornered. C Attack (psychic, teleportation) F At-Will
Garvan moves toward ranged attackers and uses Trigger: A creature other than Garvan or Shoth-Gorag uses
grasping tentacles to pull those enemies within range the lever to open the secret door.
of his or the hulks melee attacks. Effect (No Action): Close burst 5 (creatures in the burst); 5
psychic damage, and the target is teleported to the tor-
The foulspawn fight to the death. If all of the foul-
ture chamber (see Encounter 7).
spawn are slain and he is bloodied, Garvan retreats to Countermeasures
the barracks (see Encounter 5). F Unlock: Thievery DC 26. Success: The character opens
the secret door without using the lever. Failure (21 or

Features of the Area lower): The trap triggers.


F Suppress: Arcana DC 26. Success: The character sup-
Altar: The altar is 8 feet long, 2 feet high, 2 feet presses the magical energy on the altar so that the trap
deep. It is difficult terrain, and it is suffused with Far doesnt trigger when the secret door is opened. Failure
Realm energy (Arcana DC 18 to detect). Behind the (21 or lower): The trap triggers.
altar is a locked secret door that leads to the pit of
Shoth-Gorag (see Encounter 8). The altar can roll to Pillars: A pillar can provide cover.
the side when the secret door behind it opens, allow- Pit with Basalt Slab: The pit is 5 feet deep. The
ing easier access to the open passage. basalt slab in the middle of it is 3 feet wide, 10 feet
A character can ascertain that the altar can roll to long, and 3 feet tall. It is difficult terrain.
one side with a successful DC 18 Perception check. Statues: These figures are blocking terrain.
Finding the secret door and its opening lever then
requires another successful DC 18 Perception check.
If the characters fail the first check, finding the secret
Conclusion
Barracks Soldiers: If the characters take more
door and lever requires a successful DC 26 Percep-
than 10 minutes to reach Encounter 5, the barracks
tion check.
occupants might come looking for intruders. These
Once the lever is pulled, the altar rolls to the right
creatures spend a few moments investigating any car-
and the secret door swings open on hidden hinges.
nage the characters leave behind before moving on to
However, moving the altar also triggers a trap Shoth-
find the invaders. They might show up just after the
Gorag and Garvan placed. Only they know about the
characters finish a short rest in another area.
trap and can activate the mechanism safely.
Garvan

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E ncounter 5: Tainted Warpriest (T)


Medium natural humanoid, human
Level 10 Controller
XP 500
2 Tainted Scouts (S)
Medium natural humanoid, human
Level 9 Skirmisher
XP 400 each
T emple Barracks HP 105; Bloodied 52
AC 24, Fortitude 22, Reflex 21, Will 23
Initiative +7
Perception +5
HP 96; Bloodied 48
AC 23, Fortitude 21, Reflex 22, Will 20
Initiative +11
Perception +8
Encounter Level 9 (XP 2,100) Speed 5 Speed 6
Traits Traits
O Disquieting Presence (fear) F Aura 2 Disquieting Movement
Setup Enemies in the aura take a 2 penalty to saving throws. The scout has a +2 bonus to all defenses during its turn.
1 tainted warpriest (T) Standard Actions Standard Actions
m Mace (fear, weapon) F At-Will m Short Sword (weapon) F At-Will
2 tainted scouts (S)
Attack: Melee 1 (one creature); +15 vs. AC Attack: Melee 1 (one creature); +14 vs. AC
2 foulspawn berserkers (B) Hit: 2d8 + 8 damage. Hit: 2d6 + 9 damage, or 2d6 + 14 if the scout has combat
Effect: The warpriest slides the target up to 3 squares. advantage against the target.
Use the map on page 12 to run this encounter. r Grasping Terror (fear, implement, psychic) F At-Will Effect: The scout shifts 1 square after the attack.
This barracks houses guards and their leader, a Attack: Ranged 10 (one creature); +13 vs. Will M Brutal Stab (weapon) F Recharge when first bloodied
tainted warpriest named Dasharr. Although the walls Hit: 2d8 + 10 psychic damage, and the target is slowed Attack: Melee 1 (one creature the scout is flanking or one
are thick in the temple, the scouts here heard the (save ends). prone creature); +14 vs. AC
First Failed Saving Throw: The target is instead immobi- Hit: 3d6 + 5 damage, and ongoing 10 damage (save ends).
battle in the chapel and made ready for intruders.
lized (save ends). Move Actions
Monster locations on the map reflects this awareness. C Force Tremor (fear, force, implement) F Recharge 5 6 Swift Repositioning F Recharge when first bloodied
Attack: Close blast 3 (enemies in the blast); +13 vs. Effect: The scout shifts up to half its speed.
When the adventurers can see the room, read: Fortitude Skills Athletics +10, Intimidate +11, Stealth +14
This barracks contains four beds, a large table and chairs, Hit: 2d6 + 10 force damage, and the warpriest pushes the Str 12 (+5) Dex 20 (+9) Wis 8 (+3)
various cabinets for storage, and a number of armor stands target up to 3 squares and knocks it prone. Con 16 (+7) Int 10 (+4) Cha 15 (+6)
and weapon racks. Skills Intimidate +15, Religion +11 Alignment evil Languages Common
Str 12 (+6) Dex 14 (+7) Wis 10 (+5) Equipment leather armor, short sword
Standing in the middle of the room is a figure in red
Con 17 (+8) Int 12 (+6) Cha 20 (+10)
chainmail, a mace clenched in his hands. His face is cov- Alignment evil Languages Common
ered in tiny tentacles like writhing worms, and his eyes are Equipment chainmail, mace, holy symbol Features of the Area
black. Flanking this creature are two bulky humanoids, The warpriests personal quarters and a small latrine
who heft their greatswords and gurgle in anticipation. Each
has gray skin, massive muscles, beady glowing eyes, and a Tactics are accessible through a door in the east wall and the
north wall, respectively.
fanged maw. The berserkers begin their assault with berserker Cabinets: The lockers in the southeast corner of
All three warriors wear the symbol of Bane. charge. The warpriest Dasharr opens with force tremor, the main room are unlocked and contain personal
then favors melee combat. If need be, the scouts delay items. A cabinet in Dasharrs room is locked (Thiev-
When the scouts emerge, read: so they can enter the fray after the party is engaged. ery DC 17 to open; Athletics DC 25 to break). It
A pair of humans in leather armor and armed with short They favor rear-rank targets and those whom they contains his personal effects.
swords rush into the room. They also bear strange deformi- can flank. Pools: The bathing pool in the latrine is 2 feet
ties and wear the symbol of Bane. As the battle progresses, the berserkers and scouts deep and difficult terrain.
move about the battlefield, attempting to flank foes. Tables: A creature can jump atop one of these oak
The berserkers continue to charge, risking opportu- tables as part of a move action (Athletics DC 18).
nity attacks if necessary.
Creatures here fight to the death.

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Heart of the Scar

2 Foulspawn Berserkers (B)


Medium aberrant humanoid
Level 9 Soldier
XP 400 each
E ncounter 6: Giant Object Mimic (O)
Large aberrant magical beast
Level 13 Elite Lurker
XP 1,600
HP 102; Bloodied 51
AC 25, Fortitude 23 (25 while bloodied),
Initiative +7
Perception +0
R eliquary HP 208; Bloodied 104
AC 27, Fortitude 26, Reflex 24, Will 25
Initiative +12
Perception +16
Reflex 20, Will 20 Low-light vision Encounter Level 11 (XP 3,000) Speed 5 Darkvision, tremorsense 5
Speed 7 (9 while bloodied) Resist 10 acid
Immune fear Saving Throws +2; Action Points 1
Traits Setup Traits
O Berserker Aura F Aura 1 1 giant object mimic (O) Ambush
When a creature in the aura makes a melee attack, it must The mimic deals 3d6 extra damage against surprised foes.
7 giant mimic whelps (M)
choose its target at random from the potential targets in Standard Actions
range. m Slam F At-Will
Mental Feedback (psychic) Use the map on page 12 to run this encounter. Attack: Melee 3 (one creature); +18 vs. AC
Whenever a creature targets the berserker with a charm This room houses texts and items sacred to Bane. Hit: 3d8 + 7 damage.
attack, the creature and the berserker each take 10 psy- Most items stored here are of esoteric value. However, M Crushing Tendrils (acid) F At-Will
chic damage. the reliquarys most recent addition is a potent Banite Attack: Melee 3 (one creature, or two creatures if the
Standard Actions warhammer named Farbane and its guardians, the mimic has no creatures grabbed); +18 vs. AC
m Greatsword (weapon) F At-Will Hit: 3d8 + 7 damage, and the mimic grabs the target
giant object mimic Ithgok and its spawn.
Attack: Melee 1 (one creature); +14 vs. AC, or +16 vs. AC (escape DC 25) until the end of the mimics next turn.
while the berserker is bloodied Sustain Standard: Each grab persists until the end of the
Hit: 2d10 + 6 damage, or 2d10 + 10 damage while the ber- When the adventurers can see the room, read: mimics next turn, and each grabbed target takes 15 acid
serker is bloodied. A tremendous slab of basalt dominates the center of this damage.
M Berserker Charge F At-Will wide chamber, and upon the slab rests a glowing war- Minor Actions
Effect: The berserker charges, and the charge attack deals 5 hammer of violet metal. Arranged about the slab are M Ravening Maw F At-Will (1/round)
extra damage on a hit. several wooden tables displaying various relics and icons. Attack: Melee 3 (one creature grabbed by the mimic); +18
Str 18 (+8) Dex 12 (+5) Wis 3 (+0) vs. AC
Lining the east and west walls are shelves packed with
Con 22 (+10) Int 8 (+3) Cha 12 (+5) Hit: 3d8 + 7 damage.
Alignment chaotic evil Languages Deep Speech,
tomes, candles, and other religious items. Against the far Shapeshift (polymorph) F At-Will (1/round)
telepathy 10 wall stand five heavy wooden cabinets. Effect: The mimic assumes one of the following forms with-
Equipment greatsword Perception DC 29: One of the nearby tables out changing its size. It remains in the chosen form until
wigglesits some sort of creature. it uses this power again.
Ooze Form: The mimic becomes an ooze. When it squeezes
Conclusion When the mimics attack, read: while in this form, it moves its full speed rather than half
Dasharr carries the key to the armory on the upper The great basalt block writhes, its surface taking on the speed, it doesnt take the 5 penalty to attack rolls, and it
level, as well as the key to his storage cabinet. doesnt grant combat advantage for squeezing.
appearance of wet, gray clay. A wide maw opens in the Object Form: While in this form, the mimic has resist 15 to
block, and tentacles sprout from it. Around the room, other all damage, is immobilized, and cannot attack. In addi-
smaller furnishings undergo a similar transformation. tion, a creature must succeed on a DC 29 Perception
check to notice that the mimic is a creature.
The mimics prefer to surprise intruders, but they Skills Bluff +13, Stealth +13
attack if one or more of them is discovered. See the Str 22 (+12) Dex 14 (+8) Wis 21 (+11)
Con 20 (+11) Int 19 (+10) Cha 15 (+8)
Tactics section.
Alignment unaligned Languages Common, Deep Speech

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Heart of the Scar

7 Giant Mimic Whelps (M) Level 13 Minion Lurker


Medium aberrant magical beast XP 200 each
If Ithgok is reduced to 50 hit points or fewer, it
disgorges Farbane and uses shapeshift to return to
E ncounter 7:
HP 1; a missed attack never damages a minion. Initiative +13
AC 27, Fortitude 25, Reflex 24, Will 24 Perception +14
its object form. The whelps follow suit, returning to Torture Chamber
object form. Ithgok hopes the adventurers take the
Immune acid Darkvision, tremorsense 5 Encounter Level 9 (XP 2,200)
hammer and leave it be. If the adventurers press the
Speed 6
Traits
attack, Ithgok and its spawn fight to the death.
Ambush Setup
The mimic deals 5 extra damage against surprised foes.
Standard Actions
Features of the Area 1 foulspawn warpcaller (W)
Book Shelves: The shelves lining the east and 2 foulspawn grues (G)
m Slam F At-Will
Attack: Melee 2 (one creature); +18 vs. AC west walls in this area are 8 feet high and can be 2 foulspawn berserkers (B)
Hit: 10 damage. climbed (Athletics DC 13). They contain sacred texts
Minor Actions that are worth little except to followers of Bane. Use the map on page 12 to run this encounter.
Shapeshift (polymorph) F At-Will (1/round) Cabinets: These four walk-in cabinets are each This room serves as a jail and torture chamber.
Effect: The mimic assumes one of the following forms with- Monsters here are intent on their task, so they fail to
5 feet deep and 8 feet high. They can be climbed
out changing its size. It remains in the chosen form until notice battle elsewhere in the temple. However, the
it uses this power again.
(Athletics DC 13). Each contains items used in the
worship of Bane. adventurers still need to succeed on a DC 19 group
Ooze Form: The mimic becomes an ooze. When it squeezes
while in this form, it moves its full speed rather than half Treasure: Farbane. Stealth check to surprise the monsters. If half or more
speed, it doesnt take the 5 penalty to attack rolls, and it of the characters succeed on the check, the characters
doesnt grant combat advantage for squeezing. Farbane Level 14 Rare receive a surprise round.
Object Form: While in this form, the mimic has resist 15 to This stout hammer is forged, head to haft, of a strange violet The trap in Encounter 4 might teleport the adven-
all damage, is immobilized, and cannot attack. In addi- metal. The symbol of Bane adorns the head and pommel, turers into the cells here. If the party teleports in, the
tion, a creature must succeed on a DC 29 Perception and the haft is wrapped in mottled leather. foulspawn still attack. They use their powers to tele-
check to notice that the mimic is a creature.
Weapon: Warhammer 21,000 gp port weak-looking foes into the open room, leaving
Skills Stealth +14
Enhancement Bonus: +3 to attack rolls and damage rolls tough-looking opponents behind bars.
Str 18 (+10) Dex 16 (+9) Wis 17 (+9)
Critical: +3d8 damage, or +3d10 damage against aberrant
Con 15 (+8) Int 15 (+8) Cha 13 (+7)
creatures
Alignment unaligned Languages Common, Deep Speech If the characters enter through the doors, read:
Properties
F When within 10 squares of an aberrant creature, Farbane
Racks along the walls here hold various instruments of tor-
ture. A wooden table fitted with straps and manacles sits in
Tactics sheds dim light out to 2 squares. You can suppress or
resume this light as a minor action. the center of the room, and behind it is a pair of prison cells
If possible, Ithgok waits for several adventurers to F You gain resist 10 psychic. with doors of iron bars. Each cell contains two wounded
move within range of its crushing tendrils before it F You gain a +3 item bonus to damage rolls made against humans. A dark hole opens in the floor near the south wall.
and its whelps attack. If Farbane is still resting atop aberrant creatures.
Ithgok when the mimics attack, Ithgok swallows Attack Power Daily (No Action)
If the characters teleport in, read:
the hammer as a minor action before attacking (see Trigger: You hit an enemy with a melee weapon attack
using Farbane.
You arrive inside prison cells that have doors of iron bars.
below for what happens later). Each cell contains two wounded humans. Outside the cells,
Effect: The enemy takes 1[W] extra damage. If the enemy is
As the battle progresses, Ithgok uses crushing an aberrant creature, it instead takes 2[W] extra damage, racks along the walls hold various instruments of torture.
tendrils when it has fewer than two enemies in its and this power recharges. You can use this power only A wooden table fitted with straps and manacles sits in the
clutches. The mimic whelps focus their attacks on once per encounter. center of the room. A dark hole opens in the floor near the
grabbed targets. south wall.

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Heart of the Scar

In either case, read: Foulspawn Warpcaller (W) Level 12 Controller 2 Foulspawn Berserkers (B) Level 9 Soldier
Squatting atop the wooden table are two stunted human- (Leader) Medium aberrant humanoid XP 400 each
oids with sharp claws and maniacal grins. Guarding the Medium aberrant humanoid XP 700 HP 102; Bloodied 51 Initiative +7
cells are two massively muscled gray humanoids that wield HP 126; Bloodied 63 Initiative +9 AC 25, Fortitude 23 (25 while bloodied), Perception +0
AC 26, Fortitude 24, Reflex 22, Will 24 Perception +9 Reflex 20, Will 20 Low-light vision
greatswords and wear tattered tabards with Banes symbol
Speed 6, teleport 3 Darkvision Speed 7 (9 while bloodied)
on them. A blubbery humanoid that has rippling skin and Traits Immune fear
a musical pipe in hand sits near the hole. O Droning Pipe F Aura 3 Traits
Enemies in the aura gain vulnerable 5 psychic. O Berserker Aura F Aura 1
2 Foulspawn Grues (G) Level 8 Controller Standard When a creature in the aura makes a melee attack, it must
Small aberrant humanoid XP 350 m Bite F At-Will choose its target at random from the potential targets in
HP 87; Bloodied 43 Initiative +8 Attack: Melee 1 (one creature); +17 vs. AC range.
AC 22, Fortitude 19, Reflex 21, Will 20 Perception +5 Hit: 3d8 + 5 damage. Mental Feedback (psychic)
Speed 4 Low-light vision r Warped Sending (psychic, teleportation) F At-Will Whenever a creature targets the berserker with a charm
Standard Actions Attack: Ranged 10 (one creature); +15 vs. Fortitude attack, the creature and the berserker each take 10 psy-
m Claw F At-Will Hit: 2d8 + 5 psychic damage, and one of the warpcallers chic damage.
Attack: Melee 1 (one creature); +13 vs. AC aberrant allies within 5 squares of the target teleports to Standard Actions
Hit: 2d4 + 9 damage, and the target is slowed (save ends). a square adjacent to the target. m Greatsword (weapon) F At-Will
If the target is already slowed, it is instead dazed (save M Twisted Dismissal (psychic, teleportation) F At-Will Attack: Melee 1 (one creature); +14 vs. AC, or +16 vs. AC
ends). Attack: Melee 1 (one creature); +15 vs. Will while the berserker is bloodied
R Whispers of Madness (psychic) F Recharge 5 6 Hit: 2d8 + 5 psychic damage, and the target is immobilized Hit: 2d10 + 6 damage, or 2d10 + 10 damage while the ber-
Attack: Ranged 5 (one nondeafened creature); +11 vs. Will (save ends). The warpcaller then teleports the target 2 serker is bloodied.
Hit: 4d6 + 10 psychic damage, and the target is slowed squares. M Berserker Charge F At-Will
(save ends). If the target is already slowed, it is instead A Warpmind Field (psychic, zone) F Encounter Effect: The berserker charges, and the charge attack deals 5
dazed (save ends). Attack: Area burst 2 within 5 (enemies in burst); +15 vs. extra damage on a hit.
Move Actions Will Str 18 (+8) Dex 12 (+5) Wis 3 (+0)
Teleport (teleportation) F At-Will Hit: 2d6 + 6 psychic damage. Con 22 (+10) Int 8 (+3) Cha 12 (+5)
Effect: The grue teleports up to 4 squares. Effect: The burst creates a zone that lasts until the end of Alignment chaotic evil Languages Deep Speech,
Minor Actions the warpcallers next turn. Any enemy that enters the telepathy 10
R Mind Worm F Recharge when the target saves against zone or ends its turn there takes 10 psychic damage. Equipment greatsword
this power A creature can take this damage only once per turn. In
addition, any enemy within the zone can attack only
Attack: Ranged 10 (one creature); +11 vs. Will
Hit: The target is slowed and takes a 2 penalty to Will targets within 3 squares of it. As a move action, the Tactics
(save ends both). warpcaller can move the zone up to 4 squares. The warpcaller and grues focus on ranged attackers.
Skills Stealth +13 Sustain Minor: The zone persists until the end of the warp- Grues use mind worm to weaken a foes Will before
Str 8 (+3) Dex 19 (+8) Wis 3 (+0) callers next turn.
assailing it with whispers of madness. When cornered
Con 15 (+6) Int 11 (+4) Cha 16 (+7) Skills Arcana +15
Str 19 (+10) Dex 16 (+9) Wis 17 (+9)
or flanked, they escape via teleport. The warpcaller
Alignment evil Languages Deep Speech,
Con 22 (+12) Int 18 (+10) Cha 19 (+10) uses its teleportation powers to keep enemies away
telepathy 10
Alignment evil Languages Deep Speech, from it and the grues but near the berserkers. When
telepathy 10 it uses warpmind field, the warpcaller places the origin
Equipment musical pipe square so the zone forces foes out of the hallway or
affects the largest number of enemies in the room.
Berserkers charge into melee. They willingly take
great risks to defend the grues and warpcaller.

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Heart of the Scar

Banites Diplomacy (DC 13): The character reassures the Unlikely Allies
If freed during the combat, the Banite soldiers are Banites that they and the party share a common goal. Its up to you whether the Banites can be persuaded
willing to fight if asked to do so. Use the Banite sol- Dungeoneering (DC 18): The character uses to join the characters in the battle against other
dier statistics (page 9) but reduce damage by 3 if the knowledge of the Far Realm to drive home the danger enemies here. They are inclined to leave the fortress
soldier is unarmed. Allow the players to control the that Shoth-Gorag represents. and unwilling to do further battle without arms and
soldiers actions, stepping in only if the chosen action Heal (DC 13): The character eases the Banites armor. Any soldiers allowed to leave make for the sur-
is suicidal for the soldier. pain and tends their wounds, deepening their grate- face and escape. If they learn that Yorven has gone to
Unless the Banites join the battle, when target- fulness to the party. Restwell Keep, they join him there.
ing their powers, the foulspawn do not consider the Intimidate (DC 18): The character threatens the
Banites or leverages their fear of Shoth-Gorag.
Banite prisoners to be enemies.
Religion (DC 13): The character uses an under- Conclusion
standing of Banes tenets to influence the Banites into Each foulspawn grue has a key to one cell. The warp-
Features of the Area assisting those whom Yorven believed to be sent by caller has the key to both cells.
Cells: Each cell has doors of 1-inch-thick iron the deity.
bars. The bars are spaced 6 inches apart, provid-
ing cover if the bars are between an attacker and its Information Gains
target. The doors are locked (Thievery DC 18 to open; The Banites are willing to help their liberators with
Athletics DC 31 to break). information. They know the following facts:
Hole: This opening in the floor descends in a
decline down to Shoth-Gorags lair about 50 feet
F A secret door is hidden behind the altar in the
below. It is wide enough to accommodate a crawling
main chapel. The door has a magical trap, but the
Medium creature, but it is slimy with old gore.
Banites dont know the traps function. They know
Racks: These wooden racks contain instruments
that Shoth-Gorag dwells beyond the secret door,
of torture. The various blades, pokers, and hooks
but they know nothing about the layout of the pit.
function as daggers or clubs in combat, but they are
With this information, characters can easily find
enough to arm the Banite soldiers.
the secret door, and they gain a +4 bonus to checks
Table: This blood-spattered torture table is bolted
to find and disable the trap.
to the floor. A creature can jump atop the table as
part of a move action (Athletics DC 18). F Farbane is in the reliquary, and a terrible gigantic
creature and its spawn guard the weapon. These
creatures can take the shape of objects. The DC to
Prisoners see the mimics for what they are lowers to 20 for
Despite their wickedness and loyalty to Bane, these the characters.
captives are grateful to be rescued. However, they F The hole in this room is a chute to an unknown
do not completely trust the adventurers. Roleplay location. When a prisoner became too incoherent
the scene as the characters interact with the Banites, to merit further suffering, the foulspawn threw the
perhaps including some of the optional skill checks unfortunate down the chute. The soldiers here are
shown below. Each time the characters make a good all that remain of about a dozen loyal Banites.
case or succeed on an optional check, they gain a new
piece of information from the Banites. F The Banites might know where other treasures
you have placed are hidden in the fortress.

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Heart of the Scar

E ncounter 8: Shoth-Gorag (G)


Huge aberrant magical beast
Level 13 Solo Brute
XP 4,000
Creeping Spawn (C)
Medium aberrant beast
Level 13 Minion Controller
XP
T he T hing T hat HP 520; Bloodied 260
AC 25, Fortitude 26, Reflex 25, Will 27
Initiative +6
Perception +14
HP 1; a missed attack never damages a minion. Initiative +8
AC 27, Fortitude 24, Reflex 23, Will 25 Perception +5
Should Not Be Speed 4 All-around vision, darkvision
Immune charm, dazed, dominated, stunned; Resist 10 acid
Speed 6
Immune acid
Darkvision

Encounter Level 13 (XP 4,000) Saving Throws +5; Action Points 2 Standard Actions
Traits m Foul Tentacle (fear) F At-Will
All-Around Vision Attack: Melee 1 (one creature); +18 vs. AC
Setup Enemies cant gain combat advantage by flanking Hit: 10 damage.
Shoth-Gorag (G) Shoth-Gorag. Effect: The spawn slides the target up to 2 squares.
Font of Madness (psychic) Str 14 (+8) Dex 14 (+8) Wis 8 (+5)
1 creeping spawn (C)
Any non-aberrant creature that starts its turn within line of Con 16 (+9) Int 3 (+2) Cha 18 (+10)
1 reaching spawn (R) sight of Shoth-Gorag takes 5 psychic damage. Alignment chaotic evil Languages understands Deep Speech
1 slithering spawn (S) Threatening Reach
Shoth-Gorag can make opportunity attacks against ene-
Reaching Spawn (R) Level 13 Minion Artillery
If the adventurers brave the chute that leads from mies within 2 squares of it.
Medium aberrant beast XP
the torture chamber, see Features of the Area and Standard Actions
HP 1; a missed attack never damages a minion. Initiative +9
describe their entrance as you see fit. m Tentacle F At-Will
AC 27, Fortitude 23, Reflex 24, Will 25 Perception +10
Attack: Melee 4 (one creature); +18 vs. AC
Speed 6 Darkvision
Hit: 2d12 + 12 damage, and Shoth-Gorag grabs the target
Otherwise, when the adventurers enter, read: (escape DC 20).
Immune acid
A long stairway leads to a short hall that ends at a stone M Tentacle Flurry F At-Will Standard Actions
platform overlooking a great cavern. Stone stairs lead down m Far Tentacle F At-Will
Effect: Shoth-Gorag uses tentacle three times.
Attack: Melee 10 (one creature); +20 vs. AC
to the cavern floor, which has a few shallow crevices in it. A C Fleshwarp F Recharge 5 6
Hit: 10 damage.
blue glow emanates from a rift suspended in the air above Attack: Close burst 3 (enemies in the burst); +16 vs. Will
Str 13 (+7) Dex 16 (+9) Wis 8 (+5)
the caverns center. Hit: 3d6 + 4 damage, and ongoing 10 damage (save ends).
Con 14 (+8) Int 3 (+2) Cha 18 (+10)
A writhing mass of tentacles, appendages, eyes, and Minor Actions
Alignment chaotic evil Languages understands Deep Speech
Create Spawn F At-Will (1/round)
mouths is connected to the rift. The mass fills the cavern Effect: In an unoccupied square adjacent to it, Shoth-Gorag
with the deafening shriek of a thousand raving voices and creates one spawn of its choice: creeping, reaching, or Slithering Spawn (S) Level 13 Minion Skirmisher
sends out questing tentacles in your direction. slithering. Shoth-Gorag can normally have only two Medium aberrant beast XP
Foul creatures, mostly f leshy tentacles and fanged maws spawn of each type (up to six spawn) in play at a time, HP 1; a missed attack never damages a minion. Initiative +12
with hints of other creatures mixed in, writhe and wriggle but while bloodied, it can have up to three spawn of each AC 27, Fortitude 24, Reflex 25, Will 23 Perception +5
near the huge mass. They also screech and begin to slither type (up to nine spawn) in play at a time. Speed 8 Darkvision
Dissolving Tentacles (acid) F At-Will (1/round) Immune acid, all damage dealt to the spawn during its turn
toward you.
Effect: Each creature grabbed by Shoth-Gorag takes 10 acid Standard Actions
damage. m Raking Tentacle F At-Will
Shoth-Gorag and its spawn attack immediately. Triggered Actions Attack: Melee 1 (one creature); +18 vs. AC
Horrific Genesis F Encounter Hit: 10 damage, or 12 damage if the target is granting
When Shoth-Gorag uses create spawn for the first Trigger: Shoth-Gorag is first bloodied. combat advantage to the spawn.
time, read: Effect: Shoth-Gorag uses create spawn three times. Str 16 (+9) Dex 18 (+10) Wis 8 (+5)
One side of the huge mass bursts open in a spray of f luid. Str 23 (+12) Dex 10 (+6) Wis 16 (+9) Con 14 (+8) Int 3 (+2) Cha 14 (+8)
Con 18 (+10) Int 19 (+10) Cha 21 (+11) Alignment chaotic evil Languages understands Deep Speech
From this dripping wound, a wretched abomination of ten-
Alignment chaotic evil Languages Deep Speech,
tacles and fanged maws slithers free. telepathy 20

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Heart of the Scar

Tactics Features of the Area E ncounter 9: Flee!


Shoth-Gorag grabs foes, and it uses threatening reach Illumination: The rift dimly lights this area.
Encounter Level 10 (XP 2,500)
to discourage enemy movement. The creature rarely Ceiling: The ceiling is 30 feet high.
moves unless it needs to reach a ranged attacker. Chute (X): This tunnel from the prison enters the
When Farbane strikes the heart, read:
It instead prefers to use create spawn to replenish pit here, 30 feet from the cavern floor. One Small or
Shoth-Gorags heart shatters into powder. Above, the blue
destroyed minions, and then trade a move action for a Medium creature can lurk in this narrow opening,
rift in reality winks out. A deep rumble shakes the cavern.
minor to use dissolving tentacles on those it is grabbing. but is prone and blocks line of sight for those farther
Massive chunks of stone begin to fall from the ceiling as the
If it has to choose, Shoth-Gorag favors create spawn. inside the chute while doing so.
ground buckles with terrible energy.
Shoth-Gorags spawn focus on those their master Crevices: These fissures are difficult terrain.
isnt currently grabbing. They direct their attacks Platform: This raised area is 10 feet above the
Destroying the heart abruptly closes the rift to the
especially at enemies that use ranged attacks, and cavern floor (Athletics DC 18 to climb).
Far Realm, releasing anyone suspended in the air
they work together to gain combat advantage and to Stairs: The stairway from the platform to the
and unleashing a tremendous amount of energy. This
herd foes toward Shoth-Gorag. When Shoth-Gorag cavern floor is difficult terrain to a creature ascend-
energy sets off a series of earthquakes that begins to
dies, all its spawn are immediately destroyed. ing them. Stairs up to Level 2 are difficult terrain.
bring the entire complex crashing down.
Rift: This opening to the Far Realm occupies a
Characters have only a few minutes to escape the
square 15 feet above the floor. When Shoth-Gorag
destruction of Hallowgaunt. The entire fortress is col-
dies, any creature that ends its turn within 15 feet of
lapsing. To represent the desperate flight from the
the rift is pulled 5 feet upward toward the rift. A crea-
fortress, you can run the following skill challenge.
ture pulled adjacent to the rift tumbles into the Far
Realm and is destroyed. A character holding Farbane
feels the rifts pull but moves only if willing to do so. Escape Hallowgaunt
The characters are immediately aware that Hallow-
Conclusion
R
gaunt is collapsing around them. They have to escape
or risk being crushed under the falling fortress.
X
G When Shoth-Gorag drops to 0 hit points, read:
The unearthly monstrosity shrieks, and its f lesh dissolves
Level: 10 (2,500 XP).
Complexity: Special (12 successful group Endur-
C S into putrescent slime. Its spawn quickly liquefy into pools
ance checks before 20 rounds expire)
of disgusting ichor. Left behind is a chunk of black stone,
Time: Each group Endurance check represents
roughly 3 feet in diameter, that pulses with a fell blue radi-
1 round of progress, and each secondary check is a
ance. The blue rift in space still f lickers menacingly.
standard action. Adventurers have 20 rounds before
the fortress crashes down. The countdown begins at
Shoth-Gorags heart weighs 450 pounds and is all
the start of the initiative count on the round after the
that remains of the meteor that fell centuries ago
adventurers destroy the heart of Shoth-Gorag.
and carved the Chaos Scar. A DC 18 Dungeoneer-
Primary Checks: This skill challenge uses a
ing check reveals that Shoth-Gorag can eventually
group DC 18 Endurance check as the primary check.
regrow its body unless its heart is destroyed.
All the characters push their bodies to the limit in
To ensure that Shoth-Gorag never does so, the
their mad flight. If at least half the characters in the
adventurers must use Farbane to strike the heart and
party succeed on the group check, the party earns
destroy it. When the characters do so, proceed with
one success in the skill challenge.
Encounter 9.

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Heart of the Scar

Secondary Checks: Once before each group Success About the Author
Endurance check, each character can use a second- Aeryn Rudel is a freelance writer. He kicked off the Chaos
If a fleeing group accumulates 12 successes before
ary skill to attempt a DC 18 check. A successful Scar series with Stick in the Mud (Dungeon 171), so it was
the 20 rounds have expired, the group escapes the fitting that he should end it.
check with a secondary skill grants each character a crumbling fortress with only superficial injuries.
+1 bonus to the group Endurance check. Secondary Developer and Editor
Skills include Acrobatics, Arcana, Athletics, Dun- If a group escapes, read: Chris Sims
geoneering, Nature, Perception, and any other skill Your mad f light through the fortress has brought you safely
for which a player can make a creative case. Use these Managing Editors
beyond the walls of Hallowgaunt. Moments after you make
checks to help weave a narrative of the escape. Christopher Perkins, Jeremy Crawford
it clear, the citadel crumbles downward in a massive implo-
Acrobatics: The character dodges through narrow- sion of dust and rock. Producers
ing gaps last, allowing others to move ahead first. Christopher Perkins, Greg Bilsland, Stan!
Arcana (trained only): The character channels the Failure
violently dispersing magical energy to slow the trem- Digital Studio Consultant
Characters in a group that fails the skill challenge Dan Helmick
ors nearby effects. do not escape the collapsing fortress in time. Each
Athletics: The character climbs, jumps, or forces adventurer in a group that fails takes damage equal to Art Directors
past obstacles quickly, helping others advance. The his or her bloodied value plus 3d10 damage. Use this Kate Irwin, Jon Schindehette
character might force open the outer gates of Hallow- damage and the number of successes the group accu-
gaunt as a final check. Illustrators
mulated to help you decide in what conditions the Eric Belisle, Christopher Burdett, Peter Tikos
Dungeoneering: The character spots weaknesses in adventurers find themselves after the collapse.
the passages, helping the party avoid poor paths. For example, a character who is knocked uncon- Cartographer
Nature (primal power source required; trained only): scious could be trapped under fallen debris and
Jason Engle
With the help of primal earth spirits, the character require rescue. A group that had 8 or more successes Graphic Production
stabilizes the nearby ground, giving the party a little might be on the surface but inside Hallowgaunts Angie Lokotz, Erin Dorries
more time. walls when the citadel implodes. Such a group is
Perception: The character sees the clearest way close enough to the surface to escape after the fall. A
through the debris and falling dust. group with fewer than 8 successes might instead be
Splitting Up: If any character decides to spend entombed in some corner of the fortress and left to
a standard action healing a fallen comrade, search- search for another way out. Perhaps they fall all the
ing for treasure, or performing some other task that way into the caverns below Hallowgaunt, with no
doesnt directly aid in the partys escape, the whole choice but to explore until they reach an exit.
group that character is with loses 1 round. This fact is
readily apparent to the characters and, by extension,
the players.
The party can split up, leaving behind those who
tarry. Each time this happens, the character or char-
acters left behind become a separate group, and the
new groups successes are tracked separately from
then on.

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